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by Ral22
Sat May 27, 2017 10:21 am
Forum: Editing (Archive)
Topic: Mapping: how do I do a "bottomless" pit?
Replies: 8
Views: 1145

Re: Mapping: how do I do a "bottomless" pit?

I've done it where I use 3-d platforms that have no texture with decreasing brightness settings, layered and darker as they go down. Then I placed one that had an 80 height or so from the bottom with a solid black texture, which things would "disappear" under. You could also opt for using floor glow ...
by Ral22
Sun Mar 05, 2017 4:46 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30877
Views: 2143990

Re: The WIP Thread

Nash wrote:*Interesting things*
Interesting... Seems like it'll need to be experimented with on my end. With the feature seeming to run a bit better, is it something we may be able to see added into a stable build one day?
by Ral22
Sun Mar 05, 2017 1:17 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30877
Views: 2143990

Re: The WIP Thread

Nash wrote:*Some of the coolest stuff I've seen in Doom*
Can't wait to get my hands on this!

How's it handle brighter maps? Say, one set outdoors on a sunny day? I know it does dark maps a thing of beauty, but if it does brightly lit rooms or sunny outdoors a disservice, might dispel a lot of my interest.
by Ral22
Wed Mar 01, 2017 5:32 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 894580

Re: The "How do I..." Thread

Is it possible to define kerning on fonts that are defined through FONTDEFS? Or maybe through some goofy workaround? I'm using the (much appreciated addition) of "DONTTRANSLATE" on my font, to make use of the PNG alpha, but if it's possible to apply kerning to it as well, it'd look even better.
by Ral22
Sun Feb 26, 2017 1:51 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: FONTDEFS "DontTranslate"
Replies: 6
Views: 1143

Re: FONTDEFS "DontTranslate"

Thank god I held on to the alpha versions of my fonts.
by Ral22
Thu Feb 23, 2017 1:22 am
Forum: General
Topic: Mods with human enemies
Replies: 16
Views: 4241

Re: Mods with human enemies

Enjay's BGPA, and similar mods like Overlord, come to my mind right away. While it didn't actually change their heights, I liked that some were crouched down as they moved, giving the impression of staying low for better cover. I guess now, with A_SetSize, enemies really can hunker down to avoid ...
by Ral22
Mon Feb 20, 2017 11:50 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 894580

Re: The "How do I..." Thread

Ral22: Nope, it's currently not possible. Hope this limitation will be lifted when/if GZDoom implements TrueType fonts (Graf was seen recently mentioning it briefly as a "what if"... can't remember where, maybe it was on the Mantis board). Wow, that'd be a dream. If I'm picturing it right, it would ...
by Ral22
Mon Feb 20, 2017 11:28 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 894580

Re: The "How do I..." Thread

It's likely been assessed before, but I just want to know for sure: Is there a way for fonts to utilize PNG alpha? Perhaps some TEXTURES workaround or the like? I can adjust if there's no other choice, but I've got the font all nice and set with PNG alpha currently.
by Ral22
Sun Feb 12, 2017 1:40 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30877
Views: 2143990

Re: The WIP Thread

Mikk- wrote:*Amazing fire effects
Woah. Totally radical. That's amazing looking flames! Does it make use of a glow effect of sorts? Or is that just bloom? And how soon do you think this'll see a use in a release?
by Ral22
Fri Jun 10, 2016 10:22 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: [GZDoom] Orient billboard sprites toward camera
Replies: 9
Views: 1470

Re: [GZDoom] Orient billboard sprites toward camera

Question: Can this be applied as a flag on an actor, like FORCEXYBILLBOARD? In my opinion, sprites in skyboxes and some larger sprites benefit from always orienting to the camera, but in general gameplay with monsters and such, I prefer the other methods.
by Ral22
Fri Jun 10, 2016 10:02 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 894580

Re: The "How do I..." Thread

I'm new to this whole model thing, so there's something I need clarified before I try a more wasteful workaround. I import some models into my pk3 for experimentation, but while I copied most the aspects (The actor decorate is different) over exactly, it renders differently in my mod than in the ...
by Ral22
Sat May 21, 2016 12:26 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 894580

Re: The "How do I..." Thread

Is it possible, at the moment, to apply brightness to a wall using UDMF? I know that floors and ceilings can be set that way (Which is a huge help). I also know that it can be done with "Transfer_WallLight", but I was hoping that I can do something a little more simple.
by Ral22
Thu May 19, 2016 7:55 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_WeaponOffset
Replies: 20
Views: 1950

Re: A_WeaponOffset

I can see many uses for this, at least for me. Bookmarked for future reference! Thanks!
by Ral22
Thu Feb 04, 2016 8:30 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 894580

Re: The "How do I..." Thread

This is sort of a stretch, but worth a shot: Is it possible for a gameplay mod to remove the intermission screen from other map sets? Is it something done in map definition, or make the intermission instantly skip itself? Additionally, would an automap definition work within a gameplay mod, over ...
by Ral22
Tue Feb 02, 2016 9:02 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30877
Views: 2143990

Re: The WIP Thread

MarisaKirisame wrote:*Horrifying awesomeness*
sign me up πŸ‘ŒπŸ‘€πŸ‘ŒπŸ‘€πŸ‘ŒπŸ‘€πŸ‘ŒπŸ‘€πŸ‘ŒπŸ‘€

I hope this becomes a finished thing, even if it is small/one level.

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