Search found 13 matches

by den killen
Mon Jul 03, 2023 12:22 am
Forum: Script Library
Topic: Less Slippery Doom Movement (May 2018 ZScript rewrite)
Replies: 63
Views: 45243

Re: Less Slippery Doom Movement (May 2018 ZScript rewrite)

TIIKKETMASTER wrote: Sat Jul 01, 2023 10:52 pm i was wondering if there was a way to mot make the doomplayer move very fast after taking damage?
I solved this by commenting out lines 81, 82, 85, and 88 in the zscript file.
I've attached my altered version, if Nash doesn't mind. :wink:
by den killen
Thu Jun 08, 2023 11:35 pm
Forum: Creation, Conversion, and Editing
Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Replies: 3112
Views: 397144

Re: SLADE Discussion - Latest: v3.2.3 (31/May/2023)

Autocomplete shortcut isn't working. Anyone else having this issue?
by den killen
Fri Feb 10, 2023 5:03 pm
Forum: Assets (and other stuff)
Topic: Issue with HUD model normals?
Replies: 10
Views: 1494

Re: Issue with HUD model normals?

False. :D I shipped an entire game on Steam whose MD3 assets are 100% exported directly from Blender to MD3. No conversion, no tricks. Normals, smoothing groups, angles and everything else are 100% accurate upon export. The meshes come out clean as fuck. I spent several years perfecting my exporter ...
by den killen
Thu Feb 02, 2023 9:09 am
Forum: Assets (and other stuff)
Topic: Issue with HUD model normals?
Replies: 10
Views: 1494

Re: Issue with HUD model normals?

Still haven't found a solution for this and I've noticed it happen to a few others. Anyone able to share their process for making and using models?
by den killen
Sun Dec 04, 2022 12:52 pm
Forum: Assets (and other stuff)
Topic: Issue with HUD model normals?
Replies: 10
Views: 1494

Re: Issue with HUD model normals?

That's what I had been doing, unless there are specific parameters in the conversion process that I missed.
by den killen
Sun Dec 04, 2022 3:04 am
Forum: Assets (and other stuff)
Topic: Issue with HUD model normals?
Replies: 10
Views: 1494

Re: Issue with HUD model normals?

Nope, looks no different than before. If format conversion screws up the normals, how can I rebuild them in npherno's compiler without first converting to MD3?
by den killen
Sun Dec 04, 2022 12:06 am
Forum: Assets (and other stuff)
Topic: Issue with HUD model normals?
Replies: 10
Views: 1494

Issue with HUD model normals?

So I've finally figured out how to get a HUD weapon model working, but I can't seem to fix this issue: Here's how the model looks in-game: https://imgur.com/7L5g1oT Here's how the model looks in Blender: https://imgur.com/9u3IqBL I used Noesis to convert it to MD3 and it looks much the same there as ...
by den killen
Tue Nov 01, 2022 7:13 pm
Forum: Creation, Conversion, and Editing
Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Replies: 3112
Views: 397144

Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

I'm curious as I can't find an answer anywhere, but in settings under "Graphics>HUD Offsets View", what is "Show weapon bob outline" for? I see it adds a thin border around the HUD sprite offset editor, but I don't understand what that indicates.
by den killen
Mon Sep 05, 2022 5:56 pm
Forum: Creation, Conversion, and Editing
Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
Replies: 868
Views: 284322

Re: WadSmoosh - merge all official id releases into one PK3 IWAD

Found an issue when playing Plutonia 2 where WFALL textures are completely black. Judging by the console log and previous issues with this texture, I'm assuming it's a result of a previous fix attempt. Loading the map in Doom Builder (Doom 2 format) with doom_complete.pk3 as a resource shows the ...
by den killen
Tue Aug 16, 2022 7:05 pm
Forum: Scripting
Topic: Change projectile damage based on weapon fire state?
Replies: 8
Views: 604

Re: Change projectile damage based on weapon fire state?

Well, in fact there is a way (via GetPSprite ), but it'd be a lot more code than just making a subclass. If you're interested, I can try to provide an example tomorrow (unless someone else manages to beat me to it). Yes, I would really appreciate that, whoever ends up doing so. Anything to better ...
by den killen
Tue Aug 16, 2022 10:24 am
Forum: Scripting
Topic: Change projectile damage based on weapon fire state?
Replies: 8
Views: 604

Re: Change projectile damage based on weapon fire state?

Right, I picked up that much from studying other peoples' mods. So class order only matters if they are defined in a single file as opposed to #includes? I'm assuming that 'let proj = A_FireProjectile' infers the type is whatever actor/class the action will refer to. Does using 'let' also mean 'proj ...
by den killen
Tue Aug 16, 2022 12:51 am
Forum: Scripting
Topic: Change projectile damage based on weapon fire state?
Replies: 8
Views: 604

Re: Change projectile damage based on weapon fire state?

Thanks a lot! The function works perfectly, but I'm happy to learn that inheritance is a totally valid approach.

As the weapon and projectile are written in separate files, can this method also be used to call other properties of actors between files? Is there a doc/resource as to how this works?
by den killen
Mon Aug 15, 2022 6:14 pm
Forum: Scripting
Topic: Change projectile damage based on weapon fire state?
Replies: 8
Views: 604

Change projectile damage based on weapon fire state?

I've developed a general familiarity with DECORATE and by extension its implementation in ZScript. However, I'm not a programmer so I am completely lost on the more advanced stuff. I have a weapon that shoots a projectile with an AltFire that shoots 3 of the same. To balance this, I created a second ...

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