Search found 16 matches
- Wed May 29, 2013 10:04 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Damage Reduction
- Replies: 5
- Views: 1034
Re: Damage Reduction
Look in thingdef_properties.cpp. You should use the DEFINE_PROPERTY(name, parameters, class) macro, based on the many examples in that file. The parameters are declared as single letters, look at ParsePropertyParams() in thingdef_parse.cpp for their list and explanation. Perfect. I'll look there. I ...
- Tue May 28, 2013 1:22 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Damage Reduction
- Replies: 5
- Views: 1034
Damage Reduction
I was very grateful when damage factors were added, but I have always wanted a different method of handling damage resistance based more on D&D or GURPS based damage reduction, where a flat amount of damage was subtracted from the total before other effects. After looking through the code, I think ...
- Wed Aug 15, 2012 11:06 pm
- Forum: Editing (Archive)
- Topic: [Sprites/Utility] RPGMakerVX to Doom PNG: 300 new puffs!
- Replies: 1
- Views: 544
[Sprites/Utility] RPGMakerVX to Doom PNG: 300 new puffs!
Hello, all. I have been writing short programs for myself to convert resources from other games to a more doom friendly format, and I think I found something that might be of use to others. In particular, I wrote a program that takes effects sprites in RPGMakerVX style PNG format to Doom PNG format ...
- Tue Aug 14, 2012 2:19 pm
- Forum: General
- Topic: Hexen not working on co-op, desyncs on second hub.
- Replies: 3
- Views: 325
Re: Hexen not working on co-op, desyncs on second hub.
It was a good thought, but after checking, it seems both of our wads are the same size down to the very byte. I assume this means they're the same version. Thank you, though. Any other ideas?
- Tue Aug 14, 2012 2:09 pm
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 399131
Re: SLADE v3.0.2 final Released
Very well. Included is the Dragonfly from Might and Magic 7. Notice that its image size is larger than it needs to be in almost all cases, but that the dimensions of each image is the same size in all frames, and that when the frame offset is identical in all frames, the frames line up as the ...
- Tue Aug 14, 2012 1:57 pm
- Forum: General
- Topic: Hexen not working on co-op, desyncs on second hub.
- Replies: 3
- Views: 325
Hexen not working on co-op, desyncs on second hub.
Hello, My brother and I have been trying to play Hexen using Zdoom (Actually GZdoom, but if I understand correctly, I can ask GZdoom related questions here as well because GZdoom is a zdoom derivative, correct?) We run into a problem when we start the second hub, where the creepy skull guy says "my ...
- Fri Aug 10, 2012 3:21 pm
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 399131
Re: SLADE v3.0.2 final Released
Hello. Thank you for your work on Slade. I love it, and it is my editor of choice. I was wondering if you could put in a feature to autocrop PNGs without changing their relative offsets. There are some animations that have a bounding box large enough that the entire animation is contained within it ...
- Thu Aug 09, 2012 8:08 pm
- Forum: Editing (Archive)
- Topic: Turning off view bobbing.
- Replies: 3
- Views: 9060
Re: Turning off view bobbing.
Perfect. I will use both suggestions, setting both the decorate weapons bobbing to false and setting the CVAR before my friend plays. My thanks for your indulgence in my noobish question.
- Thu Aug 09, 2012 8:02 pm
- Forum: Editing (Archive)
- Topic: Turning off view bobbing.
- Replies: 3
- Views: 9060
Turning off view bobbing.
Hello, all. I want to turn off view bobbing in my wad, because I am trying to make a wad for a friend who gets motion sick when playing games with significant view bobbing. Is there any way to do this, either on a per wad bases or as an option in Zdoom itself? If not, I might head over to feature ...
- Tue Nov 08, 2011 6:25 pm
- Forum: Closed Bugs [GZDoom]
- Topic: A_ScaleVelocity does not work/play well with A_SeekerMissile
- Replies: 9
- Views: 1158
Re: A_ScaleVelocity does not work/play well with A_SeekerMis
See, that's why I asked. I thought it was a bug, because it was a feature that didn't behave like I expected it to behave. (I naively thought velocity and speed were supposed to be the same. Meh.) I recognize that Graf and Randy might disagree with me, in which case I'd happily implement ...
- Tue Aug 30, 2011 11:42 am
- Forum: Closed Bugs [GZDoom]
- Topic: A_ScaleVelocity does not work/play well with A_SeekerMissile
- Replies: 9
- Views: 1158
Re: A_ScaleVelocity does not work/play well with A_SeekerMis
So, have it run a script, which script increases the speed of the activator of the script? That... works, I suppose. I know Graf has a thing against encouraging cheap hacks when fixing the engine would solve the problem in a more permanent way. Before doing such a hack (or programming those mines ...
- Tue Aug 30, 2011 10:27 am
- Forum: Closed Bugs [GZDoom]
- Topic: A_ScaleVelocity does not work/play well with A_SeekerMissile
- Replies: 9
- Views: 1158
A_ScaleVelocity does not work/play well with A_SeekerMissile
It seems as though when A_SeekerMissile is successfully called, it resets the speed of the projectile. As an example, see the attached wad. Pick up the minimissile launcher (looks exactly like a rocket launcher in this demo), hit IDDQD, and stand against the back wall of the room. Fire the ...
- Mon Nov 08, 2010 12:11 am
- Forum: Closed Bugs [GZDoom]
- Topic: [2.4.1] User variables in weapons have inconsistent owners.
- Replies: 47
- Views: 9047
Re: [2.4.1] User variables in weapons have inconsistent owne
I would like to bump this tentatively bump this thread again, seconding the above statement, hoping that it gets implemented either one way or the other. I would rejoice to see it reconciled, and my wad would continue forward.
- Tue May 25, 2010 9:27 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [2.4.1] User variables in weapons have inconsistent owners.
- Replies: 47
- Views: 9047
Re: [2.4.1] User variables in weapons have inconsistent owne
It's been quite a while by this point. Would bumping to ask what the status on this be appropriate? Or am I about to get banned for harassing the programmers?
- Mon Apr 05, 2010 10:54 am
- Forum: Closed Bugs [GZDoom]
- Topic: [2.4.1] User variables in weapons have inconsistent owners.
- Replies: 47
- Views: 9047
Re: [2.4.1] User variables in weapons have inconsistent owne
Any idea what's going on? Is there something wrong with my code, or is this an honest bug?