Search found 52 matches
- Wed Apr 27, 2016 9:41 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: "(File)Size Matters" 64K Compo (Judging not underway)
- Replies: 280
- Views: 43753
Re: "(File)Size Matters" 64K Competition
Hi. Unfortunately due to my hectic night shift work schedule I don't think I'll be able to complete this project in time, so I'm just submitting what I have right now. https://dl.dropboxusercontent.com/u/109003827/RogueDL.pk3 Please excuse the bugs.. and lack of exits. Runs under recent g/zDoom ...
- Sat Jan 09, 2016 5:33 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
Re: The WIP Thread
i made this quite a while ago actually, it only really counts as WIP due to some lingering glitches
made while I was learning how to a* pathfind
made while I was learning how to a* pathfind
- Sun Dec 27, 2015 9:00 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
Re: The WIP Thread
haha i was gonna do an eye floater script at one point, here, have the graphic


- Sat Dec 26, 2015 1:24 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
Re: The WIP Thread
It's not perfect, but it works. I just wish there was a way to directly change flags in ACS. It's not quite the same, but you can do a little hack with CustomInventory items given by scripts: It's not ideal, but sounds slightly easier to manage than what you're doing. Duh, I keep forgetting about ...
- Fri Dec 25, 2015 4:16 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
Re: The WIP Thread
I just wish there was a way to directly change flags in ACS. Unless someone is interested in making a function that can change flags by name... The only thing you can really do is suggest the flags for [wiki]SetActorProperty[/wiki]. A lot of flags are handled there already. Hmm, APROP_Species is in ...
- Fri Dec 25, 2015 3:55 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
Re: The WIP Thread
as far as palette butchering goes, I did try out some experimental palette swaps for caco and manc, and yeah, they do look a bit poop. might end up making actual graphical variations instead. but doesn't the pain elemental look fricken awesome https://dl.dropboxusercontent.com/u/109003827/Pics ...
- Fri Dec 25, 2015 3:45 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
Re: The WIP Thread
platforms are model/voxel actors. +THRUSPECIES, player and platforms share species, players jump enables flag, disables at jump arc. Getting stuck is avoided by +BUMPSPECIAL on the platform running a script that sends the player into a state that reactivates THRUSPECIES (if the players height is ...
- Thu Dec 24, 2015 8:44 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
- Wed Dec 09, 2015 1:59 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Pipe Dreams/Hack Minigame
- Replies: 3
- Views: 1430
Pipe Dreams/Hack Minigame
Someone on IRC was saying this would be a cool idea. So here you go: https://dl.dropboxusercontent.com/u/109003827/Pics/Screenshot_Doom_20151209_205542.png Written in GDCC over a couple of days. Simply named execute Hackscript (WinScriptNumber, WinScriptArgument, Difficulty) off a line or actor, and ...
- Fri Nov 28, 2014 1:03 am
- Forum: Closed Bugs [GZDoom]
- Topic: [G/ZDoom 2.7.1] SetHudClipRect issue: Assumes 4:3 ratio
- Replies: 0
- Views: 439
[G/ZDoom 2.7.1] SetHudClipRect issue: Assumes 4:3 ratio
When using SetHudClipRect in any SetHudSize'd aspect other than 4:3, the clip positions are incorrect. Sorry for the lack of test wad, I couldn't figure out the best way of actually visually displaying this bug without using extra resources. <Kate> actually it gets weird if you set a clip rect and ...
- Wed Apr 09, 2014 7:20 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
Re: The WIP Thread
Speaking of voxels, I made my first voxel last night

I modelled the wall texture in blender, exported to MD3 and then converted to KVX. Seems to have turned out pretty accurate.

I modelled the wall texture in blender, exported to MD3 and then converted to KVX. Seems to have turned out pretty accurate.
- Sat Apr 05, 2014 7:28 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
Re: The WIP Thread
without fps capping a lot of stuff can be messy, like decorate/acs functions that have a visible result will only ever 'refresh' at 35tics
- Sat Apr 05, 2014 6:58 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
Re: The WIP Thread
45fps isn't good? it's above the fps cap...
- Sat Apr 05, 2014 5:11 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
Re: The WIP Thread
Nash wrote:TMC: So how fast does that scene run in game?

- Fri Apr 04, 2014 11:57 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150413
Re: The WIP Thread
yeah, those tree models are relatively excessive, although still sorta low poly. i could probably cut off the top and just keep the 'canopy', since you wouldnt really see through itCaptain J wrote:ooh, those fog effects are quite good. low polygonized trees are good choice for keep the lags away, though.