Search found 342 matches
- Sat May 19, 2012 10:56 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897911
Re: The "How do I..." Thread
Another thing: Alright, here's what's going down. I created a custom bulletpuff with a custom sound, and a custom XDeath sound. The XDeath sound is bound to play apon impact on "bleeding" actors. I want the sound to play when hitting a monster, but not apon hitting a breakable Techlamp or something ...
- Sat May 19, 2012 2:02 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897911
Re: The "How do I..." Thread
Get/SetActorPitch work differently because they use [wiki=Fixed_point_numbers]fixed point values[/wiki], which are very different from degree values. I believe you can convert the latter to the former in DECORATE, like so:
Code: Select all
SetActorPitch(GetActorPitch(0)+(0.05<<16))- Sat May 19, 2012 12:42 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897911
Re: The "How do I..." Thread
I don't believe the engine supports it at all. I suppose you can make it spawn another identical actor via A_SpawnItemEx and SXF_ABSOLUTEMOMENTUM when it enters its Death state, but it would look somewhat wonky and you'd have to make another actor for each bounce.
- Thu May 17, 2012 6:17 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2152862
- Wed May 16, 2012 6:40 pm
- Forum: Off-Topic
- Topic: WTF/funny/interesting videos/pictures
- Replies: 4598
- Views: 241999
Re: WTF/funny/interesting videos/pictures
A couple things irked me about this thing ever since I read it. Isn't "[censored word]" just "realistic" on which is superimposed the average shooter's stupidly low FOV? (Also, number 3 reeks of DNDTR. Doomguy's arm goes way off to the side on the pistol's sprites.)ETTiNGRiNDER wrote:snip
- Wed May 16, 2012 6:09 pm
- Forum: Abandoned/Dead Projects
- Topic: HeXerci--HALT, TRAVELER
- Replies: 41
- Views: 5282
Re: HeXercise v0.0.4: I'm Out Of Witty Titles
All duly noted. Next build will be out shortly. (Peh, who am I kidding? It'll be out when I feel like it.) Better feedback on the Arc's secondary. Axe hits on walls no longer consume mana. Serpent Staff's alt no longer railroads you into damage unless you hold it down. Infinite ammo works correctly ...
- Wed May 16, 2012 12:18 pm
- Forum: Abandoned/Dead Projects
- Topic: HeXerci--HALT, TRAVELER
- Replies: 41
- Views: 5282
Re: HeXercise v0.0.4: I'm Out Of Witty Titles
I got me no excuse outta that one. 
- Wed May 16, 2012 12:10 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Sprite rotations, their absence, and stuff
- Replies: 12
- Views: 1110
Re: Sprite rotations, their absence, and stuff
I do mean a third sort of mirroring, by [wiki=A_SetScale]scaling[/wiki] a sprite to a negative value. It alone would be infinitely simpler than to take twice the number of namespaces. Still, for the matter of conserving namespaces, stuff like SPRIL0R0 had gone completely over my head. (Shows what I ...
- Wed May 16, 2012 6:13 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Sprite rotations, their absence, and stuff
- Replies: 12
- Views: 1110
Re: Sprite rotations, their absence, and stuff
There's nothing to apologize for. I knew what I was getting myself into.
While I'm at it, though, might as well spare a topic: Is negative scaling a feasible thing to implement?
(I'm alright with a one-word reply.)
While I'm at it, though, might as well spare a topic: Is negative scaling a feasible thing to implement?
(I'm alright with a one-word reply.)
- Wed May 16, 2012 5:49 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Sprite rotations, their absence, and stuff
- Replies: 12
- Views: 1110
Re: Sprite rotations, their absence, and stuff
It's a solution to the sprite limit, but not to the general flimsiness and inconvenience. Working with batches of 29 sprites means having to stick angle checks in places where they don't belong (ie more things begging to go wrong), and does nothing for the unholy torture of the offset. I already had ...
- Tue May 15, 2012 9:46 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Sprite rotations, their absence, and stuff
- Replies: 12
- Views: 1110
Re: Sprite rotations, their absence, and stuff
I suppose an even simpler solution for my problem (and that of everybody who's ever tried to make something 2D...) would be to allow for negative scaling, but that's probably for another topic.
- Tue May 15, 2012 4:38 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Sprite rotations, their absence, and stuff
- Replies: 12
- Views: 1110
Re: Sprite rotations, their absence, and stuff
I see. About this point, though: For example, if 4-angle rotations were added how would the engine know if it has to deal with an incomplete 8-angle sprite, a fully defined 4-angle sprite or even an incomplete 16-angle sprite? Would it be possible, assuming the crash is dropped entirely, for the ...
- Tue May 15, 2012 3:29 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Sprite rotations, their absence, and stuff
- Replies: 12
- Views: 1110
Sprite rotations, their absence, and stuff
It's always been bugging me a bit, but rarely has anything bugged me as much as it has for the last few days. Had a fair bit of success in constructing a framework for a personal project of mine (which, as some may have guessed, is a 2D fighter). And when inevitably confronted with the need to make ...
- Mon May 14, 2012 11:52 pm
- Forum: Abandoned/Dead Projects
- Topic: HeXerci--HALT, TRAVELER
- Replies: 41
- Views: 5282
Re: HeXercise v0.0.3.14: I Hope You Like Gimmicks
Well, the Slaughtaurs being everywhere really annoys me and messes with the balance of some areas (sometimes it's just plain unfair when you're swarmed by projectile enemies that were intended to be melee-only). How about replacing them with another Raven or Raven-style enemy, like Sabreclaws or ...
- Mon May 14, 2012 9:07 pm
- Forum: Gameplay Mods
- Topic: DoomStorm (v0.92 March 2017)
- Replies: 152
- Views: 26062
Re: [WIP] DoomStorm (New trailer p.1)
I've been intending to do it myself on release and send the stuff back to you.DBThanatos wrote:Yeah. Though now you just made me go all paranoid of where I can use offsets to improve the animations, at least a little.
