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by violgamba
Thu Jun 20, 2024 11:19 am
Forum: Scripting
Topic: [Resolved] [decorate] concatenation?
Replies: 2
Views: 201

Re: [decorate] concatenation?

Whoops, you're right. I let my Zandronum testing lax there during this latest feature dev.
by violgamba
Thu Jun 20, 2024 5:56 am
Forum: Scripting
Topic: [Resolved] [decorate] concatenation?
Replies: 2
Views: 201

[Resolved] [decorate] concatenation?

I'm trying to make a Zandronum compatible mod. It's an experiment to see if the functionality I need to script can be accomplished in the multiplayer environment Zandronum provides. One problem I've hit is that I need to concatenate within decorate (i.e. within an anonymous function). I can't find ...
by violgamba
Fri May 31, 2024 9:03 pm
Forum: Feature Suggestions [GZDoom]
Topic: Feedback: named shaders attachable to actors at runtime
Replies: 8
Views: 2807

Re: Feedback: named shaders attachable to actors at runtime

@Cherno: Hmm. That could work. I'm inclined to mirror TextureID as closely as possible though, since it's so similar: a number representing a kind of resource, which can by accessed by name.
by violgamba
Tue May 28, 2024 7:22 pm
Forum: Feature Suggestions [GZDoom]
Topic: Feedback: named shaders attachable to actors at runtime
Replies: 8
Views: 2807

Re: Feedback: named shaders attachable to actors at runtime

@Cherno: Thank you for posting this to Discord. @phantombeta: I'll look into serializing this and study TextureID to try and follow it more closely. I was on the fence between naming the Actor field "Shader" or "ShaderID". It seems like "ShaderID" is the way to go, especially with the increased ...
by violgamba
Tue May 28, 2024 6:35 am
Forum: Scripting
Topic: A way to control an actor/sprite shader, to turn it on & off?
Replies: 4
Views: 349

Re: A way to control an actor/sprite shader, to turn it on & off?

Hmm. Thanks for explaining this, Cherno. It sounds like having a "normal" and a "highlighted" version of each highlight-able image is the best solution at the moment. I think a script that takes an image list and duplicates each image and generates a GLDEFS file would make this reasonable. FYI, I've ...
by violgamba
Tue May 28, 2024 6:08 am
Forum: Feature Suggestions [GZDoom]
Topic: Feedback: named shaders attachable to actors at runtime
Replies: 8
Views: 2807

Feedback: named shaders attachable to actors at runtime

I've implemented a new feature for GZDoom, but I'd like feedback on its interface before submitting a pull request. The feature is "Named Hardware Shaders". The basic idea is that, rather than assigning a shader to an image at design time, you can, instead, setup a "named" shader, that can be ...
by violgamba
Fri May 24, 2024 11:39 am
Forum: Scripting
Topic: A way to control an actor/sprite shader, to turn it on & off?
Replies: 4
Views: 349

Re: A way to control an actor/sprite shader, to turn it on & off?

Thanks for replying so quickly, though sad news. Regarding your suggestion A: if I understand you right, are you suggesting the Renderstyle where an actor is rendered as a single solid color? I did try that: blinking RenderStyle-Stencil on and off while hovered (trying both white and black shade ...
by violgamba
Fri May 24, 2024 3:29 am
Forum: Scripting
Topic: A way to control an actor/sprite shader, to turn it on & off?
Replies: 4
Views: 349

A way to control an actor/sprite shader, to turn it on & off?

I need to be able to modify parameters for a shader on a particular actor and/or sprite. Minimally, I need to enable/disable a shader at runtime, but if I can control it else-ways then I can simply have the shader bypass its effect when "disabled". The only information I've found regarding shader ...
by violgamba
Mon May 20, 2024 3:47 pm
Forum: Scripting
Topic: [Resolved] Model pitch & roll work in UDM, not GZDoom (USEACTORPITCH & USEACTORROLL used)
Replies: 1
Views: 259

Re: Model pitch & roll work in UDM, not GZDoom (USEACTORPITCH & USEACTORROLL used)

I posted this issue to both the ZDoom forum and the DoomWorld forum. I received a solution on the DoomWorld forum and wanted to post it here for others with the same issue. Any settings applied in a Model definition only apply to the "Frame" lines that come after them. When you use USEACTORPITCH and ...
by violgamba
Fri May 17, 2024 1:01 pm
Forum: Scripting
Topic: [Resolved] Model pitch & roll work in UDM, not GZDoom (USEACTORPITCH & USEACTORROLL used)
Replies: 1
Views: 259

[Resolved] Model pitch & roll work in UDM, not GZDoom (USEACTORPITCH & USEACTORROLL used)

I'm hitting an odd issue, and haven't found a solution to in the forums, wiki or ZScript references. After adding USEACTORPITCH and USEACTORROLL to a model, I can successfully rotate instances of it on all axes within Ultimate Doom Builder. However, when running the map in GZDoom, the model ...
by violgamba
Fri May 17, 2024 1:47 am
Forum: Scripting
Topic: [ZScript] [BaseStatusBar] - Vertical-Center with DrawString?
Replies: 5
Views: 354

Re: [ZScript] [BaseStatusBar] - Vertical-Center with DrawString?

Thanks for the reply @metalx1000! The thing I'm going for is to vertically center text on the screen. You addressed my problem when you said that you played with the y position a bit "-scaledScreenSize.y*.5" . Unfortunately, manually determining the vertical position like this is unfeasable for two ...
by violgamba
Fri May 10, 2024 7:22 pm
Forum: Scripting
Topic: Zscript Tutorial Videos with Examples
Replies: 3
Views: 497

Re: Zscript Tutorial Videos with Examples

Hah, right!
by violgamba
Thu May 09, 2024 8:46 pm
Forum: Scripting
Topic: Zscript Tutorial Videos with Examples
Replies: 3
Views: 497

Re: Zscript Tutorial Videos with Examples

Nice! I certainly could have benefited from these just a few weeks ago. I was excited for your last video "Doom ZScript Break Point", until I realized that it wasn't about breakpoints in the code, but rather a break from tutorials. Oh well. Still, great work!
by violgamba
Thu May 09, 2024 1:32 am
Forum: Scripting
Topic: [ZScript] [BaseStatusBar] - Vertical-Center with DrawString?
Replies: 5
Views: 354

Re: [ZScript] [BaseStatusBar] - Vertical-Center with DrawString?

I'm attaching a demo PK3 showing the effect of vertical alignment of the screen, and vertical alignment of the item when using StringDraw. Perhaps this will help clarify the issue. Note, in the attached mod, that the vertical alignment of the item doesn't seem to affect on how StringDraw renders.

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