Search found 23 matches

by OkDoomer174
Sun Jun 23, 2024 8:43 pm
Forum: Mapping
Topic: Can't call ACS library scripts from a UDMF map?
Replies: 1
Views: 1495

Can't call ACS library scripts from a UDMF map?

I've been developing an update to a total conversion I'm working on, and I'm trying to convert a map from Hexen format to UDMF right now. However, I've run into a bit of an issue. The map uses scripts from two files: a library, called AUTOLOAD.acs (despite its name, it is #import-ed, not autoloaded ...
by OkDoomer174
Sat Jan 01, 2022 1:41 pm
Forum: Scripting
Topic: Emulate ALLOWPAIN flag in Zandronum
Replies: 1
Views: 327

Re: Emulate ALLOWPAIN flag in Zandronum

Figured it out! You can use +NODAMAGE to prevent taking damage. However, it will still allow your actor to enter its pain state. HOWEVER however, this prevents it from dying to telefrags and massacres (kill monsters), so you have to define custom pain states for those that call A_Die("Extreme ...
by OkDoomer174
Fri Dec 31, 2021 2:47 pm
Forum: Scripting
Topic: Emulate ALLOWPAIN flag in Zandronum
Replies: 1
Views: 327

Emulate ALLOWPAIN flag in Zandronum

I'm working on a Marauder from Doom Eternal for Realm667, and I'm trying to make it Zandronum compatible, but there's one really big obstacle: I used invulnerability and the ALLOWPAIN flag to make the Marauder not take damage when his shield is ready. An inventory token makes his pain state throw up ...
by OkDoomer174
Mon Dec 27, 2021 1:58 pm
Forum: Feature Suggestions [GZDoom]
Topic: ACS - LocalSetMusicVolume
Replies: 0
Views: 801

ACS - LocalSetMusicVolume

This was already discussed as part of this feature request, why isn't it a thing? Any music randomizer or mid-map music change would benefit a lot from this.
by OkDoomer174
Wed Dec 22, 2021 3:46 pm
Forum: Scripting
Topic: Make items stay on pickup in multiplayer
Replies: 2
Views: 374

Re: Make items stay on pickup in multiplayer

I had to edit it a little, but for the most part, that's exactly what I needed! Here's the final version of the code for those who have the same strangely specific question that I did: ACTOR ExamplePowerupMP : CustomInventory // Mark as multiplayer only in map { // Inventory.PickupSound "misc/p_pkup ...
by OkDoomer174
Wed Dec 22, 2021 1:14 pm
Forum: Scripting
Topic: Make items stay on pickup in multiplayer
Replies: 2
Views: 374

Make items stay on pickup in multiplayer

I've been making a single-map mod recently, and I want to put items throughout the map that give upgrades; for example, a permanent reduction to a type of damage. However, I want these items to stay on pickup in multiplayer, similarly to how weapons stay when sv_weaponstay is set. Is there a way to ...
by OkDoomer174
Tue Oct 26, 2021 2:56 pm
Forum: Closed Bugs [GZDoom]
Topic: Bugged slopes in carmack with texture resizing enabled
Replies: 3
Views: 4680

Re: Bugged slopes in carmack with texture resizing enabled

Bumping this thread just to say that I'm also seeing this issue on my machine. Same problem (strange stretched appearance on slopes) under the same circumstances (GL resizing on for textures). Two questions: Can somebody else reproduce the problem? What file handles the GL resizer? I might try to ...
by OkDoomer174
Mon Sep 20, 2021 2:53 pm
Forum: Mapping
Topic: Assigning lines LineIDs in UDMF - Doom Builder
Replies: 3
Views: 570

Re: Assigning lines LineIDs in UDMF - Doom Builder

That's so weird... thanks for pointing it out, though!
by OkDoomer174
Mon Sep 20, 2021 11:29 am
Forum: Mapping
Topic: Assigning lines LineIDs in UDMF - Doom Builder
Replies: 3
Views: 570

Assigning lines LineIDs in UDMF - Doom Builder

I've been trying to give a line a LineID for an ACS function in UDMF format, but I can't find where to do it in UDB. Can somebody show me where it is?
by OkDoomer174
Thu Sep 09, 2021 6:23 pm
Forum: Scripting
Topic: Trouble creating Strife dialogue with custom actors.
Replies: 2
Views: 220

Trouble creating Strife dialogue with custom actors.

I've been making a new map and it uses markers with attached Strife dialogue to show logs from in-game consoles. However, I can't get it to work. I've tried it with a ShotgunGuy with success, but if I use my custom actor, it doesn't work. Here's my custom actor in DECORATE: ACTOR InfoMarker 10000 ...
by OkDoomer174
Wed Sep 01, 2021 7:06 am
Forum: Assets (and other stuff)
Topic: Ambient sounds won't work
Replies: 2
Views: 665

Re: Ambient sounds won't work

Found out what the problem was. Here's my revised SNDINFO, for those wondering:

Code: Select all

ambient/hum DSHUM
$ambient 1 ambient/hum point continuous 1
by OkDoomer174
Tue Aug 31, 2021 6:24 pm
Forum: Assets (and other stuff)
Topic: Ambient sounds won't work
Replies: 2
Views: 665

Ambient sounds won't work

I was trying to make an ambient sound using the AmbientSound thing in UDMF and SNDINFO, but I can't get it to work. Here's the contents of my SNDINFO: sound ambient/hum "sounds/DSHUM.ogg" $ambient 1 ambient/hum point continuous And here's the arguments for my AmbientSound actor: arg0: 1 // Index ...
by OkDoomer174
Mon Aug 23, 2021 2:14 pm
Forum: General
Topic: Merge wads all in one
Replies: 1
Views: 1244

Re: Merge wads all in one

The pictured WAD was created with a program called WadSmoosh that combines the original first-party Doom IWADs and PWADs into one game. You can download that here: https://jp.itch.io/wadsmoosh If you want to do something similar on your own with non-commercial WADs, you'll need to manually do ...
by OkDoomer174
Thu Aug 19, 2021 8:05 pm
Forum: Technical Issues
Topic: Issues using PowerJumpHeight
Replies: 1
Views: 254

Issues using PowerJumpHeight

I've been making a mod that backports Skulltag's actors to GZDoom proper, and I've run into a bit of a problem. I went to try out the High Jump Rune, and I discovered that it did nothing. I'll save you the rest of the story; I've attempted to give myself PowerHighJump through the console in GZDoom ...

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