Search found 40 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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?
- 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.
- 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 ...
- 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.
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.

- 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 ...
- 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 ...
- 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 ...