Well, it seems the fix didn't fix the problem.
My mistake, it seems DRD Team builds are a bit behind.
Search found 1353 matches
- Mon May 20, 2024 11:53 am
- Forum: Closed Bugs [GZDoom]
- Topic: [4.12 - 4.12.2] A_LookEx looking all around.
- Replies: 2
- Views: 152
- Mon May 20, 2024 7:02 am
- Forum: Closed Bugs [GZDoom]
- Topic: [4.12 - 4.12.2] A_LookEx looking all around.
- Replies: 2
- Views: 152
[4.12 - 4.12.2] A_LookEx looking all around.
There were changes to how A_LookEx handles fov in 4.12. It seems that in this version with default parameters, A_LookEx will use a fov setting of 360. I have attempted to subvert this by explicitly setting the fov to 180 but that does not seem to work.
- Thu Jun 15, 2023 2:33 pm
- Forum: Scripting
- Topic: Using Mugshot xdeath and animated god mode
- Replies: 2
- Views: 347
Re: Using Mugshot xdeath and animated god mode
I appreciate the reply, even if more than 3 years later. I will say that I have recently figured this out based on example code from other mods and have implemented it in a personal mod. The code you posted looks very much like what I found. I hope that it can help others.
- Mon May 01, 2023 9:24 am
- Forum: Rules and Forum Announcements
- Topic: Changes In Forum Administration
- Replies: 134
- Views: 32753
Re: Changes In Forum Administration
I don't know what to say. I've been a member for 8 years and in all my time of being one I have never seen a disaster on this scale. I didn't even know about it until today, right when I'm in the middle of a low patch, and it's just... I turn my back for one second and all hell breaks loose! I'll s...
- Tue Apr 25, 2023 1:32 pm
- Forum: Graphic/Audio Patches
- Topic: [ZScript HUD] Minimalist Doom64-Inspired Hud
- Replies: 0
- Views: 2086
[ZScript HUD] Minimalist Doom64-Inspired Hud
Hey all, I decided to dabble with zscript huds late last year to create a minimalistic hud for a mapping project I am working on. I was inspired by WildWeasels Doom64 hud to create two huds based on his design. Features: Two huds. One overriding the regular status bar and the other overriding the fu...
- Fri Apr 21, 2023 8:44 am
- Forum: Rules and Forum Announcements
- Topic: Changes In Forum Administration
- Replies: 134
- Views: 32753
Re: Changes In Forum Administration
To echo what everyone has said so far, this was the best possible outcome. I wasn't sure if it would mean so many people stepping down (WW was a surprise, to say the least, I had hoped he might stay despite everything) so quickly but with everything that Cali has put forward, I feel that I can breat...
- Thu Apr 20, 2023 9:55 am
- Forum: Rules and Forum Announcements
- Topic: Statement regarding Marisa the Magician (aka Marisa Kirisame)
- Replies: 184
- Views: 61389
Re: Statement regarding Marisa the Magician (aka Marisa Kirisame)
Moving forward, I would like to also publicly advocate that we start holding regular (yearly?) moderator and community guide "elections". I don't know what form this will take, but probably something where users can suggest people to be considered as moderators, and also show confidence/n...
- Thu Apr 20, 2023 5:39 am
- Forum: Rules and Forum Announcements
- Topic: Statement regarding Marisa the Magician (aka Marisa Kirisame)
- Replies: 184
- Views: 61389
Re: Statement regarding Marisa the Magician (aka Marisa Kirisame)
I suppose I'll also add my thoughts to this since it seems safe to do so at least with this thread . I've been a member of the Doom community for more than 20 years. I used to be very active on the Newdoom forums for a long time before it crashed and burned. I founded the very first Newdoom Communit...
- Tue Apr 18, 2023 4:49 pm
- Forum: Gameplay Mods
- Topic: Dumb Smart Projectiles (monster projectile aiming mod)
- Replies: 1
- Views: 1690
Re: Dumb Smart Projectiles (monster projectile aiming mod)
Sorry for the big bump! How easy would it be to expose melee damage type and missile spawn offsets? Also, it seems changing actor elevation can mess with the calculations in odd ways. I was reliably able to fool it by jumping for example. Even being launched with a cyber's rocket into the air would ...
- Mon Dec 12, 2022 11:45 am
- Forum: Requests
- Topic: Rifle Commando w/ Full Rotations
- Replies: 1
- Views: 637
Re: Rifle Commando w/ Full Rotations
I found them here if anyone is interested. https://www.doomworld.com/forum/topic/7 ... nt-2346282
- Thu Dec 08, 2022 11:29 am
- Forum: Requests
- Topic: Rifle Commando w/ Full Rotations
- Replies: 1
- Views: 637
Rifle Commando w/ Full Rotations
Hello! There is a set of Rifle Commando sprites that are floating around in various places and projects. I'd like to use this, but it would be inconsistent without full rotations. I did some research, and it seems like rotations were in fact completed at some point, but I can't seem to find any trac...
- Sun Jul 10, 2022 10:14 am
- Forum: Scripting
- Topic: ZScrpt Hud Question
- Replies: 4
- Views: 502
Re: ZScrpt Hud Question
The key thing here (pun unintended) is to use AdjustPosition() : Vector2, int AdjustPosition(Vector2 position, int flags, double width, double height) position is where you want the keys bar to be drawn (below the "Keys" label, centered, in your case). flags is for alignment. If you want...
- Sun Jul 03, 2022 9:46 am
- Forum: Scripting
- Topic: ZScrpt Hud Question
- Replies: 4
- Views: 502
Re: ZScrpt Hud Question
Thank you so much for your help. I had no idea there was a function that did all the calculations itself. This worked exactly the way I had hoped.
- Sat Jul 02, 2022 7:25 am
- Forum: Scripting
- Topic: ZScrpt Hud Question
- Replies: 4
- Views: 502
ZScrpt Hud Question
I made an attempt to learn a bit about zscript hud creation. I created a lean and minimalist hud based on code from gzdoom.pk3. Everything is mostly where it want it, but the one thing I can't quite figure out is key display. I have been able to move where the keys will display, but how they display...
- Sun Jun 26, 2022 10:04 am
- Forum: Closed Bugs [GZDoom]
- Topic: [4.8.0] Umbra of Fate crashes at start up
- Replies: 5
- Views: 562
Re: [4.8.0] Umbra of Fate crashes at start up
I'm sorry, I lack the technical knowledge to know the difference. If this is a bug with the mod itself, then I'm sure this can be disregarded.