Search found 40 matches

by difficultoldstuff
Mon Sep 11, 2023 5:30 pm
Forum: TCs, Full Games, and Other Projects
Topic: DOOM Infinite - [DEMO 0.978.5]
Replies: 25
Views: 34634

Re: DOOM Infinite - [DEMO 0.978.5]

I really liked this mod in earlier versions but as someone who uses the autosave mod built into the mod and needs to keep his saves in order to record videos for other mods, I can't really play this mod atm. Don't want to mess with the autosave mod's settings. Otherwise risk my youtube video ...
by difficultoldstuff
Fri Aug 18, 2023 1:23 pm
Forum: TCs, Full Games, and Other Projects
Topic: DOOM Infinite - [DEMO 0.978.5]
Replies: 25
Views: 34634

Re: DOOM Infinite - [DEMO 0.978.3]

On game start: VM execution aborted: array access out of bounds. Size = 8, current index = 8 Called from InfiniteHUD.Init at DOOM Infinite DEMO 0_987_3.pk3:zscript/system/zhud.zsc, line 77 Yup, sadly this was flagged as "fixed", but apparently the fix wasn't good enough. This happens when a ...
by difficultoldstuff
Sat Aug 12, 2023 7:50 am
Forum: TCs, Full Games, and Other Projects
Topic: DOOM Infinite - [DEMO 0.978.5]
Replies: 25
Views: 34634

DOOM Infinite - [DEMO 0.978.5]

https://imgur.com/oLtgPuq Lost in Infinity's grasp, the Doom Slayer must break an endless cycle of death and rebirth. DOOM Infinite is a single-player roguelike action FPS total conversion for DOOM and DOOM II. After years of development we proudly present you with our ambitious take on the ...
by difficultoldstuff
Fri Dec 09, 2022 6:51 am
Forum: Scripting
Topic: Need optimisation tips
Replies: 4
Views: 566

Re: Need optimisation tips

OK, thanks for sharing! Well, I checked it out a tiny bit and it seems that spawning 24 "FrostMist" objects each 4 frames, which considering they all got probably some transparency (possible "add" type) will kill the performance like that. Can't find the "FrostMist" class itself, but one way of ...
by difficultoldstuff
Thu Dec 08, 2022 6:55 pm
Forum: Scripting
Topic: Need optimisation tips
Replies: 4
Views: 566

Re: Need optimisation tips

Hey there! I'd love to help out with optimizing (FX in Doom can get quite heavy sometimes, trust me, I know how to bring it to its knees!), but it would really be useful if you'd post a bit more: how often is this action used? What is the FrostMist class exactly (flags, renderstyle, animation ...
by difficultoldstuff
Thu Dec 08, 2022 6:48 pm
Forum: Assets (and other stuff)
Topic: Summon Monster Via Item Pickup
Replies: 1
Views: 755

Re: Summon Monster Via Item Pickup

Try this, might help: TNT1 A 0 { Actor act = A_SpawnItemEx("Archvile", -64, flags: SXF_NOCHECKPOSITION); // YUP, OPTIONAL ARGUMENTS ARE OPTIONAL if (act) { act.bFriendly = false; act.SetState(act.FindState("Waiting")); // SET ITS STATE TO THE DELAYED ONE } } // NO ; HERE! You'd need to add the ...
by difficultoldstuff
Thu Dec 08, 2022 6:42 pm
Forum: Assets (and other stuff)
Topic: Help with DooM Sounds?
Replies: 4
Views: 2699

Re: Help with DooM Sounds?

OK, so my process of making "punchy" and "retro" sounds is by using Audacity, setting the project rate to 16k / 11k / 8k Hz (whichever you feel like sounds better for the sound you're working on), then maybe playing with some Distortion / Highpass / Lowpass filters, exporting as a .wav, importing ...
by difficultoldstuff
Thu Dec 08, 2022 6:37 pm
Forum: Mapping
Topic: ???Swinging Dynamic Light???
Replies: 1
Views: 790

Re: ???Swinging Dynamic Light???

Oh, is it a spot / cone light (DYNAMICLIGHT.LF_SPOT flag for A_AttachLight)? If so, assigning it to an object that is changing the pitch / angle values in a "pendulum way" and calling A_AttachLight with the updated pitch value each tick should do the trick.
by difficultoldstuff
Thu Dec 08, 2022 6:28 pm
Forum: Scripting
Topic: "Action Movie" bullet impact effects [video example provided]
Replies: 2
Views: 571

Re: "Action Movie" bullet impact effects [video example provided]

Mm... this smells of texture-type detection for different hit effects and sounds, 3D-model based puff effects aligned to surface vectors and such whatnots... Sorry, what was the question?
by difficultoldstuff
Thu Dec 08, 2022 6:25 pm
Forum: Scripting
Topic: Change Player Mugshot for diffent level?
Replies: 3
Views: 427

Re: Change Player Mugshot for diffent level?

My response would be an entirely custom made mugshot system in ACS / Zscript! A total overkill to do just that, but it'd be possible... for the generic Doom HUD, as you'd need to position it yourself, so any custom HUDs would de-sync pretty easily.
by difficultoldstuff
Thu Dec 08, 2022 6:21 pm
Forum: Scripting
Topic: A few issues I hope someone can help with
Replies: 1
Views: 220

Re: A few issues I hope someone can help with

Hey there! I might be able to help you out with the first problem, about the rain around the player, as I did exactly that in my upcoming mod. Raining on the entire level WILL kill the performance, so that's a good idea to limit it to some radius coordinates around the player pawn. You might also ...
by difficultoldstuff
Fri Aug 12, 2022 4:58 pm
Forum: Assets (and other stuff)
Topic: Shaders: GLSL to GLES [OpenGL ES]
Replies: 2
Views: 855

Re: Shaders: GLSL to GLES [OpenGL ES]

Thank you, Graf, that solves my questions.

Also, what immortality drugs are you taking to answer such puny questions so fast, after all those years of dev? Damn, you need to hook me up. :)
by difficultoldstuff
Fri Aug 12, 2022 11:24 am
Forum: Assets (and other stuff)
Topic: Shaders: GLSL to GLES [OpenGL ES]
Replies: 2
Views: 855

Shaders: GLSL to GLES [OpenGL ES]

Hello Doom people and all! I've been searching and researching, but with no solid info anywhere, I feel like it'd be the best place to ask: is it possible to write and use post-processing GLES shaders in GZDoom (4.8+)? If so, how does one go about it? Current situation: my pk3 has a bunch of fp GLSL ...
by difficultoldstuff
Thu Jun 23, 2022 5:57 pm
Forum: Scripting
Topic: [ZScript / Decorate] A_SpriteOffset odd behaviour [SOLVED]
Replies: 2
Views: 260

Re: [ZScript / Decorate] A_SpriteOffset odd behaviour / bug.

Excellent! Indeed, with gl_spriteclip set to "Never" or "Smart" it performs just as expected, while "Always" and "Smarter" make it quite unpredictable. Thank you for the input Shadow, it'd take me weeks to figure out to look into OpenGL options. I assume there's no way of forcing it to behave a ...
by difficultoldstuff
Thu Jun 23, 2022 3:45 pm
Forum: Scripting
Topic: [ZScript / Decorate] A_SpriteOffset odd behaviour [SOLVED]
Replies: 2
Views: 260

[ZScript / Decorate] A_SpriteOffset odd behaviour [SOLVED]

Hello once again! Think I have a quirk for finding weird behaviors and oddities... Today I was playing with the A_SpriteOffset action, designing some actors that slowly sink into the pool of liquid and disappear after some time. Decided to use this action as the most rational and efficient way of ...

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