Search found 30 matches
- Mon Apr 07, 2025 7:32 pm
- Forum: Gameplay Mods
- Topic: ajynksed Level Info - dsda-Doom Style levelinfo exHUD for gzDoom [my 1st ever mod!!] (zscript)) [UPDATED : 31/03/25]
- Replies: 4
- Views: 2102
Re: ajynksed Level Info - dsda-Doom Style levelinfo exHUD for gzDoom [my 1st ever mod!!] (zscript)) [UPDATED : 31/03/25]
: UPDATE : Added version 3 to the OP, as well as formatted it as I think this will be the final version unless it breaks. : ADDED : A new Vertical display for those running minimal-huds (requested feature) A Death Counter. Iyt can be turned off, scaled, moved, and coloured. : CHANGED : The widget ...
- Mon Apr 07, 2025 6:35 pm
- Forum: Gameplay Mods
- Topic: [minimod][v1.6.2] Autoautosave
- Replies: 145
- Views: 48641
Re: [minimod][v1.6.2] Autoautosave
Is it possible to disable the text messages printed to screen? Things like "You have moved to a a new place" for example ruins silent teleport illusions and stuff (like say when using them to fake multi story floors in a building as you walk up a staircase). I know you can disable voice, save and ...
- Mon Mar 24, 2025 8:46 pm
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 68
- Views: 49919
Re: Aim Assist Mod v0.8.1
Jay0 wrote: > if you want to turn faster than 5 degrees per tic, you can set > cl_aim_assist_rot_speed (called Assist Intensity in the menu) > manually with the console to whichever value you want how do I set this manually? Open the console and type... set cl_aim_assist_rot_speed <number> Then go ...
- Thu Mar 13, 2025 5:08 pm
- Forum: Creation, Conversion, and Editing
- Topic: [v1.5] gzdoom.ini to defbinds + defcvars + keyconf converter
- Replies: 28
- Views: 17196
Re: [v1.4] gzdoom.ini to defbinds + defcvars + keyconf converter
This tool seems like it will be a life saver in making my "default" cfg setting and stuff... but eveytime I run it... the resulting defbinds.txt and keyconf.txt are empty, only defcvars.txt has stuff inside it..... ? Is there something else that needs to be present besides gzdoom.ini?
- Mon Mar 10, 2025 10:41 pm
- Forum: Gameplay Mods
- Topic: ajynksed Level Info - dsda-Doom Style levelinfo exHUD for gzDoom [my 1st ever mod!!] (zscript)) [UPDATED : 31/03/25]
- Replies: 4
- Views: 2102
Re: aJynksed Level Info Mod (My 1st ever mod!)
: UPDATE v2.2 : ---=== CHANGES ===--- I've removed the automatic "all caps". When entering a custom string, you can now use camel case. So if you like all caps, just type in all caps. ---=== Additions ===--- I've added a switch to display the entire widget on a single line, instead of two. Due to ...
- Mon Mar 10, 2025 6:37 pm
- Forum: Scripting
- Topic: How can I make a custom keybinding to toggle a bool cvar?
- Replies: 1
- Views: 269
Re: How can I make a custom keybinding to toggle a bool cvar?
I have this worked out.. Jay on discord was able to walk me through it.. I was pretty close on my attempts but just didn't know about something called "toggle" lol... https://imgur.com/yCXeYtr.png High Rez Version of Chat Basically... all I needed to do was this (for my case) KEYCONF alias ...
- Sun Mar 09, 2025 4:44 pm
- Forum: Scripting
- Topic: How can I make a custom keybinding to toggle a bool cvar?
- Replies: 1
- Views: 269
How can I make a custom keybinding to toggle a bool cvar?
I have made a small UI mod.... in that mod there is a custom menu items where I can set an element of that UI to be on or off... CVARINFO nosave bool cVarName = true; MENUDEF Option "Text Label in Option Menu : ", "cVarName", "OnOff" This all works as expected.. I have a menu option I can click to ...
