Search found 28 matches
- Sun Jun 16, 2024 1:53 pm
- Forum: Scripting
- Topic: Troubleshoot script(?) causing GZDoom to hang
- Replies: 5
- Views: 386
Re: Troubleshoot script(?) causing GZDoom to hang
Not sure if anyone is interested, but I'll post some updates when I find anything new about this weird issue... I think this actually might be something to do with the level/engine/sectors/etc... as opposed to a script issue but I've spammed this board enough so I'll just leave this post here for ...
- Sat Jun 15, 2024 12:18 pm
- Forum: Scripting
- Topic: Troubleshoot script(?) causing GZDoom to hang
- Replies: 5
- Views: 386
Re: Troubleshoot script(?) causing GZDoom to hang
Well, I kept messing around, and I've managed to isolate it even further: http://shoresofnis.com/temp/doom/ne_tall_hang.pk3 It is definitely something to do with the room, and further, it seems like it has something to do with the 3d floor in this area as well. The monster type doesn't seem to have ...
- Sat Jun 15, 2024 11:34 am
- Forum: Scripting
- Topic: Troubleshoot script(?) causing GZDoom to hang
- Replies: 5
- Views: 386
Re: Troubleshoot script(?) causing GZDoom to hang
Is there a call stack limit in ZDoom? Like infinite loops in the script engine, would they properly crash the engine or would they just loop forever and lock the game?
- Fri Jun 14, 2024 1:02 pm
- Forum: Scripting
- Topic: Troubleshoot script(?) causing GZDoom to hang
- Replies: 5
- Views: 386
Re: Troubleshoot script(?) causing GZDoom to hang
http://shoresofnis.com/temp/doom/ne_tall_hang.pk3 To replicate the issue: 1. Start map 1 (any skill) 2. Turn on god mode (so you don't die) 3. Open the door behind you and shoot; this will alert an archvile and some chaingunners. 4. Let the monsters all come into the large room you start in and ...
- Mon Jun 10, 2024 9:18 pm
- Forum: Scripting
- Topic: Troubleshoot script(?) causing GZDoom to hang
- Replies: 5
- Views: 386
Troubleshoot script(?) causing GZDoom to hang
I have some very weird stuff going on that I am trying to debug, but the problem is GZDoom just hangs without giving me any feedback on what the problem is... I have this custom monster based on the Baron of Hell/Hell Knight. The hang *seems* to occur when this monster is involved in combat. If I ...
- Sat Jun 08, 2024 12:47 pm
- Forum: Mapping
- Topic: Floor/ceiling sound blocking
- Replies: 0
- Views: 723
Floor/ceiling sound blocking
Hi again, sorry to keep spamming, but I had another question: how does the floor/ceiling portal sound blocking work? I'm making a map in UDMF and using GZDoom and using the interactive portals made with Sector Set Portals linedefs. I'm using the flags in the Edit Sector > Slopes/Portals tab in UDB ...
- Mon Jun 03, 2024 12:38 pm
- Forum: Mapping
- Topic: Weird UDB(?) Problem with corrupted visuals
- Replies: 6
- Views: 1003
Re: Weird UDB(?) Problem with corrupted visuals
I figured out what was causing it. I normally turn off building nodes on saving, to speed up autosave times and leave node building on for testing maps. Looks like something was broken in the code, if you don't save a map (eg: it is 'dirty', signified by the little circle next to the name in the ...
- Sun May 26, 2024 6:32 pm
- Forum: Mapping
- Topic: Weird UDB(?) Problem with corrupted visuals
- Replies: 6
- Views: 1003
Re: Weird UDB(?) Problem with corrupted visuals
So this happens with ANY map I work on, New, started in the current version of UDB or old which was started in a much older version. There is definitely something weird going on. I was going to upload the map in it's 'broken' state, but when I load the map by just dragging/dropping onto gzdoom it ...
- Sat May 25, 2024 12:51 pm
- Forum: Mapping
- Topic: Weird UDB(?) Problem with corrupted visuals
- Replies: 6
- Views: 1003
Weird UDB(?) Problem with corrupted visuals
Hey guys, I am not sure where to ask this as I think this is something to do with Ultimate Doom Builder and it's very bizarre and has me completely stumped. I have not used UDB in years and just started mapping again a couple of days ago. UDB is up to date using the built in updater and I just ...
- Sat Dec 18, 2021 5:13 pm
- Forum: Scripting
- Topic: [beginner] Weapon from Realm667 not appearing in UDB
- Replies: 9
- Views: 1657
Re: [beginner] Weapon from Realm667 not appearing in UDB
click on "Add resource", select "From PK3/PK7", click on the folder icon, navigate to where your GZDoom directory is, choose gzdoom.pk3 Also, make sure to check the 'Exclude this resource from testing parameters' otherwise you'll get an error from zdoom when you try to launch the map.
- Sat Dec 18, 2021 1:56 pm
- Forum: Scripting
- Topic: [ZScript] Ambient Sound Objects
- Replies: 4
- Views: 785
Re: [ZScript] Ambient Sound Objects
Through zscript? You could, but you can just use sndinfo: $AMBIENT 1 ambient/world/fan5 POINT CONTINUOUS 1 Plays sound with alias "ambient/world/fan5" on loop at volume 1 and this is assigned to "ambient sound 1" entity. If you want to do it with zscript, you can, you could just make an invisible ...
- Wed Dec 15, 2021 2:31 pm
- Forum: Scripting
- Topic: ACS / ZScript method to track real time?
- Replies: 7
- Views: 1441
Re: ACS / ZScript method to track real time?
oh, i didn't even know it had that feature...
well, it sounds like this might be the best option for now. also toying with just using acs fading in and out and switching tracks whenever the player gets to specific points in the map.
well, it sounds like this might be the best option for now. also toying with just using acs fading in and out and switching tracks whenever the player gets to specific points in the map.
- Tue Dec 14, 2021 3:54 pm
- Forum: Scripting
- Topic: ACS / ZScript method to track real time?
- Replies: 7
- Views: 1441
Re: ACS / ZScript method to track real time?
I couldn't find a link to that article when looking through the wiki, so that's why i was wondering... Anyway, it's all unfinished at this time but what I was planning on doing, since this is zscript only (as indicated in the article), is to create a 'MusicTimer' object which after spawning drops ...
- Tue Dec 14, 2021 2:34 pm
- Forum: Scripting
- Topic: ACS / ZScript method to track real time?
- Replies: 7
- Views: 1441
Re: ACS / ZScript method to track real time?
Are you sure? I get:m8f wrote:https://zdoom.org/wiki/SystemTime
Code: Select all
Script error, "D:/Games/Doom/ne_tall/:zscript/necros/musictimer.zs" line 33:
Call to unknown function 'Now'
- Mon Dec 13, 2021 4:06 pm
- Forum: Scripting
- Topic: ACS / ZScript method to track real time?
- Replies: 7
- Views: 1441
ACS / ZScript method to track real time?
I'm making a long level and it would be tiresome to listen to the same 2-4 minute midi on loop. What I'd like to do is make a handful of midis that can be played randomly. Problem is, midis don't stop playing when the player enters a menu or drops the console down. Those two actions freeze the in ...