Search found 70 matches

by kgsws-CZ
Mon May 16, 2016 1:11 pm
Forum: Closed Bugs [GZDoom]
Topic: [ZDoom 2.8pre-397] I broke 3D floors
Replies: 2
Views: 1348

Re: [ZDoom 2.8pre-397] I broke 3D floors

This should fix it. diff --git a/src/r_bsp.cpp b/src/r_bsp.cpp index 819bd95..cc7821f 100644 --- a/src/r_bsp.cpp +++ b/src/r_bsp.cpp @@ -608,6 +608,18 @@ void R_AddLine (seg_t *line) rw_backcz2 = backsector->ceilingplane.ZatPoint (line->v2->x, line->v2->y); rw_backfz2 = backsector->floorplane ...
by kgsws-CZ
Sat Oct 06, 2012 7:47 am
Forum: Editing (Archive)
Topic: GBA Doom editor
Replies: 1
Views: 1662

GBA Doom editor

Since i stopped with anything related to doom, i guess this might be useful to someone. I started a GBA Doom (1) editor some time ago. It is not yet finished but it is already usable to create a good mods. - full texture/sprite replace support - partial graphics replace support (images stored in WAD ...
by kgsws-CZ
Wed Oct 05, 2011 7:31 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Thing_Recolor
Replies: 1
Views: 391

Re: Thing_Recolor

Ok, here is screenshot. 3 colored, 1 untouched. Also notice black one outside.Image
by kgsws-CZ
Sun Oct 02, 2011 1:21 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Thing_Recolor
Replies: 1
Views: 391

Thing_Recolor

168:Thing_Recolor(tid, sid, flags) Recolors thing to source sector color, this change is real time, things can "rainbow fade" by changing source sector color. tid - TID of the thing(s) to recolor, 0 = activator sid - source sector ID flags: 1 - also uses source sector light, ignores light of sector ...
by kgsws-CZ
Wed Sep 28, 2011 8:15 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Railgun attack update
Replies: 23
Views: 2845

Re: Railgun attack update

Ok, here is new patch for latest svn revision.
by kgsws-CZ
Tue Aug 09, 2011 4:47 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: messages in sbarinfo
Replies: 8
Views: 977

Re: messages in sbarinfo

Blzut3 wrote:This code makes no attempt to work with hud_scale, st_scale, or even resolutions. Start the example in 320x200 and notice the complete lack of a console read out.
Isn't this because of 'FullScreenOffsets'?
by kgsws-CZ
Mon Aug 08, 2011 11:16 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: messages in sbarinfo
Replies: 8
Views: 977

messages in sbarinfo

Requested here: http://skulltag.net/tracker/view.php?id=358 Simple to make. DrawMessages <x>, <y> [, <scale> [, center]] Scale defaults to 0. Using this will ignore con_centernotify and con_scaletext. It might be even more enhanced to support different font, show time, number of lines ... etc.
by kgsws-CZ
Fri Jul 29, 2011 1:46 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: HITSELF flag for projectiles
Replies: 8
Views: 1051

Re: HITSELF flag for projectiles

What should i use to create patches now? Just "svn diff > something.txt"?
by kgsws-CZ
Thu Jul 28, 2011 4:53 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: HITSELF flag for projectiles
Replies: 8
Views: 1051

Re: HITSELF flag for projectiles

Feel free to change name :)
by kgsws-CZ
Wed Jul 27, 2011 3:12 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: HITSELF flag for projectiles
Replies: 8
Views: 1051

HITSELF flag for projectiles

This flag will allow projectiles to hit even shooter (player only). Projectile becomes lethal once you stop touching it for first time.
by kgsws-CZ
Sun Jul 17, 2011 5:28 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Railgun attack update
Replies: 23
Views: 2845

Re: Railgun attack update

Ah, i forgot to remove non-patch text "Pouze v zdoom", line 1 and 211. Will that fix this problem?
by kgsws-CZ
Fri Jul 15, 2011 10:24 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Railgun attack update
Replies: 23
Views: 2845

Re: Railgun attack update

ok, here is new patch
by kgsws-CZ
Mon Jun 06, 2011 11:44 pm
Forum: Closed Bugs [GZDoom]
Topic: 3D floor Panning/Rotation
Replies: 1
Views: 392

3D floor Panning/Rotation

I made patch for this:
Sector_SetFloorPanning, Sector_SetCeilingPanning and Sector_SetRotation specials are inverted in the software renderer when used on 3D floors.
http://skulltag.net/tracker/view.php?id=488
by kgsws-CZ
Fri May 27, 2011 3:43 pm
Forum: Closed Bugs [GZDoom]
Topic: [all?-r3217] Players get stuck instead of telefragging
Replies: 4
Views: 421

Re: [all?-r3217] Players get stuck instead of telefragging

P_DamageMobj (p_interaction.cpp) if (player && damage > 1) { // Take half damage in trainer mode damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor)); } should be if (player && damage > 1 && damage < TELEFRAG_DAMAGE) { // Take half damage in trainer mode damage = FixedMul(damage, G ...
by kgsws-CZ
Tue Apr 26, 2011 4:57 am
Forum: Closed Bugs [GZDoom]
Topic: [zdoom-r3190]New 3d Floors issue in software renderer
Replies: 1
Views: 695

Re: [zdoom-r3190]New 3d Floors issue in software renderer

Fixed. This fix will not work correctly if ceiling (or floor) of real sector is sloped.
This patch also fixes another bug with fake walls of hidden 3D floors.

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