- Wed Mar 05, 2025 1:36 am
- Forum: Gameplay Mods
- Topic: ajynksed Level Info - dsda-Doom Style levelinfo exHUD for gzDoom [my 1st ever mod!!] (zscript)) [UPDATED : 31/03/25]
- Replies: 4
- Views: 2102
ajynksed Level Info - dsda-Doom Style levelinfo exHUD for gzDoom [my 1st ever mod!!] (zscript)) [UPDATED : 31/03/25]
https://imgur.com/kMITFge G'day.. Jynks here. This is my 1st ever mod. I made it as a way to get some grounding in zScripting as part of my modding journey. I'm pretty happy with it. I mean it is simple, but I think it is something I will actually use myself, so maybe others will like it! The point ...
- Fri Feb 28, 2025 2:30 am
- Forum: Scripting
- Topic: I would like some help in getting "saving" from scripting working
- Replies: 0
- Views: 1513
I would like some help in getting "saving" from scripting working
HI there... I have been using a mod called auto-autoSave and it gave me an idea for a mod, but I can't actually work out how it works. Basically I want to try and make a mod to bring the "rewind" feature from dsda-doom to gzDoom. This is how I think the mod would work. Save the game every "x" frames ...
- Fri Feb 21, 2025 2:12 pm
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 68
- Views: 49919
Re: Aim Assist Mod v0.8.1
probably a silly question based on what forum this is... but dose this work on any other source ports?
- Wed Feb 19, 2025 7:58 pm
- Forum: Scripting
- Topic: I can not seem to load 2 seperate mods that add custom menu items?
- Replies: 3
- Views: 570
Re: I can not seem to load 2 seperate mods that add custom menu items?
I've tried a bunch of other options, as well as fooling around with "protected"... but I can nto work it out...
is there a way to use "AddOptionMenu"... but only add it is it is not already there, and if it is there, add to it, not over write it?
is there a way to use "AddOptionMenu"... but only add it is it is not already there, and if it is there, add to it, not over write it?
- Wed Feb 19, 2025 7:22 pm
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 68
- Views: 49919
Re: Aim Assist Mod v0.8.1
oh right.. I should have known that..... so it toggles whatever the setstate is, so if you turn it OFF, it will hold ON, if you turn it ON it will hold OFF!
- Wed Feb 19, 2025 7:19 pm
- Forum: Scripting
- Topic: I can not seem to load 2 seperate mods that add custom menu items?
- Replies: 3
- Views: 570
Re: I can not seem to load 2 seperate mods that add custom menu items?
Turns out it was a error in the bat file.... This as an option dose not work -file "path1/dir1/" "path2/dir2/" This as an option DOSE work.. simply make sure the directory path has no trailing / -file "path1/dir1" "path2/dir2" Annoyingly, if you load a single dir, then the trailing / is not a ...
- Wed Feb 19, 2025 6:49 pm
- Forum: Scripting
- Topic: I can not seem to load 2 seperate mods that add custom menu items?
- Replies: 3
- Views: 570
Re: I can not seem to load 2 seperate mods that add custom menu items?
I have simplified the test setup... Test 1 AddOptionMenu "OptionsMenu" { Submenu "MOD : TEST 1", "menu_test1" } OptionMenu "menu_test1" { Title "test menu item 1" StaticText "" Control "Turn on God Mode", "god" Control "Turn on No Clip", "noclip" } Test 2 AddOptionMenu "OptionsMenu" { Submenu "MOD ...
- Wed Feb 19, 2025 6:35 pm
- Forum: Scripting
- Topic: I can not seem to load 2 seperate mods that add custom menu items?
- Replies: 3
- Views: 570
I can not seem to load 2 seperate mods that add custom menu items?
Hi.. am am trying to do a test here... I simply have two mods... with nothing but "MENUDEF" in them... one is... This makes a options called "MOD : aJynksed Options" and a submenu called "Cheat Binding" that has a few simple cheat codes as a tests. AddOptionMenu "OptionsMenu" { Submenu "MOD ...