Search found 710 matches
- Tue Oct 01, 2024 7:12 am
- Forum: Requests
- Topic: [Code Help Request] Help on legacy of rust Calamity blade code port to decorate
- Replies: 2
- Views: 2243
Re: [Code Help Request] Help on legacy of rust Calamity blade code port to decorate
It's been a while since I've touched any code, but this seems to work: Actor LORHeatwave : Weapon { Weapon.AmmoType1 "FuelAmmoSmall" Weapon.SlotNumber 7 Weapon.AmmoUse 10 Weapon.AmmoGive 40 Inventory.PickupMessage "You got the calamity blade! Hot damn!" states { Spawn: CBLD A -1 Loop ready: HETG A 1 ...
- Mon Apr 23, 2018 6:02 pm
- Forum: Technical Issues
- Topic: GZDoom 3.3.2: Dual screens, GZDoom only uses portrait screen
- Replies: 2
- Views: 1940
Re: GZDoom 3.3.2: Dual screens, GZDoom only uses portrait sc
vid_adapter is the CVar you are looking for. You can use vid_listadapters to find which display is the right one. I think you will need to change it in the ini or on startup. I don't remember if it works while you are already in-game.
- Sat Mar 17, 2018 3:11 am
- Forum: Closed Bugs [GZDoom]
- Topic: Heretic - chain wiggles while paused
- Replies: 1
- Views: 414
Heretic - chain wiggles while paused
This is a minor cosmetic bug. With Heretic's HUD, if you gain or lose health the chain wiggles up and down as it adjusts to the new value. In older versions, the wiggling would freeze if you opened up a menu or paused the game. In newer versions, the wiggling would NOT pause with the game. This ...
- Sun Oct 29, 2017 3:41 am
- Forum: TCs, Full Games, and Other Projects
- Topic: JP's many mini mods
- Replies: 23
- Views: 13736
Re: JP's many mini mods
The only required file you need to have loaded first is the main file found in the first post. This just sets up all of the CVars and menus. The server options for lock-on can be ignored if you aren't playing multiplayer. As for the bug, I can't say I encountered it in my testing of GZDoom 3.2.1 ...
- Wed Oct 18, 2017 5:17 pm
- Forum: Off-Topic
- Topic: Visceral Games, one of EA's oldest studios, shut down
- Replies: 38
- Views: 2823
Re: Visceral Games, one of EA's oldest studios, shut down
Bad business normally takes a long time to ruin a company. What's going on here is showing clear signs of an incompetent management which doesn't manage to put its resources to good use. This is very true. EA seemed to overestimate the potential popularity of the Dead Space franchise and poured ...
- Sat Jul 29, 2017 5:54 am
- Forum: General
- Topic: Controller or keyboard and mouse?
- Replies: 14
- Views: 1826
Re: Controller or keyboard and mouse?
Part of the problem is that there isn't any kind of turning acceleration with the joysticks. Keyboard turning has it though. Another problem is being able to reliably track enemies that can move quick. I have made a mod quite a while back that could lock on to enemies. I originally used it with D ...
- Sat Jul 22, 2017 3:48 pm
- Forum: Off-Topic
- Topic: Are PCs dying out?
- Replies: 23
- Views: 1363
Re: Are PCs dying out?
BTW, many laptops also suffer from this to some degree. The mid range laptop has mostly dissappeared from the market as far as i can tell. These days, you only see the super cheap notebooks that college students use, and the high end gaming laptops (which usually suffer from overheating). As long ...
- Thu Jun 29, 2017 6:35 pm
- Forum: General
- Topic: Will nuts ever be playable on zdoom?
- Replies: 14
- Views: 2425
Re: Will nuts ever be playable on zdoom?
Couldn't prboom handle it at a decent frame rate on high end hardware? I remember seeing a video of it.
- Wed Jun 14, 2017 7:30 pm
- Forum: Off-Topic
- Topic: Meet Thy Doom: The OTHER Doom Board Game
- Replies: 21
- Views: 1666
Re: Meet Thy Doom: The OTHER Doom Board Game
Have you considered posting this on Tabletop Simulator's workshop? This looks interesting to me.
- Sun Jun 11, 2017 2:25 am
- Forum: Developer Blog
- Topic: Replacing the options menu in user mods
- Replies: 72
- Views: 17689
Re: Replacing the options menu in user mods
I've already encountered mods released after March that still do this. AddOptionMenu is still fairly new, so many modders probably didn't even know the feature existed yet. With that being said, I should probably check some of my older projects and update them if necessary. If you absolutely feel ...
- Sat May 20, 2017 9:46 pm
- Forum: Scripting
- Topic: "How do I ZScript?"
- Replies: 1451
- Views: 198500
Re: "How do I ZScript?"
How safe is it to check gameaction in a custom playerclass' tick function to set some custom CVars? If (gameaction == ga_autosave || gameaction == ga_savegame) SaveCharacter(True); The wiki clearly states "WARNING: Do NOT use this unless you know GameAction works!". Is this a case of "don't do that"?
- Mon May 15, 2017 2:40 am
- Forum: Editing (Archive)
- Topic: PowerTimeFreezer and Sounds
- Replies: 22
- Views: 2620
Re: PowerTimeFreezer and Sounds
SetMusicVolume exists in ZScript. It is part of the Object class, so you should be able to use it in powerups. I'm not sure if the wiki has any documentation on it yet, but I imagine it is very similar to the ACS function.
- Mon May 08, 2017 5:50 pm
- Forum: Editing (Archive)
- Topic: Stretch Fullscreen HUD problem
- Replies: 2
- Views: 411
Re: Stretch Fullscreen HUD problem
When you use fullscreenoffsets, the position is based on the corners of the screen. For x coordinates, positive values start from the left edge of the screen and negative values start from the right edge. // health drawmugshot "STF", 1, -323, -32; //324 drawnumber 2147483647, HUDFONT_DOOM ...
- Sun Apr 30, 2017 3:03 pm
- Forum: Graphic/Audio Patches
- Topic: GZSHud - Gutawer's ZScript HUD
- Replies: 17
- Views: 14828
Re: GZSHud - Gutawer's ZScript HUD
These aren't in any menu, because I don't want to clash with other mods' MENUDEF lumps. Change them through the console, if you want to. You can use AddOptionMenu in MENUDEF. If you need an example of how to use it, see Xaser's DamNums mod. I really like the simplistic look of this. I'll give it a ...
- Sat Apr 22, 2017 7:31 pm
- Forum: Graphic/Audio Patches
- Topic: [Release] JP HUD Final (new update as of Dec. 2023)
- Replies: 60
- Views: 24434
[Release] JP HUD Final
I've officially released the final version of this mod. It adds damage numbers, similarly to Xaser's DamNums mod (used with permission, see the credits). I will not be updating this anymore, unless someone finds a bug that needs fixing. With this new update, ZDoom support has been dropped. Use a ...