I've gotten hand sprite displays to work along with a lot of other item related functionality. Currently working on a prototype system to generate moon facility interiors using LinePortals to connect random room doorways together.
New video in the main post.
					Search found 15 matches
- Fri Dec 15, 2023 12:10 am
 - Forum: TCs, Full Games, and Other Projects
 - Topic: [WIP] Doomed Company - A Lethal Company and DooM mashup
 - Replies: 5
 - Views: 6251
 
- Thu Dec 07, 2023 12:31 am
 - Forum: TCs, Full Games, and Other Projects
 - Topic: [WIP] Doomed Company - A Lethal Company and DooM mashup
 - Replies: 5
 - Views: 6251
 
[WIP] Doomed Company - A Lethal Company and DooM mashup
Hey there! I've been a big fan of the game Lethal Company and was thinking about how a lot of the systems could be emulated in (g)zdoom. This project is the result. The plan is to emulate most of the original gameplay of Lethal Company with a DooM look. Some things will have to be modified from the ...
					- Mon Mar 22, 2021 6:35 pm
 - Forum: Scripting
 - Topic: Making a scalable damage projectile.
 - Replies: 2
 - Views: 214
 
Re: Making a scalable damage projectile.
That should definitely work, thanks. Wish we could pass in parameters like I showed in my example but the functionality in the thread you linked is sufficient.
					- Mon Mar 22, 2021 6:00 pm
 - Forum: Scripting
 - Topic: How to make lava [water]fall glow?
 - Replies: 5
 - Views: 764
 
Re: How to make lava [water]fall glow?
You may have better luck just using dynamic lights close to the waterfall with an orange color. You could also add some to the floor lava to add a bit more glow in the rest of the room too. I would try a few PointLights with and intensity set to 125% of the width of the linedef of the lavafall/floor ...
					- Mon Mar 22, 2021 5:49 pm
 - Forum: Scripting
 - Topic: Making a scalable damage projectile.
 - Replies: 2
 - Views: 214
 
Making a scalable damage projectile.
I've been doing some googlin' this afternoon to try and see if someone else has tried this. So what I want to accomplish is to allow a weapon to fire projectiles whose damage can be increased based on a player's item count. I would like it to look something like this: A_FireCustomMissile(Shotgun ...
					- Mon Mar 22, 2021 5:43 pm
 - Forum: Scripting
 - Topic: [Decorate/ACS] Bloody footprints?
 - Replies: 4
 - Views: 509
 
Re: [Decorate/ACS] Bloody footprints?
Maybe add a function to the player that spawns bloody footprints during the walk animation if the player has a particular inventory item and counts down the inventory count each spawn event (footprint). Then when the blood splatter spawns drop an invisible item with a radius of the bloodsplat that ...
					- Sun Jul 07, 2019 5:29 pm
 - Forum: Assets (and other stuff)
 - Topic: HUD MD3 Texture Stretching / Face Rotation
 - Replies: 4
 - Views: 856
 
Re: HUD MD3 Texture Stretching / Face Rotation
 Woah! That's an awesome pickaxe dude! Did you get the insperation from Minecraft? :D Ehh, I was going for a low-poly but still realistic style. That being said it's not the first pickaxe I've made and I actually have made a couple minecraft weapon meshes. (Spoilers because screencap) https://imgur ...
					- Mon Jun 17, 2019 5:30 pm
 - Forum: Assets (and other stuff)
 - Topic: HUD MD3 Texture Stretching / Face Rotation
 - Replies: 4
 - Views: 856
 
Re: HUD MD3 Texture Stretching / Face Rotation
Thanks a bunch for the suggestion about Noesis. It works very well. That being said, I actually stumbled upon a working version of the blender md3-export on this thread while looking for something tangentially related, and it doesn't suffer the same issues that my 2.6 version of the program did. I ...
					- Mon Jun 17, 2019 4:33 am
 - Forum: Assets (and other stuff)
 - Topic: HUD MD3 Texture Stretching / Face Rotation
 - Replies: 4
 - Views: 856
 
HUD MD3 Texture Stretching / Face Rotation
Hey, hardcore lurker here with enough post-college free time to start working on projects and I've run into an odd issue. I've exported a blender model and implemented it as a HUD weapon. When I went to animate said model I started having issues with the model faces rotating. Spoiler because it is a ...
					- Fri Nov 16, 2018 4:09 pm
 - Forum: Resources
 - Topic: Custom Texture Thread.
 - Replies: 2577
 - Views: 535369
 
Re: Custom Texture Thread.
I'm cobbling together a sort of test-tube/syringe health bar for a Return to Castle Wolfenstein Nazi-tech type statusbar. Alternatively at this point I could make it more of a Quake 1 style thing with more gothic type decorations on the caps. https://imgur.com/QYzssNL View in another tab for better ...
					- Wed Nov 14, 2018 5:49 pm
 - Forum: Scripting
 - Topic: Doors with Doom 3 logic
 - Replies: 5
 - Views: 762
 
Re: Doors with Doom 3 logic
I just threw this together with an edit to the CheckProximity example from the wiki. I'm sure you could use A_LookEx and state jumps which trigger ACS_NamedExecute but I figured since you would have to resort to ACS anyway to alter the map I thought it was better to start there instead. Tag 1 is the ...
					- Fri Oct 26, 2018 5:37 pm
 - Forum: General
 - Topic: ZDoom project ideas you have
 - Replies: 5365
 - Views: 693204
 
Re: ZDoom project ideas you have
 ...It's a monster pack called "Checkmate". The thing is simple: Doom monsters with chess-ish rankings.... The first thing that came to mind was some sort of limiter on an actor's routine based on a "turn" where it can take damage and assign targets outside of it's turn but cannot attack or move ...
					- Fri Oct 26, 2018 4:12 pm
 - Forum: Scripting
 - Topic: Quake 1 Style Lightning Trails
 - Replies: 0
 - Views: 330
 
Quake 1 Style Lightning Trails
So I'm trying to emulate the lightning trails like from Quake 1's lightning gun but I've ran into an odd issue. https://imgur.com/q8Cl0HE It seems like every 8 actors the pitch is not being set properly as per the A_FaceTarget. And I only noticed this because I was looking closely in the test map ...
					- Thu Oct 25, 2018 9:37 pm
 - Forum: Off-Topic
 - Topic: New Member Introductions
 - Replies: 796
 - Views: 203569
 
Re: New Member Introductions
I'm a long-time modder but it's always been with tinkering-level projects and never with anything I felt was good enough to be released. Recently me and a friend in college have challenged each other to complete a monthly project of our choosing(we both amass unfinished projects faster than the US ...
					- Thu Oct 25, 2018 8:54 pm
 - Forum: Assets (and other stuff)
 - Topic: Specific question about model animation in ZDoom
 - Replies: 3
 - Views: 860
 
Re: Specific question about model animation in ZDoom
I'm kind of new to the whole modelling gig and I use blender but I've been working solely with models I've been importing into gzdoom so I hope I can help. With the models I've made I saved every keyframe back-to-back from 0 to as many frames of animation as I need. So for instance I save a ...