Search found 1067 matches
- Fri May 21, 2010 2:59 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Line_Mirror "amount"
- Replies: 4
- Views: 622
Re: Line_Mirror "amount"
i took a computer graphics course, and for reflection, rather than a 100% to 0% gradient, there were different settings you could pick for how much red, green, or blue components were reflected. so maybe that could be used in zdoom.
- Mon Mar 23, 2009 6:04 pm
- Forum: Editing (Archive)
- Topic: vertical alignment of fireball trails
- Replies: 9
- Views: 523
Re: vertical alignment of fireball trails
I got it to work! I don't know exactly what the problem was, but it was fixed by putting -angle in the angle parameter. I also had to put on absolute position and absolute momentum (10).
- Sun Mar 22, 2009 5:59 pm
- Forum: Editing (Archive)
- Topic: vertical alignment of fireball trails
- Replies: 9
- Views: 523
Re: vertical alignment of fireball trails
Can we use trig functions?
- Sun Mar 22, 2009 2:44 pm
- Forum: Editing (Archive)
- Topic: vertical alignment of fireball trails
- Replies: 9
- Views: 523
Re: vertical alignment of fireball trails
I have the same issue now too. When I fire it from one angle, it works perfectly if I aim up or down or horizontally. However, if I move left and right of that or 180 degrees, the trails end up facing the wrong way. So when fired straight north (or whichever direction it is), the trail is ...
- Sat Mar 21, 2009 5:13 pm
- Forum: Editing (Archive)
- Topic: vertical alignment of fireball trails
- Replies: 9
- Views: 523
Re: vertical alignment of fireball trails
Thanks. I just realized that I need to make the vertical displacement of each sprite a function of the vertical momentum or whatever variable it is. Is it possible to write an expression for an argument of a decorate action?
- Sat Mar 21, 2009 3:12 pm
- Forum: Editing (Archive)
- Topic: vertical alignment of fireball trails
- Replies: 9
- Views: 523
vertical alignment of fireball trails
I used A_SpawnItem to spawn sprites behind a fast projectile. It works fine except for when you shoot up or down. Then it looks like a bunch of steps. Is there a way to get it to be a continuous incline? So far, I replaced the vertical displacement by momz, but I think it's probably more complicated ...
- Wed Sep 03, 2008 12:22 am
- Forum: Closed Bugs [GZDoom]
- Topic: [Gzdoom 1.1.4] A_JumpIfCloser is broken
- Replies: 4
- Views: 418
Re: [Gzdoom 1.1.4] A_JumpIfCloser is broken
Confirmed. I just tried Enjay's build with the latest revision and they work.
- Mon Sep 01, 2008 1:10 am
- Forum: Closed Bugs [GZDoom]
- Topic: [Gzdoom 1.1.4] A_JumpIfCloser is broken
- Replies: 4
- Views: 418
[Gzdoom 1.1.4] A_JumpIfCloser is broken
I've attached a sample wad for Hexen. One of the two weapons uses A_JumpIfCloser at the start of the firing sequence. It's supposed to print "Gotcha!" when a target is in range. It does not respond to a target at point blank range. The other weapon uses A_JumpIfCloser after A_CustomPunch and crashes ...
- Wed Aug 20, 2008 5:36 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Modifying the animation for bullet puffs when hitting flesh
- Replies: 7
- Views: 658
Re: Modifying the animation for bullet puffs when hitting flesh
Thanks for your help guys. However, I think there's a misunderstanding. I want the light saber to have some blood come out when slicing (remember when Obi wan sliced Darth Maul in half, there was a blood spray), and that's fine, but what I don't know how to do is play the light saber slashing sounds ...
- Wed Aug 20, 2008 4:05 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Modifying the animation for bullet puffs when hitting flesh
- Replies: 7
- Views: 658
Modifying the animation for bullet puffs when hitting flesh
As the wiki says, the bullet puff doesn't display anything and instead blood comes out when a target is hit. But you can't modify the blood unless you use dehacked, and when you modify the blood, every blood splat in the game will be affected. But suppose you want a light saber that makes wall ...
- Mon Aug 11, 2008 3:44 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_CustomSaw
- Replies: 7
- Views: 702
A_CustomSaw
I don't know if it has been requested already. It would be nice to have a custom chainsaw pointer because of the unique behavior of the chainsaw. It pulls the sawer toward the target, almost like it's sticking to the target. As far as I know, that behavior in the original chainsaw is hard coded as ...
- Wed Jul 30, 2008 6:59 pm
- Forum: Abandoned/Dead Projects
- Topic: BlackMarsh for GZDoom
- Replies: 12
- Views: 1677
Re: BlackMarsh for GZDoom
Are you planning to make the other hubs in Hexen 2?
- Wed Jul 30, 2008 6:41 pm
- Forum: Editing (Archive)
- Topic: Can a rocket launcher have it's own sound?
- Replies: 3
- Views: 318
Re: Can a rocket launcher have it's own sound?
Yes, just put A_PlaySound or A_PlayWeaponSound in the gun's shooting frames and play whatever sound you want.
- Wed Jul 30, 2008 1:24 am
- Forum: Closed Bugs [GZDoom]
- Topic: [Noticed on gzdoom 1.1.4]instant death kills your game too
- Replies: 11
- Views: 747
Re: [Noticed on gzdoom 1.1.4]instant death kills your game too
After trying so many times, I too was able to save the crash report but I didn't post it until now because my internet connection was down. Here's mine.
- Tue Jul 29, 2008 12:44 am
- Forum: Closed Bugs [GZDoom]
- Topic: [Noticed on gzdoom 1.1.4]instant death kills your game too
- Replies: 11
- Views: 747
Re: [Noticed on gzdoom 1.1.4]instant death kills your game too
I don't think it's a wad that spawns splashes. If that were the case, it would crash if I land in any kind of liquid, but it doesn't. It's only when I'm in an instant death sector. For the sample wad, I just played with normal gzdoom, only gzdoom -file deathtest.wad