Search found 38 matches
- Wed Jan 01, 2025 6:49 am
- Forum: Mapping
- Topic: Swimmable 3d floors with thicker viscosity
- Replies: 1
- Views: 3085
Swimmable 3d floors with thicker viscosity
Need help with a swimmable sector that I want to be tar like - i.e. thicker than the usual water like physics. I can change the friction using Sector_SetFriction (although this seems very binary, above 65 is too easy to move in and below 60 in changes to very hard to move) for the 3d sector and this ...
- Fri Feb 23, 2024 5:25 am
- Forum: Closed Bugs [GZDoom]
- Topic: Sector_SetLink target sector picks up floor texture from surrounding sector
- Replies: 3
- Views: 628
Re: Sector_SetLink target sector picks up floor texture from surrounding sector
D'oh forget it, I figured out what was wrong... no lower sidedefs defined on the sector
- Wed Feb 21, 2024 3:29 am
- Forum: Closed Bugs [GZDoom]
- Topic: Sector_SetLink target sector picks up floor texture from surrounding sector
- Replies: 3
- Views: 628
Re: Sector_SetLink target sector picks up floor texture from surrounding sector
I've set one up and uploaded it here :
https://file.io/fnL3WRElioPB
Just walk over the line to activate the ceiling crusher via the control sector and the floor texture will change on the target sector
https://file.io/fnL3WRElioPB
Just walk over the line to activate the ceiling crusher via the control sector and the floor texture will change on the target sector
- Tue Feb 20, 2024 4:32 am
- Forum: Closed Bugs [GZDoom]
- Topic: Sector_SetLink target sector picks up floor texture from surrounding sector
- Replies: 3
- Views: 628
Sector_SetLink target sector picks up floor texture from surrounding sector
I've encountered a bit of an oddity when using Sector_SetLink, the target sector has a different flat texture to the surrounding sector, but at runtime it changes to be the same texture. The control sector has a different floor texture again when testing - it's definitely picking it up from the ...
- Tue Dec 26, 2023 1:32 pm
- Forum: Levels
- Topic: Dreary Hauler (a Doom2 short sci-fi themed map)
- Replies: 7
- Views: 3157
Re: Dreary Hauler (a Doom2 short sci-fi themed map)
An enjoyable map, lots of close tight fighting.
I liked lack of plasma/rocket launcher/BFG or SSG even because it made last encounter more tense.
Spoiler:
- Fri Dec 22, 2023 10:46 am
- Forum: Requests
- Topic: Animated runway / edging light texture
- Replies: 0
- Views: 2314
Animated runway / edging light texture
HI all, I need an animated runway light or similar to be used as edging for a path - anyone know of any textures that could be suitable or fancy knocking one up?
- Tue Dec 19, 2023 12:07 pm
- Forum: Assets (and other stuff)
- Topic: Edge texture with moving light for pathways
- Replies: 1
- Views: 1666
Edge texture with moving light for pathways
I'm looking at add an edge to some paths which I'd like to be a strip with a light moving along it in waves. What's the easiest way to do this? Is there an existing animated texture that I could use, or is there an alternative method that would work well? Not looking at add in something too resource ...
- Tue Jan 31, 2023 5:03 am
- Forum: Assets (and other stuff)
- Topic: Sound resource for computer voice
- Replies: 2
- Views: 689
Re: Sound resource for computer voice
Excellent, thanks.
- Mon Jan 30, 2023 11:30 am
- Forum: Assets (and other stuff)
- Topic: Sound resource for computer voice
- Replies: 2
- Views: 689
Sound resource for computer voice
Does anyone have a site that can generate a voice based command from text? Want some voiceovers in my level.
Ta.
Ta.
- Tue Aug 02, 2022 8:24 am
- Forum: Mapping
- Topic: Hubs - intermission tally screen and accumulated %
- Replies: 1
- Views: 621
Re: Hubs - intermission tally screen and accumulated %
Seems like I may be able to build my own intermission screen and use "GetLevelInfo" which gives me the stats that I want.
- Tue Aug 02, 2022 4:38 am
- Forum: Mapping
- Topic: Hubs - intermission tally screen and accumulated %
- Replies: 1
- Views: 621
Hubs - intermission tally screen and accumulated %
Hi, in a set of maps linked together in a hub I want to display the intermission screen when moving between maps - easy enough, set allowIntermission against the clusterdef. However what I also want is the tally of monsters to show the accumulated % of monsters killed in a map when leaving it (not ...
- Sat Jul 30, 2022 6:14 am
- Forum: Levels
- Topic: [Release] Waterlab GZD
- Replies: 111
- Views: 43613
Re: [Release] Waterlab GZD
Is there an up to date link for this wad, I can't get the one in the original post to download.
- Sat Apr 09, 2022 2:16 am
- Forum: Closed Bugs [GZDoom]
- Topic: Wall decals in GZDoom
- Replies: 7
- Views: 2293
Re: Wall decals in GZDoom
Just to bump this, I was using gzdoom 4.5.0 and this issue didn't present until I moved on to 4.7.1 to solve an issue with line portals and line mirrors and sloping 3d sectors, Only happens when the Render Mode is "Hardware Accelerated", in the other 2 modes the wall sprites display fine however I ...
- Wed Apr 06, 2022 1:45 am
- Forum: General
- Topic: Help with shootable crates
- Replies: 8
- Views: 822
Re: Help with shootable crates
Thanks Enjay, much appreciated - I'll take a look and hopefully be able to modify it to spawn the debris,
- Mon Apr 04, 2022 9:50 am
- Forum: General
- Topic: Help with shootable crates
- Replies: 8
- Views: 822
Re: Help with shootable crates
Okay that sounds interesting, tell me more?