Search found 15 matches

by TheRatCircus
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 ...
by TheRatCircus
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 ...
by TheRatCircus
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 ...
by TheRatCircus
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
by TheRatCircus
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 ...
by TheRatCircus
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.
by TheRatCircus
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 ...
by TheRatCircus
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 ...
by TheRatCircus
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 ...
by TheRatCircus
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 ...
by TheRatCircus
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.
by TheRatCircus
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.
by TheRatCircus
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 ...
by TheRatCircus
Tue Aug 24, 2021 9:15 pm
Forum: Gameplay Mods
Topic: Intelligent Supplies
Replies: 91
Views: 36349

Re: Intelligent Supplies 1.4

Much appreciated!
by TheRatCircus
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 ...

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