Search found 15 matches
- Sat Oct 29, 2022 1:28 am
- Forum: Launchers
- Topic: Doom Runner (yet another graphical Doom launcher)
- Replies: 180
- Views: 152636
Re: Doom Runner (yet another graphical Doom launcher)
I don't think it would be too complicated (although I have a bias towards being more tolerant of complexity). Being able to change output options per-preset would be useful for me, at least, because I have certain development presets in which I disable music. It would also be a pretty good place to ...
- Tue Aug 16, 2022 6:26 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
- Replies: 868
- Views: 284330
Re: WadSmoosh - merge all official id releases into one PK3 IWAD
The cost doesn't add up to much. Event handler calls do almost nothing if the functions aren't overridden. The object itself is 80 bytes internally. I only made the change because it took almost no effort to do so, and my computer isn't as well-suited to GZDoom as it could be. The average user ...
- Sun Aug 14, 2022 7:11 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
- Replies: 868
- Views: 284330
Re: WadSmoosh - merge all official id releases into one PK3 IWAD
Great tool, I use the merged .pk3 for everything now. I was looking into the archive's contents and noticed that the sky-substitution event handler doesn't self-destruct after doing its job. I altered it to do so, and haven't noticed any errant behaviour. This seems like a free performance gain with ...
- Fri Jul 15, 2022 9:55 pm
- Forum: General
- Topic: ZDoom Community Top Works of All Time
- Replies: 413
- Views: 169709
Re: ZDoom Community Top Works of All Time
1 - Ashes 2063
1 - DoomRL Arsenal
1 - Final Doomer
1 - Gearbox
1 - Guncaster
1 - Hellscape Navigator
1 - Hideous Destructor
1 - Intelligent Supplies
1 - LegenDoom
1 - Lithium
1 - Nash's Gore Mod
1 - Reelism 2
1 - Target Spy
1 - SWWMGZ / Codename: Demolitionist
1 - Thrifty Health/Ammo
1 - DoomRL Arsenal
1 - Final Doomer
1 - Gearbox
1 - Guncaster
1 - Hellscape Navigator
1 - Hideous Destructor
1 - Intelligent Supplies
1 - LegenDoom
1 - Lithium
1 - Nash's Gore Mod
1 - Reelism 2
1 - Target Spy
1 - SWWMGZ / Codename: Demolitionist
1 - Thrifty Health/Ammo
- Mon Jul 11, 2022 11:10 pm
- Forum: Gameplay Mods
- Topic: Loot Markers
- Replies: 55
- Views: 14067
Re: Loot Markers
It's simple enough to do. Here: private Array<class<Actor> > MarkerTargets; override void OnRegister() { Console.Printf("LootMarkers: Initializing..."); int lump = -1, next = 0; do { lump = Wads.FindLump("LOOTMARK", next, Wads.GLOBALNAMESPACE); if (lump == -1) break; next = lump + 1; Console.Printf ...
- Mon Jul 11, 2022 7:31 pm
- Forum: Gameplay Mods
- Topic: Loot Markers
- Replies: 55
- Views: 14067
Re: Loot Markers
But I can only replace that string, right? I would have to put in those two classes in addition to anything I wanted to add, and then if another mod got loaded later in the file order that also replaced it, any changes I make would be overriden.
- Mon Jul 11, 2022 2:42 pm
- Forum: Gameplay Mods
- Topic: Loot Markers
- Replies: 55
- Views: 14067
Re: Loot Markers
I admit, this is one of those things I didn't know I needed until I got to try it. Cheers. I have to ask, though; what I'd like to be able to do is have my own mod provide a list of classes that any user will get drawn on their map if they load both this mod and my mod. Something like a LOOTMARK ...
- Thu Dec 02, 2021 11:36 pm
- Forum: Scripting
- Topic: Checking if a value of a variable is one of a list of values
- Replies: 9
- Views: 750
Re: Checking if a value of a variable is one of a list of va
The code that I posted didn't consider the casing of the "Texture" prefix and didn't cover textures whose names aren't enclosed in quotation marks; this is a little bit more all-encompassing, and might fix the problem. However, I don't have much experience with TEXTURES lumps, so if you could post ...
- Wed Dec 01, 2021 3:17 pm
- Forum: Scripting
- Topic: Checking if a value of a variable is one of a list of values
- Replies: 9
- Views: 750
Re: Checking if a value of a variable is one of a list of va
To my knowledge there's no way to pass a static array to a function in ZScript. Marrub's documentation says the same thing ( https://zdoom-docs.github.io/staging/ZScript/Types.html#fixed-array-types ), and I've never found a way to circumvent it. The only solution would be to iteratively copy the ...
- Tue Nov 30, 2021 3:49 pm
- Forum: Scripting
- Topic: Checking if a value of a variable is one of a list of values
- Replies: 9
- Views: 750
Re: Checking if a value of a variable is one of a list of va
To expand on what Caligari posted: int lump = -1, next = 0; do { lump = Wads.FindLump("TEXTURES", next, Wads.GLOBALNAMESPACE); if (lump == -1) break; next = lump + 1; Array<string> lines; Wads.ReadLump(lump).Split(lines, "\n"); for (uint i = 0; i < lines.Size(); i++) { if (lines[i].IndexOf("Texture ...
- Mon Nov 08, 2021 2:49 pm
- Forum: Launchers
- Topic: Doom Runner (yet another graphical Doom launcher)
- Replies: 180
- Views: 152636
Re: Doom Runner (yet another graphical Doom launcher)
Double appreciation post, not just for catching the only feature I had considered requesting - selecting multiple mod files at once - but also because I just noticed that there's a way to shell script export. Cheers for both; this is my new launcher of choice.
- Thu Sep 30, 2021 2:42 pm
- Forum: Script Library
- Topic: [ZScript] JSON Parser - Now with Serialization! [11/15/21]
- Replies: 9
- Views: 3147
Re: [ZScript] JSON Parser - Now with prefixes!
The workaround is doing well for me. Thanks for the help.
- Thu Sep 30, 2021 12:15 am
- Forum: Script Library
- Topic: [ZScript] JSON Parser - Now with Serialization! [11/15/21]
- Replies: 9
- Views: 3147
Re: [ZScript] JSON Parser - Now with prefixes!
Excellent library, but I've noticed a showstopper under some weird conditions. I can reliably reproduce it with the following snippet: JSON.parse("[ { \"type\": \"WEAPON\", \"rarity\": \"COMMON\", \"items\": { \"Rattler\": 10 } } ]"); The executable crashes due to a VM abort at this function, citing ...
- Tue Aug 24, 2021 9:15 pm
- Forum: Gameplay Mods
- Topic: Intelligent Supplies
- Replies: 91
- Views: 36349
Re: Intelligent Supplies 1.4
Much appreciated!
- Tue Aug 24, 2021 3:51 pm
- Forum: Gameplay Mods
- Topic: Intelligent Supplies
- Replies: 91
- Views: 36349
Re: Intelligent Supplies 1.3
I love this mod -- it's practically essential for me -- but I've noticed that health pickups don't respect the value returned by `PlayerPawn.GetMaxHealth(true)`, since `Actor`'s version of that function is used without any arguments. Would a check for the player and a cast be able to fit in there ...