Search found 414 matches

by MFG38
Sun Jul 16, 2023 2:52 pm
Forum: Off-Topic
Topic: Farewell then, I guess.
Replies: 3
Views: 2504

Farewell then, I guess.

DISCLAIMER: I fully acknowledge the risks I'm taking here (not that any of it will matter in a few minutes), but I feel the need to say this anyway. So, I had the "pleasure" of stumbling upon this earlier today...: https://twitter.com/MarisaDOOM/status/1680636605596422147 ...and all I can say is ...
by MFG38
Wed Apr 19, 2023 9:58 am
Forum: Rules and Forum Announcements
Topic: Statement regarding Marisa the Magician (aka Marisa Kirisame)
Replies: 184
Views: 79381

Re: Statement regarding Marisa the Magician (aka Marisa Kirisame)

I don't know how I feel about any of this. I don't know how I feel about the accusations themselves. I don't know how I feel about the way the information has been presented. I don't know how I feel about the way some of the moderation team - especially Rachael - have presented themselves here. I'm ...
by MFG38
Thu Feb 23, 2023 8:18 am
Forum: Levels
Topic: [Community Project] Hellwhole - A project for Piece of Pie Software's 15th anniversary
Replies: 0
Views: 1539

[Community Project] Hellwhole - A project for Piece of Pie Software's 15th anniversary

Backstory: back in 2020, InfernalMonsoon and I co-hosted a Doom mapping project within the Piece of Pie Software community's Discord server called A Piece of Hell . It was a modest effort, with 5 maps in the end. The concept was almost entirely thought up by Infernal, while I handled compilation ...
by MFG38
Sun Feb 19, 2023 5:08 am
Forum: Gameplay Mods
Topic: [v2.1.1] Satanic Gameshow Deluxe
Replies: 24
Views: 11651

Re: [v2.1] Satanic Gameshow Deluxe

v2.1 has been released, with a proper fullscreen support update for the HUD and some other miscellaneous tweaks. Download links have been updated in the OP. Changelog: Fixed missing A_BossDeath calls from the Baron's special Death states. Localized the difficulty setting descriptions. Added tooltips ...
by MFG38
Sat Dec 10, 2022 2:38 pm
Forum: Script Library
Topic: [ZS] libtooltipmenu 0.2.4 -- add tooltips to your MENUDEF
Replies: 15
Views: 4600

Re: [ZS] libtooltipmenu 0.2.1 -- add tooltips to your MENUDEF

Cool stuff, put this into my own gameplay mod and it works like a charm. I'm curious about something, though - my initial thought was to make a custom SkillMenu with tooltips using this, but that plan sort of flew out the window for the time being when I found out that classes to be used in ListMenu ...
by MFG38
Mon Dec 05, 2022 9:38 am
Forum: Gameplay Mods
Topic: [v2.1.1] Satanic Gameshow Deluxe
Replies: 24
Views: 11651

Re: [v2.0] Satanic Gameshow Deluxe

It took an eternity and a half, but v2.0 of Satanic Gameshow Deluxe is finally released! Told you I wasn't bullshitting. Get it from the following places (links have also been updated in the OP): ModDB | GitHub Nearly three years of work (and procrastination) went into this build, and having it out ...
by MFG38
Sun Dec 04, 2022 12:16 am
Forum: Scripting
Topic: [SOLVED] [ZScript] "Unable to resolve str as type" in custom HUD
Replies: 5
Views: 907

Re: [ZScript] "Unable to resolve str as type" in custom HUD

For the snippet of code you provided, this change seemed to make it run: // Line below is producing the latest error ("cannot convert to string"). // DrawImage(GetInventoryIcon(CPlayer.ReadyWeapon,ITYPE_WEAPON),(278,192),DI_ITEM_OFFSETS); DrawInventoryIcon(CPlayer.ReadyWeapon,(278,192),DI_ITEM ...
by MFG38
Sat Dec 03, 2022 12:42 pm
Forum: Gameplay Mods
Topic: [v2.1.1] Satanic Gameshow Deluxe
Replies: 24
Views: 11651

v2.0 SOON actually seriously for real no joke

Alright, I know I've been saying this for the past uhh... three years or so and spectacularly failing to deliver in that time, but this time, I'm not bullshitting you when I say that SGD v2.0 is finally actually seriously coming very very very very VERY soon. Just a couple things left to do, one of ...
by MFG38
Sat Dec 03, 2022 10:29 am
Forum: Scripting
Topic: [SOLVED] [ZScript] "Unable to resolve str as type" in custom HUD
Replies: 5
Views: 907

