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by Lioyd_Irving
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 ...
by Lioyd_Irving
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))
by Lioyd_Irving
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.
by Lioyd_Irving
Thu May 17, 2012 6:17 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30881
Views: 2152862

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Spoiler:
:biggrin:
by Lioyd_Irving
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

ETTiNGRiNDER wrote:snip
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.)
by Lioyd_Irving
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 ...
by Lioyd_Irving
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. :(
by Lioyd_Irving
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 ...
by Lioyd_Irving
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.)
by Lioyd_Irving
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 ...
by Lioyd_Irving
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.
by Lioyd_Irving
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 ...
by Lioyd_Irving
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 ...
by Lioyd_Irving
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 ...
by Lioyd_Irving
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)

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. :P
I've been intending to do it myself on release and send the stuff back to you. :wink:

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