Search found 38 matches

by stevet1
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 ...
by stevet1
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
by stevet1
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
by stevet1
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 ...
by stevet1
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:
by stevet1
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?
by stevet1
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 ...
by stevet1
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.
by stevet1
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.
by stevet1
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.
by stevet1
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 ...
by stevet1
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.
by stevet1
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 ...
by stevet1
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,
by stevet1
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?

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