Search found 30 matches

by aJynks
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 ...
by aJynks
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 ...
by aJynks
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 ...
by aJynks
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?
by aJynks
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 ...
by aJynks
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 ...
by aJynks
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 ...
by aJynks
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 ...
by aJynks
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 ...
by aJynks
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?
by aJynks
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?
by aJynks
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!
by aJynks
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 ...
by aJynks
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 ...
by aJynks
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 ...

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