Search found 25 matches

by etbasch
Sat Oct 17, 2020 5:32 pm
Forum: Assets (and other stuff)
Topic: Increase performance for high-res textures
Replies: 4
Views: 1293

Re: Increase performance for high-res textures

Hellser wrote:You're using ScaleNx (Scale 3x by the looks of it), if a texture is 1024x1024, that's 3072x3072 for just one texture. So you might need to turn that down to see if things clear up some.
Thank you. Changed to 2x. It helped. The HD textures in the mod are either 512x512, 512x1024 or 1024x1024.
by etbasch
Fri Oct 16, 2020 4:11 pm
Forum: Assets (and other stuff)
Topic: Increase performance for high-res textures
Replies: 4
Views: 1293

Re: Increase performance for high-res textures

Make sure you're not using any upscaling texture filter first (Normal 4x, HQ4x, etc.). You would be surprised how hard your computer starts chugging if you're upscaling multiple 512x512 textures up by 4 times (2048x2048 oh my!) with an algorithm placed on top of that. To avoid losing detail, make ...
by etbasch
Fri Oct 09, 2020 5:22 am
Forum: Assets (and other stuff)
Topic: Increase performance for high-res textures
Replies: 4
Views: 1293

Increase performance for high-res textures

I like to use mods adding new high-resolution textures for classic Doom instead of vanilla ones. However, even with the Vulkan API enabled, for big maps with a lot of objects and textures, I experience lags and frame rate drops when playing with these mods. Question: can I do anything to these ...
by etbasch
Thu Oct 08, 2020 3:23 pm
Forum: Scripting
Topic: Need help with Spawn() in ZScript
Replies: 4
Views: 914

Re: Need help with Spawn() in ZScript

Player701 wrote:

Code: Select all

Actor.Spawn('ColumnFlare', (pos.x, pos.y, pos.z + 40));
Thank you. It worked.
by etbasch
Tue Oct 06, 2020 9:18 am
Forum: Scripting
Topic: Need help with Spawn() in ZScript
Replies: 4
Views: 914

Re: Need help with Spawn() in ZScript

Spawn is a static method of Actor, but EventHandler is not a subclass of Actor. Therefore, you have to prefix the method name with the class name to call it, like this: Actor.Spawn(...) Now it says that Spawn() has too many arguments specified, although according this article it should have at ...
by etbasch
Tue Oct 06, 2020 9:00 am
Forum: Scripting
Topic: Set Powerup.Colormap in ZScript
Replies: 11
Views: 573

Re: Set Powerup.Colormap in ZScript

Yeah, I recommend to always use the latest version of GZDoom. Older versions may not support the features I'm suggesting to use, and/or may contains bugs that prevent said features from working properly. The reason it didn't work back then because I forgot to add my EventHandler to the MAPINFO file ...
by etbasch
Tue Oct 06, 2020 4:49 am
Forum: Scripting
Topic: Need help with Spawn() in ZScript
Replies: 4
Views: 914

Need help with Spawn() in ZScript

I'm trying to enhance Doom's light sources with extra flares on top of them, but without replacing the original actors. So I have this LENSA0.png sprite that I would like to place on top of each Column and TechLamp spawned in Doom's map. class LightFlare : Actor { Default { +FIXMAPTHINGPOS ...
by etbasch
Tue Oct 06, 2020 4:41 am
Forum: Scripting
Topic: Set Powerup.Colormap in ZScript
Replies: 11
Views: 573

Re: Set Powerup.Colormap in ZScript

Player701 wrote:This WAD works for me in GZDoom 4.4.2.
I was using older versions of GZDoom and ZScript. I'll try the latest versions on this. Anyway, thanks for the help.
by etbasch
Tue Oct 06, 2020 12:01 am
Forum: Scripting
Topic: Set Powerup.Colormap in ZScript
Replies: 11
Views: 573

Re: Set Powerup.Colormap in ZScript

I have just tested this myself, and it actually works! Don't know why I didn't think of it before. But now you know how to change both the blend color and the colormap. You are still limited to colormaps that you can create at compile time, however - you cannot dynamically alter it during gameplay ...
by etbasch
Mon Oct 05, 2020 2:44 pm
Forum: Scripting
Topic: Set Powerup.Colormap in ZScript
Replies: 11
Views: 573

Re: Set Powerup.Colormap in ZScript

I don't think there are any default values in the color expression. Values go from 0 to 255. An alpha of 0 means fully transparent, while 255 means fully opaque. From your code, I'm not quite sure of the exact color you're trying to get. Here's how it would look like for light gray, 50% transparent ...
by etbasch
Mon Oct 05, 2020 2:15 pm
Forum: Scripting
Topic: Set Powerup.Colormap in ZScript
Replies: 11
Views: 573

Re: Set Powerup.Colormap in ZScript

However, it is possible to change the value of BlendColor for a PowerupGiver to set a normal color instead. Use the following ZScript for that (replace A, R, G, B with the corresponding values of your color's components): I still can't convert the DECORATE value "0.0, 0.0, 0.0, 1.0, 1.0, 1.0" into ...
by etbasch
Mon Oct 05, 2020 1:54 pm
Forum: Scripting
Topic: Set Powerup.Colormap in ZScript
Replies: 11
Views: 573

Re: Set Powerup.Colormap in ZScript

Thanks Player701! You are the only one who could give me a good understandable answer.
by etbasch
Mon Oct 05, 2020 12:25 pm
Forum: Scripting
Topic: Set Powerup.Colormap in ZScript
Replies: 11
Views: 573

Set Powerup.Colormap in ZScript

I want to change the colormap for Invulnerability sphere in Zscript, but without replacing the actor. If I were to use replacement, I would simply write: Inv : InvulnerabilitySphere replaces InvulnerabilitySphere { Default { Powerup.Colormap 0.0, 0.0, 0.0, 1.0, 1.0, 1.0; } } Now I want to attach ...
by etbasch
Wed Sep 30, 2020 4:57 pm
Forum: Scripting
Topic: How to translate color of the sprite in ZScript?
Replies: 4
Views: 455

Re: How to translate color of the sprite in ZScript?

Jarewill wrote:Don't forget the semicolon (;) at the end and it should work.
It worked, thank you.
by etbasch
Wed Sep 30, 2020 6:52 am
Forum: Scripting
Topic: How to translate color of the sprite in ZScript?
Replies: 4
Views: 455

Re: How to translate color of the sprite in ZScript?

Blue Shadow wrote:The same way.
Like this:

Code: Select all

Class RedTorchNew: RedTorch replaces RedTorch {
    Default {
        translation "192:207=168:184","240:247=185:191"
        }
    }
?

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