Search found 27 matches

by Razumen
Tue Mar 18, 2025 6:05 am
Forum: Bugs [GZDoom]
Topic: Teleport Doesn't Randomly Choose Destinations with Same TID
Replies: 2
Views: 223

Teleport Doesn't Randomly Choose Destinations with Same TID

So I was testing out some simple teleporter varieties as an example for someone, and I found a discrepancy between how GZDoom currently handles the Teleport (70) line special compared to vanilla (I used Chocolate Hexen for vanilla testing so it SHOULD be accurate). In CH, when the teleport special ...
by Razumen
Mon Mar 03, 2025 12:12 am
Forum: Scripting
Topic: Best Way to Make a Patch that Changes Actor Angles in Vanilla Hexen maps?
Replies: 1
Views: 918

Best Way to Make a Patch that Changes Actor Angles in Vanilla Hexen maps?

I've been working on voxel models for Hexen props, and would like to know what the best way to create a patch that I could distribute with it that would allow me to change the default angles of certain props since a lot of them now have clear fronts and backs. As far as I know no one else has made a ...
by Razumen
Wed Jul 05, 2023 3:51 am
Forum: Bugs [GZDoom]
Topic: Static Portals Break Polyobject Portals.
Replies: 1
Views: 1197

Re: Static Portals Break Polyobject Portals.

I did some further testing and it appears interactive sector portals also break polyobject portals as well.
by Razumen
Sat Jun 10, 2023 11:12 pm
Forum: Bugs [GZDoom]
Topic: Static Portals Break Polyobject Portals.
Replies: 1
Views: 1197

Static Portals Break Polyobject Portals.

Basically, if you have any static portals on a map connected to sectors with a polyobject with portals on it, they'll stop any portals on the polyobject from teleporting things. "Visual+teleporter" or "interactive" portal lines on a polyobject will no longer teleport objects crossing through the ...
by Razumen
Sat Dec 17, 2022 7:05 pm
Forum: Mapping
Topic: Need help with a Strange Portal Issue
Replies: 1
Views: 783

Re: Need help with a Strange Portal Issue

I've done some more testing, and it looks like it is somehow related to the size of the map, as I pasted another setup that didn't work in the main map, but worked once it was pasted into a smaller test map.
by Razumen
Wed Nov 23, 2022 9:26 pm
Forum: Gameplay Mods
Topic: Hexen Shielded Enemies Fix Plugin
Replies: 2
Views: 1546

Re: Hexen Shielded Enemies Fix Plugin

Very cool! I'm going to add this to my next map if that's ok! Credited of course. ;)
by Razumen
Sat Apr 02, 2022 6:56 am
Forum: Scripting
Topic: (solved) projectile motion formula in zcript
Replies: 6
Views: 899

Re: (solved) projectile motion formula in zcript

Hey, thanks for this equation! I'm trying to convert your solution into ACS for my map, and I've got it working, but I can't get it to work if the target changes position vertically. What am I missing here? I really suck at math, and after hours of fiddling with it, my brain is fried at this point ...
by Razumen
Fri Apr 01, 2022 11:57 pm
Forum: Gameplay Mods
Topic: Imps throwing balls in arcs
Replies: 3
Views: 1278

Re: Imps throwing balls in arcs

Would this be possible to do in ACS? I'm trying to create a similar attack for a trap, but it also needs to shoot upwards first more, like artillery almost.
by Razumen
Tue Sep 14, 2021 11:34 pm
Forum: Mapping
Topic: Need help with a Strange Portal Issue
Replies: 1
Views: 783

Need help with a Strange Portal Issue

I made a moving polyobject with portals on its sides to act like a train, and it works perfectly in my test map, but when I moved it over to the main map, whenever I cross over the line into the train from the outside, the sectors inside the portals seem to just...disappear. There's no vertical ...
by Razumen
Thu Jul 29, 2021 4:00 am
Forum: Feature Suggestions [GZDoom]
Topic: Polyobject Flat Rendering
Replies: 17
Views: 6194

Re: Polyobject Flat Rendering

I see, thanks for the insight!
Didn't mean to come across as pestering, so if I did, I apologize. :)
by Razumen
Wed Jul 28, 2021 11:22 am
Forum: Graphic/Audio Patches
Topic: Hexen HD 2020 (Release)
Replies: 60
Views: 35145

Re: Hexen HD 2020 (Release)

eharper256 wrote:Its nice to know I have a few secret fans of Walp lurking around given the responses in this topic (haha).
Just did a Mage playthrough with it, was a lot of fun!
Though I did feel a bit overpowered in the vanilla maps haha.
by Razumen
Fri Jul 23, 2021 4:49 am
Forum: Feature Suggestions [GZDoom]
Topic: Polyobject Flat Rendering
Replies: 17
Views: 6194

Re: Polyobject Flat Rendering

Ugh, I could really use that in my current map...
by Razumen
Tue Jul 20, 2021 11:16 pm
Forum: Feature Suggestions [GZDoom]
Topic: Polyobject Flat Rendering
Replies: 17
Views: 6194

Re: Polyobject Flat Rendering

Yeah, having it carry objects objects when moving horizontally would have to be addressed as well, looks like the k8vavoom specs do allow for that, as well as rotational movement.
by Razumen
Tue Jul 20, 2021 8:30 pm
Forum: Feature Suggestions [GZDoom]
Topic: Polyobject Flat Rendering
Replies: 17
Views: 6194

Re: Polyobject Flat Rendering

Combined with some other tricks, and we can have convincing platforms/trapdoors/etc. that can move horizontally and vertically, without need to rely on other hacky methods to mask the lack of them. Well, its already can be "done" with Model + Any invisible actor with colision + ActorMover. This is ...
by Razumen
Tue Jul 20, 2021 7:41 pm
Forum: Feature Suggestions [GZDoom]
Topic: Polyobject Flat Rendering
Replies: 17
Views: 6194

Re: Polyobject Flat Rendering

What would the immediate benefit be for GZ? The immediate benefit is we'd have polyobjects with visible tops and bottoms, instead of hollow, see-through ones. Combined with some other tricks, and we can have convincing platforms/trapdoors/etc. that can move horizontally and vertically, without need ...

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