Search found 492 matches
- 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 ...
- Sat Mar 06, 2021 4:09 am
- Forum: Levels
- Topic: Volatile [5+1 maps out]
- Replies: 37
- Views: 16976
Re: Volatile
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.JohnnyTheWolf wrote:How complete is the mapset? Can you give us a rough estimate?
- 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 ...
- 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 ...
- 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 ...
- 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.
Of course it was that simple.
- 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 ...
- 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 ...
- 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.
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.
- 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.
- 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?
- 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 ...
- 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.
- 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"
- 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 ...