Search found 47 matches
- Sat Jan 01, 2022 4:22 pm
- Forum: Scripting
- Topic: Reset sector floor texture after it's changed by a linetrace
- Replies: 5
- Views: 628
Re: Reset sector floor texture after it's changed by a linet
Update: I found a workaround by replacing TexMan.GetGameTexture(behindtexture); with TexMan.CheckForTexture(Texman.Getname(behindtexture),TexMan.Type_Any)); I also had to put textureid behindtexture; and Sector LastAffectedSector; outside of the tick() area, which threw me off for a while but I ...
- Sat Jan 01, 2022 3:15 pm
- Forum: Scripting
- Topic: Reset sector floor texture after it's changed by a linetrace
- Replies: 5
- Views: 628
Re: Reset sector floor texture after it's changed by a linet
Thanks for the code! I've been trying it out, though GZDoom doesn't recognize the function GetGameTexture. I looked inside gzdoom.pk3 and couldn't find it (including with development builds), and barely anything came up on Google. I'm currently looking for some way to work around it, but haven't had ...
- Thu Dec 30, 2021 4:31 pm
- Forum: Scripting
- Topic: Reset sector floor texture after it's changed by a linetrace
- Replies: 5
- Views: 628
Reset sector floor texture after it's changed by a linetrace
I'm working on a top-downish game that looks down at the map at a 45 degree angle. I've made some code that makes the floor of any sector the player is standing behind null so you can see through it. This is executed by the camera, which fires a linetrace at the player constantly, and if it hits a ...
- Thu Dec 09, 2021 6:07 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Santa Claus Conquers the Demons (short little holiday T.C.)
- Replies: 3
- Views: 1405
Santa Claus Conquers the Demons (short little holiday T.C.)
This is a short one-level TC made in only a couple days. You play as Santa Claus, and your mission is to spread Christmas cheer to some evil people plotting to destroy Christmas by shooting tons of Christmas presents at them. Don't take it too seriously. "December was on hand, and Christmas cheer ...
- Fri Oct 29, 2021 5:47 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Rise of the Abyssal (Single level TC)
- Replies: 57
- Views: 14950
Re: Rise of the Abyssal (Single level TC)
Update: -The changes to the crossbow weren't actually in the file sent with the last update, this has been fixed -Fixed the reincarnations in the boiler room being stuck in the ceiling -I found out what DEFCVARS is and have included one of those instead of using a hacky .bat file for the standalone ...
- Fri Oct 08, 2021 4:50 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Zscript: Using flags in if statements changes flag
- Replies: 2
- Views: 626
Re: Zscript: Using flags in if statements changes flag
That's actually kinda a relief, so I don't have to use the depreciated workaround. Good to know
- Fri Oct 08, 2021 3:31 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Zscript: Using flags in if statements changes flag
- Replies: 2
- Views: 626
Zscript: Using flags in if statements changes flag
If you have an if statement that checks whether or not a flag is true, it will actually set the flag to whatever you're checking it for. Tested in the latest dev build. Example ("friendly" imp): class testimp : DoomImp { Default { +Friendly } override void Tick () { super.Tick(); if(bFriendly ...
- Thu Sep 30, 2021 6:05 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Rise of the Abyssal (Single level TC)
- Replies: 57
- Views: 14950
Re: Rise of the Abyssal (Single level TC)
Though it's been almost a year since I last updated this, here's an update that changes somethings: -reworked the crossbow again so that it functions as originally intended (it's somewhere between your typical carbine and pulse rifle functionally) -made the part in the engine room with the catwalk ...
- Sat Sep 25, 2021 7:57 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Actors not emitting dynamic lights
- Replies: 2
- Views: 500
Actors not emitting dynamic lights
I've found that any actor which was not spawned with the map (I.E. was summoned by the player or another thing) and does not emit a dynamic light in it's first frame won't emit dynamic lights at all. For example: class LightTest : Actor { States { Spawn: PLAY A -1 Light("BIGREDTORCH"); Stop ...
- Sat Sep 25, 2021 7:04 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.7.0 released
- Replies: 126
- Views: 58060
Re: GZDoom 4.7.0 released
Nothing has changed there. You can still use the full GL renderer on old hardware, but performance will be lower, just like it is with older versions. Ah okay. Sorry I just thought that PBR and stuff was removed from the engine entirely, but I messed around with it a bit more and the PBR is still ...
- Sat Sep 25, 2021 5:50 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.7.0 released
- Replies: 126
- Views: 58060
Re: GZDoom 4.7.0 released
I meant that I'll stick to older versions so I can still use the PBR and such.
- Sat Sep 25, 2021 1:39 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.7.0 released
- Replies: 126
- Views: 58060
Re: GZDoom 4.7.0 released
I guess I'll probably just have to stick to older versions for a lot of my projects then.
- Sat Sep 25, 2021 12:37 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.7.0 released
- Replies: 126
- Views: 58060
Re: GZDoom 4.7.0 released
Would it be possible to make post processing and all that still exist in the other renderers, or make them optional in some way?
- Fri Sep 24, 2021 10:12 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.7.0 released
- Replies: 126
- Views: 58060
Re: GZDoom 4.7.0 released
Is there any chance that post processing, PBR, etc. will ever be added back? I've got a few projects where it's pretty essential and they look really wrong without it (one of them even had a PBR-based puzzle involving shining light at a certain angle to reveal a hidden message).
- Tue Aug 31, 2021 6:10 pm
- Forum: Script Library
- Topic: Level and screen projections (now with resize handling)
- Replies: 44
- Views: 12610
Re: Level and screen projections (now with resize handling)
Thanks! Though I honestly don't understand a lot of the math going on getting the hit location, I think the offset was just because the camera was looking down at an angle, and also because the cursor actor is in a 3D space and the HUD cursor is in a 2D space, so they didn't line up perfectly (the ...