Search found 32 matches
- Sat Nov 15, 2025 10:23 pm
- Forum: General
- Topic: Controller In Background
- Replies: 1
- Views: 166
Re: Controller In Background
nevermind I was remembering completely wrong lmao
- Mon Oct 27, 2025 12:18 pm
- Forum: General
- Topic: Controller In Background
- Replies: 1
- Views: 166
Controller In Background
I remember that, semi-recently, a cvar was added that blocked/allowed (at least) controller input in the background. Specifically xinput. I was able to find it before, but now I can't remember what it was and I literally nothing I search is helping. Does anyone know what it is?
- Mon Nov 04, 2024 3:05 pm
- Forum: Scripting
- Topic: Decorate Inheritance from File
- Replies: 5
- Views: 358
Re: Decorate Inheritance from File
Of course, the moment I reply...
I did some more testing, and I think I've fixed it!
I had to "nest" the files a layer deeper in the .pk3. I genuinely didn't think that could be a problem until now, but sorry for not mentioning it. All I did was add an extra folder and have all the decorate files in ...
I did some more testing, and I think I've fixed it!
I had to "nest" the files a layer deeper in the .pk3. I genuinely didn't think that could be a problem until now, but sorry for not mentioning it. All I did was add an extra folder and have all the decorate files in ...
- Mon Nov 04, 2024 2:53 pm
- Forum: Scripting
- Topic: Decorate Inheritance from File
- Replies: 5
- Views: 358
Re: Decorate Inheritance from File
Sorry if I came off as defensive. I was really tired last night.
And sorry for taking so long, I had some things I needed to take care of.
Here's the code for the base hatchet class. It's not mine, it came from a Realm667 mod and I might've edited it a bit, I can't remember:
ACTOR Hatchet ...
And sorry for taking so long, I had some things I needed to take care of.
Here's the code for the base hatchet class. It's not mine, it came from a Realm667 mod and I might've edited it a bit, I can't remember:
ACTOR Hatchet ...
- Mon Nov 04, 2024 2:16 am
- Forum: Scripting
- Topic: Decorate Inheritance from File
- Replies: 5
- Views: 358
Re: Decorate Inheritance from File
I didn't think showing the Decorate files would be super important, since the issue is (at least, seems like it is) just that GZDoom can't find the class to inherit from, even though it should be (and is) there.
I was about to go to sleep, but I can send the code when I get up.
I was about to go to sleep, but I can send the code when I get up.
- Sun Nov 03, 2024 7:12 pm
- Forum: Scripting
- Topic: Decorate Inheritance from File
- Replies: 5
- Views: 358
Decorate Inheritance from File
I tried looking this up, but I couldn't find anything on the wiki about it.
I'm currently making a mod that has several different player characters. All the characters use the same weapons, but they have slightly different sprites (i.e. one weapon is blue, one is red, etc), and to make sure every ...
I'm currently making a mod that has several different player characters. All the characters use the same weapons, but they have slightly different sprites (i.e. one weapon is blue, one is red, etc), and to make sure every ...
- Fri Mar 08, 2024 5:25 pm
- Forum: Scripting
- Topic: Spawn Item Alongside Preexisting Item
- Replies: 3
- Views: 269
Re: Spawn Item Alongside Preexisting Item
The first jump doesn't happen because the engine skips the first frame, either use the NoDelay keyword there or include an empty TNT1 A 0 frame first.
However copying your code, it works fine for me, could you provide an example snippet of your project?
Alternatively, you could use GetCVar in ...
- Fri Mar 08, 2024 4:55 pm
- Forum: Scripting
- Topic: Spawn Item Alongside Preexisting Item
- Replies: 3
- Views: 269
Spawn Item Alongside Preexisting Item
Hello again! I've been beating my head against a wall for way too long trying to figure this out, so I figured I should ask for some help.
I'm currently making a Doom mod that includes a lot of custom content, mostly weapons and stuff but also a custom campaign. I had the idea to have some ...