Re: [ZScript] "Unable to resolve str as type" in custom HUD

Well. I'm officially out of ideas. I tried Player701's idea of a static function from here , it produced an error, tried giving all the weapons inventory icons and getting them directly with GetInventoryIcon() , it produced an error, tried fiddling around with my previous implementation as much as I ...
by MFG38
Sat Dec 03, 2022 2:50 am
Forum: Scripting
Topic: [SOLVED] [ZScript] "Unable to resolve str as type" in custom HUD
Replies: 5
Views: 907

Re: [ZScript] "Unable to resolve str as type" in custom HUD

There's no type str , the string type in ZScript is String . Replace str with String and it should work, as long as there aren't any other errors. Well, doing that seems to have fixed the type-resolution issue, but now I'm getting two other errors: Script error, "sgd_v20-pre-r410.pk3:zscript/hud ...
by MFG38
Fri Dec 02, 2022 10:32 am
Forum: Scripting
Topic: [SOLVED] [ZScript] "Unable to resolve str as type" in custom HUD
Replies: 5
Views: 907

[SOLVED] [ZScript] "Unable to resolve str as type" in custom HUD

Over the past few days, I've been rewriting the HUD from a gameplay mod of mine from SBARINFO to ZScript. With it being almost finished, the time came to test the thing and see how it looks in-game. Excitedly, I slapped the .pk3 into ZDL and clicked the Play button, but instead of the game booting ...
by MFG38
Sat Oct 22, 2022 8:40 am
Forum: Gameplay Mods
Topic: [v1.0.2] Always Sometimes Nightmares
Replies: 2
Views: 2667

Re: [v1.0.1] Always Sometimes Nightmares

r&r wrote: Thu Oct 20, 2022 7:19 pm be nice if this mod had a universal friendly compatibility version
like also works for heretic, hexen, strife and other fan mods and wads.
That is unfortunately not in my plans for this mod.
by MFG38
Sat Oct 22, 2022 7:23 am
Forum: Closed Bugs [GZDoom]
Topic: [4.8.2] Oddly specific crash on Plutonia MAP06
Replies: 4
Views: 592

Re: [4.8.2] Oddly specific crash on Plutonia MAP06

Okay, I may have found the cause of the crashing - it's likely related to the fuzz effect rendering being set to "Software" mode. Encountered the crash again on MAP08, similar results: game crashed when running in fullscreen but not in windowed mode. Just for the hell of it, I changed that setting ...
by MFG38
Fri Oct 21, 2022 10:58 am
Forum: Closed Bugs [GZDoom]
Topic: [4.8.2] Oddly specific crash on Plutonia MAP06
Replies: 4
Views: 592

Re: [4.8.2] Oddly specific crash on Plutonia MAP06

Graf Zahl wrote: Fri Oct 21, 2022 10:47 am What precisely did you get when it crashed?
The program just froze for about 5 seconds and then terminated itself. No error messages of any sort. If that's what you mean.
by MFG38
Fri Oct 21, 2022 10:04 am
Forum: Closed Bugs [GZDoom]
Topic: [4.8.2] Oddly specific crash on Plutonia MAP06
Replies: 4
Views: 592

[4.8.2] Oddly specific crash on Plutonia MAP06

So I was just playing Plutonia casually and started getting crashes upon trying to enter the final area of MAP06 (Baron's Den). The crashes seemed to mostly occur when facing towards the center of the area - namely, approaching it while facing in its direction. What makes this crash interesting is ...

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