I've made a simple Mostly-Weapons-Only patch: https://www.dropbox.com/scl/fi/pu0rsd9x ... zpjd6&dl=0
It's not stand-alone, just disables corresponding DECORATE code in SmoothDoom.
Search found 43 matches
- Mon May 05, 2025 6:52 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 669249
- Sat Apr 12, 2025 5:59 pm
- Forum: Rules and Forum Announcements
- Topic: ZDoom Wiki Thread
- Replies: 888
- Views: 240435
Re: ZDoom Wiki Thread
https://zdoom.org/wiki/ZScript_actor_flags > The only flags which cannot be changed this way are NOSECTOR and NOBLOCKMAP Also COUNT* flags must be changed using A_ChangeCountFlags to update counts on the level. https://zdoom.org/wiki/A_SpawnParticleEx size is the diagonal size of the particle, so ...
- Thu Apr 10, 2025 7:26 am
- Forum: Rules and Forum Announcements
- Topic: ZDoom Wiki Thread
- Replies: 888
- Views: 240435
Re: ZDoom Wiki Thread
https://zdoom.org/wiki/A_Warp Wrong description for WARPF_BOB. It only accounts for bobbing of the warp-to actor. If the warped actor's has FLOATBOB flag, not only is bobbing phase unchanged, but it won't even appear in the correct position at the frame on which A_Warp is called, because A_Warp ...
- Wed Apr 09, 2025 3:56 pm
- Forum: Rules and Forum Announcements
- Topic: ZDoom Wiki Thread
- Replies: 888
- Views: 240435
Re: ZDoom Wiki Thread
https://zdoom.org/wiki/PrintPickupMessage localview parameter description is wrong. If it's true, the message is printed, if it's false, the message is not printed. It appears you have to pass "CheckLocalView()" to it when calling from CustomInventory or Weapon (as tehy're base on StateProvider) and ...
- Sat Apr 05, 2025 7:21 pm
- Forum: Scripting
- Topic: Help with physics-based grappling hook
- Replies: 6
- Views: 358
Re: Help with physics-based grappling hook
Looks like it's best to set ForcePower to 1 actually. Adding "plr.vel/2" to player position in "hookToPlayer" calculation in HookPhysics makes a big difference getting rid of wobble. Note that "restLength" is divided by Elasticity when assigned. I than choose ForceFactor based on gravity for it to ...
- Sat Apr 05, 2025 7:10 pm
- Forum: Scripting
- Topic: Help with physics-based grappling hook
- Replies: 6
- Views: 358
Re: Help with physics-based grappling hook
Here you go, this was fun tinkering. Credit me by my nickname.
- Sat Apr 05, 2025 5:55 pm
- Forum: Scripting
- Topic: Help with physics-based grappling hook
- Replies: 6
- Views: 358
Re: Help with physics-based grappling hook
"ropeAngle = acos(down dot hookToPlayer)" must be "ropeAngle = acos((down dot hookToPlayer)/hookDist)". It also shouldn't exist, because the only use of it is "cos(ropeAngle)".
- Sat Apr 05, 2025 5:36 pm
- Forum: Scripting
- Topic: Can DECORATE call static functions?
- Replies: 0
- Views: 148
Can DECORATE call static functions?
The restriction that Actor class can't be extended even with simple non-virtual functions leads to inability of adding any code pointers for use in DECORATE without creating a multitude of sub-classes, one for every standard class that you inherit from. I'd expect it to be solvable with static ...
- Sat Feb 08, 2025 8:31 am
- Forum: Scripting
- Topic: Is it possible to support DeathMatch with randomized items?
- Replies: 3
- Views: 559
Re: Is it possible to support DeathMatch with randomized items?
I've figured it out! It's controlled by the DROPPED flag. I just need to transfer it to whatever has been spawned. I'd also take care of other flags that can be set from map editor, but not transferred by A_SpawnItemEx like DORMANT, FRIENDLY and INVISIBLE. I wonder what flag "Translucent (25%)" from ...
- Sat Feb 01, 2025 5:31 am
- Forum: Scripting
- Topic: Is it possible to support DeathMatch with randomized items?
- Replies: 3
- Views: 559
Re: Is it possible to support DeathMatch with randomized items?
Ie, have one pistol option with TID 100, and another pistol option with TID 101 placed in the exact same place. ACS randomly picks which one to use and then does Thing_Remove to remove the one you don't want. Won't fit my case. They're placed by the author of whatever WAD is being played with the ...
- Thu Jan 30, 2025 8:34 pm
- Forum: Scripting
- Topic: Is it possible to support DeathMatch with randomized items?
- Replies: 3
- Views: 559
Is it possible to support DeathMatch with randomized items?
I have random spawners for weapons and items that can be illustrated like this: ACTOR PistolWeaponSpawner replaces Pistol { States { Spawn: TNT1 A 0 NoDelay A_JumpIf(CallACS("IsOption2")==1, "Option2") Option1: TNT1 A 0 A_SpawnItemEx("FirstPistolOption",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF ...
- Mon Nov 18, 2024 10:03 am
- Forum: Scripting
- Topic: Is Net_Arbitrator guaranteed to be the server?
- Replies: 4
- Views: 352
Re: Is Net_Arbitrator guaranteed to be the server?
I would also like to point out that while everything phantombeta has said is correct, the use of Net_Arbitrator in your scenario may be a design flaw depending on what you're trying to achieve. The arbitrator designation is purely technical and irrelevant to actual gameplay, so why not simply use a ...
- Mon Nov 18, 2024 9:39 am
- Forum: Rules and Forum Announcements
- Topic: ZDoom Wiki Thread
- Replies: 888
- Views: 240435
Re: ZDoom Wiki Thread
Error in Wiki: https://zdoom.org/wiki/A_Jump "A_Jump (127, 4)" is not 50% change, it's 127/256, that is 49,609375% chance. 128 is 50%. Same in all other examples using 127. "goto Melee // <- This line is skipped because it does not define a frame" - This description is wrong, because this is only a ...
- Sat Oct 12, 2024 9:59 pm
- Forum: Scripting
- Topic: Is Net_Arbitrator guaranteed to be the server?
- Replies: 4
- Views: 352
Re: Is Net_Arbitrator guaranteed to be the server?
GZDoom doesn't have servers (currently), and you can't host games without also being ingame, so you don't need to worry about those. Net_Arbitrator is the current arbitrator of the game, which is the player that's allowed to change server CVars. If the current arbitrator leaves the game, another ...
- Sat Oct 12, 2024 7:41 pm
- Forum: Scripting
- Topic: Is Net_Arbitrator guaranteed to be the server?
- Replies: 4
- Views: 352
Is Net_Arbitrator guaranteed to be the server?
I need to get a user var from the server. I'm assuming Net_Arbitrator might help with that, but maybe not. What is Net_Arbitrator set to if the server isn't playing the game, just hosting? What if there are no players in the game? Does Net_Arbitrator stay constant throughout the level?