I'm currently making a Doom mod that includes a lot of custom content, mostly weapons and stuff but also a custom campaign. I had the idea to have some ...
- Fri Sep 22, 2023 12:02 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Custom Smallfont Messing With Options Menu
- Replies: 3
- Views: 964
Re: Custom Smallfont Messing With Options Menu
I have tried this with several different smallfonts. I don't feel comfortable attaching them to this post, as I don't want to distribute them without the author's consent, but the fonts I've tried are Apostasy, Enlightening Small, Miniplicity, and Status Report, which are all on Realm667's ...
- Thu Sep 21, 2023 4:26 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Custom Smallfont Messing With Options Menu
- Replies: 3
- Views: 964
Custom Smallfont Messing With Options Menu
I haven't found anyone else reporting this issue.
When using a custom fon2/lmp smallfont ( a non-composite smallfont), any untranslated text in the options menu seemingly has its color randomly assigned when you start gzdoom.
I have three examples of this:
https://imgur.com/E0Ep6Ld
https://imgur ...
When using a custom fon2/lmp smallfont ( a non-composite smallfont), any untranslated text in the options menu seemingly has its color randomly assigned when you start gzdoom.
I have three examples of this:
https://imgur.com/E0Ep6Ld
https://imgur ...
- Fri Jun 09, 2023 11:23 am
- Forum: Scripting
- Topic: Replace Class Selection Menu
- Replies: 2
- Views: 593
Re: Replace Class Selection Menu
I think this is completely possible through Menudef.
I don't think it is? I've already looked at the Menudef in gzdoom.pk3 and on the wiki and (for the player class menu, at least) most of it appears to be filled in while the game is running. All I could really do in Menudef is change static ...
- Thu Jun 08, 2023 3:40 pm
- Forum: Scripting
- Topic: Replace Class Selection Menu
- Replies: 2
- Views: 593
Replace Class Selection Menu
Hello! It's been a while since I've posted here, but I need your help again.
As I may have already said, I'm making a mod with several playerclasses in it: nine, in fact.
As you probably already know, when you have under seven classes available, the menu looks like this:
https://imgur.com/D8ccBdn ...
As I may have already said, I'm making a mod with several playerclasses in it: nine, in fact.
As you probably already know, when you have under seven classes available, the menu looks like this:
https://imgur.com/D8ccBdn ...
- Wed Sep 14, 2022 8:54 am
- Forum: Scripting
- Topic: Jump To State if Item Dropped
- Replies: 2
- Views: 312
Re: Jump To State if Item Dropped
Oh my god.
Somehow it never crossed my mind to check the CustomInventory page! I am such an idiot.
Thank you!
Somehow it never crossed my mind to check the CustomInventory page! I am such an idiot.
Thank you!
- Wed Sep 14, 2022 8:11 am
- Forum: Scripting
- Topic: Jump To State if Item Dropped
- Replies: 2
- Views: 312
Jump To State if Item Dropped
Hello everyone!
I am currently working on a project and I need to know if something is possible.
In my project, you can play as a few different classes. They all use the same base weapons, but the sprites have minor changes between classes (example: purple outline for class one, red outline for ...
I am currently working on a project and I need to know if something is possible.
In my project, you can play as a few different classes. They all use the same base weapons, but the sprites have minor changes between classes (example: purple outline for class one, red outline for ...
- Fri Aug 26, 2022 6:25 am
- Forum: Scripting
- Topic: Editing the Intermission Screen
- Replies: 3
- Views: 499
Re: Editing the Intermission Screen
It does? I didn't know that.
I guess that kinda removes the need for me to do anything, huh. I'll need to switch to GZDoom when I get the change to upgrade my computer.
Thanks!
I guess that kinda removes the need for me to do anything, huh. I'll need to switch to GZDoom when I get the change to upgrade my computer.
Thanks!