This worked, thanks for the help.
Search found 34 matches
- Sun Jul 30, 2023 4:54 pm
- Forum: Scripting
- Topic: Make an actor know if the player is touching it's collision box?
- Replies: 2
- Views: 315
Re: Make an actor know if the player is touching it's collision box?
- Sat Jul 29, 2023 10:59 am
- Forum: Scripting
- Topic: Make an actor know if the player is touching it's collision box?
- Replies: 2
- Views: 315
Make an actor know if the player is touching it's collision box?
I'm trying to make a special actor that knows when the player touches it's collision box and then performs an action. I'm using zscript and tried using the Touch function, but it only works if the player has X/Y velocity; meaning if the player stands still and jumps up to it, it doesn't work. Is ...
- Sat Mar 25, 2023 10:48 am
- Forum: Scripting
- Topic: (zscript) how to get the player's FOV setting?
- Replies: 4
- Views: 554
Re: (zscript) how to get the player's FOV setting?
I think that would be a pretty useful feature, thanks for the help. Once I get some of my time straitened out I'll see if I can put a suggestion for it together.
- Wed Mar 22, 2023 11:15 am
- Forum: Scripting
- Topic: (zscript) how to get the player's FOV setting?
- Replies: 4
- Views: 554
Re: (zscript) how to get the player's FOV setting?
I see, that’ll help a good bit on how to properly use the values. One other problem I’m trying to prevent however is the fov “stacking” and not returning back to the players setting value. I’m going to have a similar script to this one that activates while standing on a specific texture and it will a ...
- Sat Mar 18, 2023 8:15 pm
- Forum: Scripting
- Topic: (zscript) how to get the player's FOV setting?
- Replies: 4
- Views: 554
(zscript) how to get the player's FOV setting?
I've been trying to make a script that will slightly increase then decrease the fov similar to how it would look in a weapon's firing state. I'm trying to clamp the amount of fov to increase so it won't interfere with some other scripts, but I'm having issues with trying to either retrieve or store ...
- Wed Jul 20, 2022 10:12 pm
- Forum: Resources
- Topic: Remnant Texture Pack – Egyptian themed texture set (updated)
- Replies: 3
- Views: 1395
Re: Remnant Texture Pack – Egyptian themed texture set (upda
After giving it some thought, I decided to make a version that's in the Doom palette. Everything except the skybox textures and water texture has been converted because they're made for UDMF features only.
- Sat Jun 25, 2022 8:59 am
- Forum: Resources
- Topic: Remnant Texture Pack – Egyptian themed texture set (updated)
- Replies: 3
- Views: 1395
Remnant Texture Pack – Egyptian themed texture set (updated)
https://i.imgur.com/slRIZsk.png In this texture pack, you will find a collection of ~100 original Egyptian themed textures to use when creating your Doom maps. The pack also includes some extra goodies for you to place in your maps. These textures were designed for UDMF, but a version in the Doom ...
- Wed Oct 06, 2021 7:34 pm
- Forum: Levels
- Topic: Doom Episode - 1 Remaster (demo available)
- Replies: 33
- Views: 41867
Re: Doom Episode - 1 Remaster (demo available)
Yes, that's the one I used.GhoulRUS wrote:This? viewtopic.php?f=37&t=54839
- Sat Oct 02, 2021 6:40 pm
- Forum: Levels
- Topic: Doom Episode - 1 Remaster (demo available)
- Replies: 33
- Views: 41867
Re: Doom Episode - 1 Remaster (demo available)
Changelog for the demo: E1M1: Renamed the map because you can't hang your clothes on it... Various texture realignments and additions. Made blue armor secret always achievable. Monsters now trigger the platform for the vent duct secret. E1M4: Various texture realignments. Added minor details ...
- Tue Sep 21, 2021 8:29 pm
- Forum: Levels
- Topic: Doom Episode - 1 Remaster (demo available)
- Replies: 33
- Views: 41867
Re: Doom Episode - 1 Remaster (demo available)
The only bug to report is the Pinky's falling into the lava below the lifts on E1M5 (Phobos Lab). This bug has been persistent for a few mods, and I finally found out why...After doing some digging, I discovered that this is actually because Brutal Doom (and it's forks, I'm assuming) have the Pinky ...
- Fri Sep 17, 2021 8:33 pm
- Forum: Levels
- Topic: Doom Episode - 1 Remaster (demo available)
- Replies: 33
- Views: 41867
Re: Doom Episode - 1 Remaster (demo available)
Here's the context for it:bitflipper wrote:The maps are really cool. This addition feels... unnecessary, to say the least.
https://doomwiki.org/wiki/E1M4:_Command ... evelopment
- Mon Aug 30, 2021 11:23 pm
- Forum: Levels
- Topic: Doom Episode - 1 Remaster (demo available)
- Replies: 33
- Views: 41867
Re: Doom Episode - 1 Remaster (demo available)
Good use of sound environments too. I wish more people used them. They can make a huge difference to the feel of a map. I wanted to make the maps have more "spacial awareness" to them, and they really helped with it lol. It is a bit of a shame that they don't get used very often though. Link is ...
- Tue Aug 24, 2021 7:55 pm
- Forum: Levels
- Topic: Doom Episode - 1 Remaster (demo available)
- Replies: 33
- Views: 41867
Re: Doom Episode - 1 Remaster (demo available)
Listen, when you finish the first episode, do you plan to re-release the next two (or three) episodes? I would love to replay them again, but in a new wrapper! 38^) I've thought about it a few times and I even have a few ideas, but I don't want to get too ahead of myself lol. I think if I do, I'll ...
- Mon Aug 23, 2021 11:58 pm
- Forum: Levels
- Topic: Doom Episode - 1 Remaster (demo available)
- Replies: 33
- Views: 41867
Doom Episode - 1 Remaster (demo available)
(PLEASE READ REQUIREMENTS BEFORE PLAYING) Replay the classic Doom maps from episode 1, but this time with far more detailed environments and a fresh coat of paint! Each map was carefully created to maintain the gameplay of the classics. I also fixed some of the issues I've always had with the ...
- Thu Oct 22, 2020 8:30 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 406025
Re: Ultimate Doom Builder
I messed around to see what makes it do this and it looks like when a texture is changed, the middle sector reverts back to the height it had before an arch was applied to it. But, it only does this when there isn't a line in the center when forming the arch. In these screenshots I made the sector ...