New Video: Snippets Extravaganza
Search found 53 matches
- Fri Nov 15, 2024 9:03 am
- Forum: TCs, Full Games, and Other Projects
- Topic: BIOSHOCK - (NEW! Snippets Extravaganza - November 2024)
- Replies: 51
- Views: 41342
- Sun Feb 18, 2024 3:22 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1060
- Views: 420174
Re: Ultimate Doom Builder
Okay, Here's an image of the bug: [imgur]https://imgur.com/a/4LDXR5Z[/imgur] As you can see on the left window "Browse Textures" I have selected a new texture called "GATE1". (Unfortunately the same name is used as one of the DOOM2 textures, and this mod requires the DOOM2.IWAD to function) The ...
- Sun Feb 18, 2024 1:09 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1060
- Views: 420174
Re: Ultimate Doom Builder
Hello, first of all I wanted to thank the team behind UDB, this program is amazing. I updated recently to version R4157 (64-bit) and I noticed a bug of sorts that didn't happen before: If I select a texture I made that is named exactly the same as a Doom 2 original texture ( "GATE1" in this example ...
- Thu Nov 09, 2023 9:25 am
- Forum: Scripting
- Topic: Controlling Actor States
- Replies: 2
- Views: 411
Re: Controlling Actor States
Thanks!
With your fixed script it works perfectly now.
With your fixed script it works perfectly now.
- Wed Nov 08, 2023 4:09 pm
- Forum: Scripting
- Topic: Controlling Actor States
- Replies: 2
- Views: 411
Controlling Actor States
Hello, noob code question. I'm trying to control an actor's (not the player) states whenever I press an specific key in ACS. The animation or state should remain until I press another key that changes it. I was able to do it by using "GetPlayerInput" but the animation stays on the first frame and ...
- Sat Aug 12, 2023 5:02 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: BIOSHOCK - (NEW! Snippets Extravaganza - November 2024)
- Replies: 51
- Views: 41342
Re: BIOSHOCK - (NEW! Progress Showcase June 2022)
NEW VIDEO:
"The Voices of Rapture"
"The Voices of Rapture"
- Mon Jan 30, 2023 10:42 pm
- Forum: General
- Topic: GZDoom Arcade
- Replies: 0
- Views: 419
GZDoom Arcade
A short video of a test I made:
It's more a showcase of the engine's capacity for showing animations than anything else.
Hope you like it, Cheers.
It's more a showcase of the engine's capacity for showing animations than anything else.
Hope you like it, Cheers.
- Tue Jul 05, 2022 9:18 am
- Forum: Closed Bugs [GZDoom]
- Topic: No sound plays when entering and exiting deep water. 4.8.2
- Replies: 2
- Views: 491
No sound plays when entering and exiting deep water. 4.8.2
No sound plays when entering and exiting deep water: I have the sounds for entering deep water redefined in the SNDINFO lump, but they don' t play in the new version 4.8.2 $playersound player male *dive PlaDive // Player dives underwater $playersound player male *surface PlaSurf // Player surfaces ...
- Tue Jun 28, 2022 11:12 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: BIOSHOCK - (NEW! Snippets Extravaganza - November 2024)
- Replies: 51
- Views: 41342
Re: BIOSHOCK - (NEW! Splicers Mambo)
New Video uploaded,
You can check it out here:
You can check it out here:
- Thu Apr 21, 2022 4:59 pm
- Forum: Scripting
- Topic: SoundSequence volume control
- Replies: 7
- Views: 546
Re: SoundSequence volume control
I thought I found a solution but the way sounds are implemented does not allow for exactly what I wanted to do. As far as I know the best way to simulate a radio station is to mix all tracks into a single file and modify the volume. Using "PlaySound" (with looping) and "SoundVolume". Like 3D era GTA ...
- Wed Apr 20, 2022 4:14 pm
- Forum: Scripting
- Topic: SoundSequence volume control
- Replies: 7
- Views: 546
Re: SoundSequence volume control
Specify them with a decimal point and try it. Some more precise data about what I tried: I'm using GZDoom 4.7.1 The object I'm trying to move sits in coordinates: X:-1361 Y:10156 Z:0 (40 Absolute) Just to see if it would go somewhere else I tried: SetActorPosition(7,4.0,4.0,0,0); I created a map ...
- Wed Apr 20, 2022 3:41 pm
- Forum: Scripting
- Topic: SoundSequence volume control
- Replies: 7
- Views: 546
Re: SoundSequence volume control
Ok, I now think I definetly found a bug. If you set any new coordinates using "SetActorPosition" on monsters, lightsources, etc it will send them to the X:0 Y:0 coordinates. no matter what other options you pick. If anyone managed to use that command successfully, to move anything around please let ...
- Tue Apr 19, 2022 2:28 pm
- Forum: Scripting
- Topic: SoundSequence volume control
- Replies: 7
- Views: 546
Re: SoundSequence volume control
Thanks for the quick response, I'll try to clarify what I meant with saying that the "SetActorPosition" was unreliable: With further testing I can confirm that on a UDMF map if you use "SetActorPosition" to move a map spot it will always move it to X:0 Y:0 no matter what you input there. (at least ...
- Mon Apr 18, 2022 4:46 pm
- Forum: Scripting
- Topic: SoundSequence volume control
- Replies: 7
- Views: 546
SoundSequence volume control
Hello! I'm trying to create a radio that will keep playing so that if you turn it on you'll get the same "live" transmission, not a restart of the whole song. I can get it to do it fine, if I use "PlaySound" and then change the state of the sound with "SoundVolume", when the radio is turned on the ...
- Mon Mar 07, 2022 10:49 am
- Forum: Scripting
- Topic: New Menu Sounds
- Replies: 2
- Views: 923
Re: New Menu Sounds
That's it, it works perfectly now.
In the future I'll check the SNDINFO lump first before trying something else.
Thanks!
In the future I'll check the SNDINFO lump first before trying something else.
Thanks!