Search found 537 matches
- Sun Dec 17, 2023 7:46 pm
- Forum: Levels
- Topic: [WIP] Ultima Underworld level conversion
- Replies: 94
- Views: 58587
Re: [WIP] Ultima Underworld level conversion
I just dropped a new video demo of some of the new features. It's linked in the first post, and also here: 7koIkaeaH-k A list of features shown or mentioned in the video, and teased for a future video: Features Shown or Mentioned: Default Actions Actions are Z-Sensitive Action: Look Action: Use ...
- Sat Dec 16, 2023 4:28 pm
- Forum: Levels
- Topic: [WIP] Ultima Underworld level conversion
- Replies: 94
- Views: 58587
Re: [WIP] Ultima Underworld level conversion
Man I really didn't remember that hidden feature with musical boulders in Ultima Underworld! :p It started as an easter egg, I wanted it so that if someone tried to pickup a rock it would shout "I wanna rock!" Then I thought, well, what if someone tries to wind a piece of string around that rock ...
- Sat Dec 16, 2023 7:02 am
- Forum: Scripting
- Topic: [ZSCRIPT]How to put an overlay on a camera view?
- Replies: 13
- Views: 5764
- Sat Dec 16, 2023 2:27 am
- Forum: Levels
- Topic: [WIP] Ultima Underworld level conversion
- Replies: 94
- Views: 58587
Re: [WIP] Ultima Underworld level conversion
I just dropped a new video demo of some of the new features. It's linked in the first post, and also here:
- Wed Dec 13, 2023 6:07 am
- Forum: Scripting
- Topic: Trying to make a animated menu graphic, it wont scale
- Replies: 5
- Views: 981
Re: Trying to make a animated menu graphic, it wont scale
example:
do this for all 24 frames, then use M_BULLxx in ANIMDEFS instead of BULLETxx
Code: Select all
graphic "M_BULL01", 75, 75
{
xscale 2
yscale 2
patch "BULLET01", 0, 0
}
- Wed Dec 13, 2023 6:00 am
- Forum: Scripting
- Topic: Trying to make a animated menu graphic, it wont scale
- Replies: 5
- Views: 981
Re: Trying to make a animated menu graphic, it wont scale
Each bullet needs to be in it's own graphic declaration in TEXTURES. You're loading all the graphics into the M_SKULL1 graphic as patches which isn't accomplishing much, and then never showing it. Temporarily take out (or comment out) the ANIMDEFS lump and you will see that the scale is working.
- Tue Dec 12, 2023 12:18 pm
- Forum: Scripting
- Topic: Trying to make a animated menu graphic, it wont scale
- Replies: 5
- Views: 981
Re: Trying to make a animated menu graphic, it wont scale
The scale in TEXTURES lump is reversed, so to scale something down you give it a bigger number. To scale something to 50% you set the scale to be 2.0 instead of 0.5
- Wed Dec 06, 2023 7:43 pm
- Forum: Bugs [GZDoom]
- Topic: Shift-Resize makes noise but doesn't resize
- Replies: 0
- Views: 2956
Shift-Resize makes noise but doesn't resize
Pretty minor/cosmetic thing, but still a bug I think:
Standard install, -/= mapped to UI resize, resize works as normal. Holding shift when pressing either key, I get the resize noise but no actual resize.
Standard install, -/= mapped to UI resize, resize works as normal. Holding shift when pressing either key, I get the resize noise but no actual resize.
- Sun Nov 19, 2023 3:26 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Are non-attenuatd lights attenuated on models?
- Replies: 2
- Views: 1067
Are non-attenuatd lights attenuated on models?
Somethiing I've noticed: https://imgur.com/IpIYq9Q The switch and engraving are models set into a hole in the wall. All textures have normal maps defined https://imgur.com/InOtaJz Attenuated light at a steep angle, lighting is even https://imgur.com/BTGXB3o Non-attenuated light at a steep angle ...
- Fri Nov 17, 2023 9:45 am
- Forum: Script Library
- Topic: Dynamic Array QuickSort functions
- Replies: 5
- Views: 14491
Re: Dynamic Array QuickSort functions
This library has functions to get a nonrepeating random number sequence, but I've also posted a more streamlined class for that function:
viewtopic.php?t=78488
viewtopic.php?t=78488
- Fri Nov 17, 2023 9:42 am
- Forum: Script Library
- Topic: [ZSCRIPT]RandomSequence for random nonrepeating numbers
- Replies: 0
- Views: 4460
[ZSCRIPT]RandomSequence for random nonrepeating numbers
Do you want to get some random numbers but not the same number more than once? You need a random sequence. Here's the class code: class RandomSequence { array<int> numbers; int nextIndex; double factor; bool justShuffled; bool PreventRepeats; static RandomSequence NewInstance(int FirstValue, int ...
- Wed Nov 15, 2023 8:52 am
- Forum: Feature Suggestions [GZDoom]
- Topic: continue enums in subclasses
- Replies: 0
- Views: 1237
continue enums in subclasses
this is a pretty minor thing and easy to work around, but it would be nice if enums continued in subclasses class test : inventory { enum MyEnum { MY_First, MY_Second } default {+inventory.invbar;inventory.icon "UNKNA0";} states {spawn:UNKN A -1;stop;} override bool use(bool pickup) { console.printf ...
- Mon Nov 13, 2023 6:36 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GZDoom 4.11.1 (from 4.10) doesn't do shadow maps?
- Replies: 2
- Views: 935
- Mon Nov 13, 2023 1:17 am
- Forum: Closed Bugs [GZDoom]
- Topic: inventory.SpecialDropAction() doesn't get called
- Replies: 2
- Views: 826
Re: inventory.SpecialDropAction() doesn't get called
Ah, ok. I was looking for a function that is called when a player does InvDrop on an artifact in the inventory bar. So this is not that. I've been told I can override CreateTossable() to get what I'm looking for.
- Sun Nov 12, 2023 7:09 pm
- Forum: Closed Bugs [GZDoom]
- Topic: inventory.SpecialDropAction() doesn't get called
- Replies: 2
- Views: 826
inventory.SpecialDropAction() doesn't get called
From the code comments I thought this function is called before a drop and can abort the drop with it's return, but it never gets called.
I asked about it in scripting and was told to report it.
Original thread with example
I asked about it in scripting and was told to report it.
Original thread with example