Search found 119 matches
- Tue Oct 27, 2020 11:01 pm
- Forum: General
- Topic: Does anyone know other launchers?
- Replies: 2
- Views: 298
Re: Does anyone know other launchers?
Other than what, ZDL? https://zdoom.org/wiki/ZDL It can save/load mods lists, change the loading order, load directories as mod (useful for modders), supports engine configurations, IWADs from external folders... Or is it the shortcut creation what you're after? I use QBasicer's Qt version ZDL 3.2.2 ...
- Fri Oct 23, 2020 12:58 pm
- Forum: Assets (and other stuff)
- Topic: Md3 model animation help
- Replies: 3
- Views: 1957
Re: Md3 model animation help
I'm actually trying to animate rotating door knob in a 3d door, so I need to control the animation rather precisely (and with only few frames if possible). But there's something strange about how rotations like this show up in GZdoom, I don't recall having any problems with normal enemy walking ...
- Fri Oct 23, 2020 12:43 am
- Forum: Assets (and other stuff)
- Topic: Md3 model animation help
- Replies: 3
- Views: 1957
Md3 model animation help
I'm having problems achieving smooth rotation for cylinders or other round objects with interpolation, models seems to "pulsate" between some of the frames. I get that things get wonky if using only two frames, but even 5 frames for rotating round object 180-degrees back and forth should be enough ...
- Sat Feb 24, 2018 11:05 am
- Forum: Mapping
- Topic: Abusing Skybox Viewpoint
- Replies: 5
- Views: 850
Re: Abusing Skybox Viewpoint
I don't blame Graf for not getting involved in 6DoF-math in Doom engine. It's a bit tricky to deal already when some axis seem to have an arbitrary range and points of origin (at least when dealing with ACS, don't know how it's internally). In meantime I've settled for a cameratexture in front of ...
- Fri Feb 23, 2018 4:55 pm
- Forum: Mapping
- Topic: Abusing Skybox Viewpoint
- Replies: 5
- Views: 850
Abusing Skybox Viewpoint
I'm trying to make spaceship that player can fly, using a Skybox Viewpoint in the actual space and viewing it from static cockpit made out of level geometry. I'm already able to move viewpoint in xyz-dimensions, and modify the yaw-angle, but adjusting pitch (or roll) doesn't do anything. Debugging ...
- Thu Feb 01, 2018 10:59 pm
- Forum: Mapping
- Topic: Pushabe blocks (Sokoban)
- Replies: 9
- Views: 2696
Re: Pushabe blocks (Sokoban)
But how would moving a polyobject via ACS involve physics? Just saying you don't really need arrays or check if they can move since "actor blocks" can collide with each other and the actual map geometry already. IIRC there are many ways to alter thing's position in ACS, you could apply directional ...
- Thu Feb 01, 2018 1:03 pm
- Forum: Mapping
- Topic: OPINION POLL
- Replies: 6
- Views: 822
Re: OPINION POLL
I think it's all about correct pacing of the action and exploration within a level, too much either one is bad. One thing I enjoyed in games such as Tomb Raider and Uncharted was the certain predictability, I generally dislike when games throw me off by sudden ambushes when it shouldn't be expected.
- Thu Feb 01, 2018 12:04 pm
- Forum: Mapping
- Topic: Pushabe blocks (Sokoban)
- Replies: 9
- Views: 2696
Re: Pushabe blocks (Sokoban)
Then you might want to ditch +PUSHABLE, and let ACS handle the actual movement of blocks. I wouldn't use multidimensional arrays or such to keep track of the positions, it's easier to let the engine handle the physics involved whenever possible.
- Thu Feb 01, 2018 10:24 am
- Forum: Mapping
- Topic: Pushabe blocks (Sokoban)
- Replies: 9
- Views: 2696
Re: Pushabe blocks (Sokoban)
It's simple, define your custom block actor with correct height and width , set your actor flags, attach and adjust the scaling of model. You can push them around just like you would expect, getting player to pull them is going to be more involved. Unless you spesifically want the blocks to move and ...
- Thu Feb 01, 2018 9:14 am
- Forum: Mapping
- Topic: Pushabe blocks (Sokoban)
- Replies: 9
- Views: 2696
Re: Pushabe blocks (Sokoban)
Instead of polyobjects, how about generic things with correct physical dimensions, md3 models and +PUSHABLE flags? Don't know if they can be moved when stacked, and pulling them involves zscripting but it should be possible. I actually had something similar already working as a proof of concept when ...
- Sun Nov 19, 2017 2:30 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4
- Replies: 1255
- Views: 254598
Re: Doom: The Golden Souls 2 [DEMO 3 OUT!]
One thing that's bugging me is those treasure chests, they're sometimes blocking me from getting all the coins because some are spawned behind them. Maybe make the chests non-solid after opening them? [/nitpick] 
Very nice work so far, can't wait to see those tech levels!

Very nice work so far, can't wait to see those tech levels!
- Sat May 13, 2017 3:13 am
- Forum: Closed Bugs [GZDoom]
- Topic: Bad MIDI playback since GZDoom 3.0
- Replies: 19
- Views: 1585
Re: Bad MIDI playback since GZDoom 3.0
As long as I'm still able to use Microsoft GS Wavetable Synth. Am I really only one who's grown fond of that? Anything else just doesn't sound "right" to me. 

- Wed May 03, 2017 7:18 am
- Forum: General
- Topic: Movement & Use keys for menu navigation?
- Replies: 2
- Views: 423
Re: Movement & Use keys for menu navigation?
At least in old 2.x.x versions of GZDoom, WASD isn't working in the menu by default. Only keyboard shortcuts, arrow keys and enter/esc works for navigation. I probably should upgrade, I know. 

- Sat Apr 29, 2017 5:59 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 164981
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
You probably need to fix objects because I'll make it equal to what GZDoom produces and they changed the behavior. Is it possible to keep floor texture offsets when moving or rotating (group of) sectors in UDMF? This would be a real time saver, especially with using textures which are directly ...
- Sat Apr 29, 2017 1:32 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 164981
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Is it possible to keep floor texture offsets when moving or rotating (group of) sectors in UDMF? This would be a real time saver, especially with using textures which are directly scaled from editor.