Search found 591 matches
- Sat May 04, 2024 9:00 am
- Forum: Resources
- Topic: Light and torch particle fx
- Replies: 0
- Views: 778
Light and torch particle fx
I made a few pretty well optimised particle effects for the standard doom props. They include all colours of torches, burning barrel, tech lamps and some candles. They are a bit tacky but may be useful or strangely pleasing to look at anyway. Take a look: https://imgur.com/KHkTe5A https://imgur.com ...
- Fri Dec 08, 2023 6:23 pm
- Forum: Technical Issues
- Topic: Doom new guy here, Russian Overkill crashing with a VM Execution Error
- Replies: 5
- Views: 1957
Re: Doom new guy here, Russian Overkill crashing with a VM Execution Error
I happen to have written that code and the rest in that directory! Go to line 146 in ro.pk3/moonspeak/tip_menu.txt and edit let box_height = height / resolution.y * (4 + tip_line_count * line_height); to something like let box_height = height / max(1, resolution.y) * (4 + tip_line_count * line ...
- Tue Nov 21, 2023 7:29 pm
- Forum: General
- Topic: What's the state of the ZDoom forums?
- Replies: 35
- Views: 8745
Re: What's the state of the ZDoom forums?
I like how these forums work for modding. I see that as usual player701, jarewill and others offer great help in the scripting forums and it makes me quite glad! I post rarely but I lurk fairly regularly. I still mod occasionally to much to the same effect as always and help a certain friend's ideas ...
- Sat Mar 18, 2023 3:53 pm
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3058
- Views: 900884
Re: The Guncaster - 3.888b
I discovered a bug, apparently, the newer versions of GZ broke the health regen. (not the one you get from equipping the "Bishop", but the one you can set up in the "Here Be Dragons" menu) Not a big deal, but I thought I would mention it. I don't see a health regen option, but maybe you refer to ...
- Wed Mar 15, 2023 2:36 pm
- Forum: Resources
- Topic: [Special FX] Particle FX for Doom torches (reup)
- Replies: 18
- Views: 6123
Re: [Special FX] Particle FX for Doom torches (reup)
Been meaning to reupload them for a while so here they are again with very very very minor changes from before and they seem to still work in zandronum. Have fun!
- Mon Nov 28, 2022 12:53 pm
- Forum: Script Library
- Topic: Level and screen projections (now with resize handling)
- Replies: 44
- Views: 12734
Re: Level and screen projections (now with resize handling)
It's been a while, so sure, I'm leaning towards it if it's appreciated.
- Thu Jul 28, 2022 8:34 am
- Forum: Scripting
- Topic: [ACS] - Making an actor face the player
- Replies: 6
- Views: 765
Re: [ACS] - Making an actor face the player
oh yea I forgot to mention! in acs, actor angles are fixed point range, which is 0 to 1.0 with the .0 (1 and 1.0 are not the same here is what I'm saying), so you can reverse angles by adding 0.5.
- Tue Jul 26, 2022 6:43 pm
- Forum: Scripting
- Topic: [ACS] - Making an actor face the player
- Replies: 6
- Views: 765
Re: [ACS] - Making an actor face the player
If you need something that works for any actor given a tid, you can do this: // assume that the player is the activator. int diff_x = GetActorX(0) - GetActorX(thing_tid); int diff_y = GetActorY(0) - GetActorY(thing_tid); int ang = VectorAngle(diff_x, diff_y); ang now has the property that ...
- Wed May 11, 2022 1:25 pm
- Forum: Scripting
- Topic: [ACS] Placing an object in a random spot in the map?
- Replies: 1
- Views: 267
Re: [ACS] Placing an object in a random spot in the map?
If you're willing to replace things like weapons, keys, powerups, that kinda stuff which tends to be in pretty good spots, you could use decorate to relay their positions to acs and make another script select one of those positions randomly. Then you can spawn something there. Otherwise, I don't ...
- Mon May 09, 2022 4:46 am
- Forum: Scripting
- Topic: [ACS] Ignored sector tags and passing arguments in arrays
- Replies: 3
- Views: 376
Re: [ACS] Ignored sector tags and passing arguments in array
To move all sectors using Floor_MoveToNearest you could link them together. It links to an old example as well. I'm not sure if there's more differences between your current and old implementation, but in general it should work with a link. For the second, the colour argument doesn't expect a string ...
- Sat Jan 22, 2022 3:20 am
- Forum: Scripting
- Topic: Angle From Velocity
- Replies: 4
- Views: 884
Re: Angle From Velocity
You can recover the horizontal angle with VectorAngle(vel.x, vel.y) and pitch with VectorAngle(vel.xy.length(), vel.z).
- Thu Jan 20, 2022 12:43 pm
- Forum: Gameplay Mods
- Topic: [Release] The Trailblazer - 1.5e
- Replies: 1537
- Views: 491284
Re: [Release] The Trailblazer - 1.5e
Oh that's cool... can I know what kinds of things are there? mostly inner workings type of stuff and weirder things. tb has just view tilt or sth, ro and gc share a lot of maths stuff, ro has guided missile stuff, gc has the whole shop there, a few spells' workings, the file titles pretty much sum ...
- Wed Jan 12, 2022 11:14 am
- Forum: Gameplay Mods
- Topic: [Release] The Trailblazer - 1.5e
- Replies: 1537
- Views: 491284
Re: [Release] The Trailblazer - 1.5e
respect your hustle tho lel and yea, moonspeak is a gift lel one of its purposes is that it only contains all the significant code I wrote, so I can just throw in a text detailing reuse permissions, cuz they're partly different from the rest of the mods (tb, gc and ro each have one such dir). it's ...
- Wed Jan 12, 2022 10:40 am
- Forum: Scripting
- Topic: Is this a bug or quirk in RandomPick()?
- Replies: 6
- Views: 882
Re: Is this a bug or quirk in RandomPick()?
RandomPick is just another function, and it gets resolved entirely before A_FireBullets does. That means you get one result, and it will be used for all bullets in A_FireBullets. You can get 40 bullets with random damage each by calling A_FireBullets 40 times. TNT1 A 0 { for(int ii = 0; ii < 40; ii ...
- Tue Aug 31, 2021 4:11 pm
- Forum: Script Library
- Topic: Level and screen projections (now with resize handling)
- Replies: 44
- Views: 12734
Re: Level and screen projections (now with resize handling)
Looking good! I think the offset is due to the tracer being fired from offsetz: player.viewheight still. Try offsetz: camera.cameraheight, or maybe even plain 0?