Search found 53 matches

by Caleb377
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 ...
by Caleb377
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 ...
by Caleb377
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.
by Caleb377
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 ...
by Caleb377
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.
by Caleb377
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 ...
by Caleb377
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:
by Caleb377
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 ...
by Caleb377
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 ...
by Caleb377
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 ...
by Caleb377
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 ...
by Caleb377
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 ...
by Caleb377
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. :oops:

Thanks! :D

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