Search found 492 matches

by Nightfall
Thu Aug 03, 2023 12:24 pm
Forum: Levels
Topic: Volatile [5+1 maps out]
Replies: 37
Views: 16976

Re: Volatile [5+1 maps out]

oh what the necrobump is this? with content? WITH MAPS YOU CAN PLAY? hell yes, go grab them now Download or check out the screenshots at the opening post sorry for taking so long to post anything, turns out mapping is hard. It's not that much yet but hopefully it's something worth the wait. :mrgreen ...
by Nightfall
Sat Mar 06, 2021 4:09 am
Forum: Levels
Topic: Volatile [5+1 maps out]
Replies: 37
Views: 16976

Re: Volatile

JohnnyTheWolf wrote:How complete is the mapset? Can you give us a rough estimate?
Level geometry is mostly in place. Thing placement is the main issue right now. Not sure what kind of percentage that equates to but I'd say around 80%. I want to get this out by summer.
by Nightfall
Fri Mar 05, 2021 7:22 am
Forum: Levels
Topic: Volatile [5+1 maps out]
Replies: 37
Views: 16976

Re: Volatile

I know that I said the same thing 5 years ago but I'm trying to get something playable out as far as this goes. I don't have a lot of new areas to show since at this point I'm polishing up existing material. It's fun to have stuff to show screenshots of, but it's proven to be a lot easier said than ...
by Nightfall
Tue Aug 13, 2019 9:39 am
Forum: Scripting
Topic: Position and velocity calculus doesn't match up
Replies: 6
Views: 600

Re: Position and velocity calculus doesn't match up

What's been said about the fixed timestep of Doom is true but it wouldn't explain the huge difference in behaviour. What matters here is that the maths is wrong. The derivative of sin(at) is only acos(at) if the trig functions are in radians, and the ZDoom trig functions are either in fixed-point ...
by Nightfall
Fri Aug 09, 2019 4:26 pm
Forum: Scripting
Topic: Position and velocity calculus doesn't match up
Replies: 6
Views: 600

Position and velocity calculus doesn't match up

Recently I've been messing with projectiles that follow some mathematically defined trajectory, e.g. parabolas. Making a script that updates the position of a projectile every tick according to a function that maps from time to position is simple enough. I'll use a fireball that's swinging up and ...
by Nightfall
Thu Aug 08, 2019 5:49 am
Forum: Mapping
Topic: [solved] GZDoom Builder-bugfix does not start
Replies: 1
Views: 553

Re: GZDoom Builder-bugfix does not start

Figured it out. I had to install Microsoft Visual C++ 2010 Service Pack 1 Redistributable.

Of course it was that simple.
by Nightfall
Wed Aug 07, 2019 2:58 pm
Forum: Mapping
Topic: [solved] GZDoom Builder-bugfix does not start
Replies: 1
Views: 553

[solved] GZDoom Builder-bugfix does not start

Hi, I just got done installing Windows on my home desktop computer and I tried to run GZDoom Builder on it. However, it does not start up at all. The busy cursor arrow with the spinning disc shows up for a second or so, but no window pops up and no error message is displayed. Operating system is ...
by Nightfall
Sat Aug 26, 2017 7:32 am
Forum: Levels
Topic: Volatile [5+1 maps out]
Replies: 37
Views: 16976

Re: Volatile

So alright this is actually moving forward, very slowly but anyway. I'm trying to focus on getting episode 2 out of the door, try get the rest done sometime later. Right now it's 2 out of 8 maps finished, perhaps there can actually be a release someday. http://i.imgur.com/I3WHBEe.png http://i.imgur ...
by Nightfall
Sun Aug 13, 2017 6:56 am
Forum: Closed Bugs [GZDoom]
Topic: Crash with UseInventory() and a morphing item
Replies: 1
Views: 366

Crash with UseInventory() and a morphing item

https://zandronum.com/tracker/view.php?id=3224

Launch the attached wad in Hexen and puke 704 and the game crashes.

The script gives an item that, when used, turns the player into a pig, and then uses it. However, UseInventory() will still try to access the old actor.
by Nightfall
Sun Jan 08, 2017 2:33 am
Forum: ZDoom (and related) News
Topic: ZDoom is Dead. Long live ZDoom.
Replies: 232
Views: 73965

Re: ZDoom is Dead (but the site isn't)

Thank you Randy for all your hard work on the source port! I might not agree with your coding at times but it certainly has changed the world.
by Nightfall
Sat Dec 03, 2016 1:27 pm
Forum: Closed Bugs [GZDoom]
Topic: sv_respawnprotect effect and invulnerability sphere issue
Replies: 3
Views: 457

Re: sv_respawnprotect effect and invulnerability sphere issu

Yeah because there's no such thing as multiplayer, right?
by Nightfall
Wed Nov 16, 2016 6:28 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: sv_overridegetcvar
Replies: 31
Views: 1809

Re: sv_overridegetcvar

This looks like the beginnings of another mess not much unlike the pain forcing nonsense. We force some ACS function to behave a little differently with a new feature and next we'll see modders want something in return for this. Also I don't think we should pollute the already proliferated CVAR ...
by Nightfall
Wed Aug 10, 2016 1:08 am
Forum: Off-Topic
Topic: The 2016 Summer Olympics Games in Rio.
Replies: 7
Views: 628

Re: The 2016 Summer Olympics Games in Rio.

It's sad to see a banana country host a pointless sports event at the expense of its citizens.
by Nightfall
Wed Aug 03, 2016 11:26 am
Forum: General
Topic: How to change optimization level when building?
Replies: 2
Views: 618

Re: How to change optimization level when building?

Pass it to the compilation flags, as such:

Code: Select all

cmake <parameters> -DCMAKE_C_FLAGS="-O2" -DCMAKE_CXX_FLAGS="-O2"
by Nightfall
Sun Jul 31, 2016 1:13 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 589099

Re: GZDoom Builder 2.3

SLADE 2 had a neat crosshair that could be minimal or fullscreen in the 2D canvas (I always used the fullscreen one). I have no idea what you are talking about. It's two straight lines - one horizontal, one vertical - that span across the canvas and intersect at the cursor position. Besides making ...

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