Search found 164 matches

by Doomguy 2000
Sat Oct 12, 2024 7:25 pm
Forum: Closed Bugs [GZDoom]
Topic: PyWeaponWheel not working properly with ZScript 4.11 and later
Replies: 2
Views: 2445

Re: PyWeaponWheel not working properly with ZScript 4.11 and later

I figured that one shortly after looking into Project Brutality's special wheel and changed the bool to int and fixed this problem. I also fixed issues where the weapon wheel itself would about the VM when you opened it and shows one weapon (it needs to be loaded with a wad that has lots of weapons ...
by Doomguy 2000
Tue May 21, 2024 8:23 pm
Forum: Closed Bugs [GZDoom]
Topic: PyWeaponWheel not working properly with ZScript 4.11 and later
Replies: 2
Views: 2445

PyWeaponWheel not working properly with ZScript 4.11 and later

What I've noticed was when I updated my ZScript version to 4.12, the Weaponwheel doesn't seem to work properly based on the screenshot below. It only shows two weapons in the wheel with the lowest and highest weapon selection order but does not show the fist despite having the lowest selection order ...
by Doomguy 2000
Tue May 21, 2024 8:00 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.12.0 released
Replies: 14
Views: 6863

Re: GZDoom 4.12.0 released

How exactly are we supposed to check wads for console errors if we use the norun parameter, can't see the console for potential errors? Edit: it will only show the console if the wad itself can't run properly, other than that when it comes to errors, the console won't show up. Wouldn't it ...
by Doomguy 2000
Sun Apr 28, 2024 1:58 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.12.2 released
Replies: 46
Views: 24348

Re: GZDoom 4.12.2 released

Thanks I appreciate this update bringing back the console so I can check my wads to see if they have console errors.
by Doomguy 2000
Mon Apr 22, 2024 8:51 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.12.0 released
Replies: 14
Views: 6863

Re: GZDoom 4.12.0 released

How exactly are we supposed to check wads for console errors if we use the norun parameter, can't see the console for potential errors?

Edit: it will only show the console if the wad itself can't run properly, other than that when it comes to errors, the console won't show up.
by Doomguy 2000
Tue Sep 26, 2023 3:25 pm
Forum: Bugs [GZDoom]
Topic: GZDoom 4.9.0 Startup Music doesn't work properly
Replies: 9
Views: 2456

Re: GZDoom 4.9.0 Startup Music doesn't work properly

If there's no way to fix this issue, what is the alternative when it comes to startup music? It works fine when it starts off as windowed but when it goes into fullscreen is when the music doesn't seem to work.
by Doomguy 2000
Sat Nov 19, 2022 5:49 pm
Forum: Bugs [GZDoom]
Topic: GZDoom 4.9.0 Startup Music doesn't work properly
Replies: 9
Views: 2456

Re: GZDoom 4.9.0 Startup Music doesn't work properly

All I know is that I didn't mess with the music settings and was working fine in the previous versions of GZDoom but isn't working in this particular version for some reason I can't explain.
by Doomguy 2000
Sat Nov 12, 2022 6:01 pm
Forum: Bugs [GZDoom]
Topic: GZDoom 4.9.0 Startup Music doesn't work properly
Replies: 9
Views: 2456

GZDoom 4.9.0 Startup Music doesn't work properly

I've noticed in the recent update to GZDoom that when I launch Hexen or other wads that have startup music, it doesn't seem to play. It's only at the very beginning it plays music and when it goes full screen or windowed at the desired resolution it does this.
by Doomguy 2000
Fri Nov 11, 2022 6:50 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.9.0 released
Replies: 61
Views: 29950

Re: GZDoom 4.9.0 released

Is it just me or does the startup music function not work properly?
by Doomguy 2000
Sun Feb 06, 2022 12:28 am
Forum: Technical Issues
Topic: GZDoom Zscript A_CustomRailgun Does not Recongize Black
Replies: 1
Views: 382

GZDoom Zscript A_CustomRailgun Does not Recongize Black

When I was converting my code to ZScript. I ran into this problem where the custom railgun feature does not recognize black for some reason. When I change the ring color to black, it defaults to blue instead and the rail color becomes a dark shade white with tiny particles of gray. Missile: HEAD B 5 ...
by Doomguy 2000
Mon Jan 10, 2022 2:08 am
Forum: Scripting
Topic: Changing the stencil color of the Player using ACS
Replies: 2
Views: 508

Re: Changing the stencil color of the Player using ACS

I tried complying this kind of specific script last night and my main issue was the fact it was not complying properly so I had to update my ACC to the latest version and that seemed to fix my problem.
by Doomguy 2000
Sun Jan 09, 2022 6:12 pm
Forum: Scripting
Topic: Changing the stencil color of the Player using ACS
Replies: 2
Views: 508

Changing the stencil color of the Player using ACS

I'm creating another thread because I want to figure out how to use APROP_StencilColor in ACS and none of the examples in this thread that I found work. I wonder if there's something I've missed that was needed to be added?
by Doomguy 2000
Tue Nov 23, 2021 10:15 pm
Forum: Scripting
Topic: Self Pointer used in ambiguous Context
Replies: 11
Views: 1342

Re: Self Pointer used in ambiguous Context

wouldn't this just be easier with a random spawner? it seems like that's what you're trying to make, with extra steps. --edit-- this is less of a suggestion and more me inquiring to why you wouldn't use a randomspawner in this case. Because for this idea to to work I would need to use this complex ...
by Doomguy 2000
Fri Nov 19, 2021 1:06 am
Forum: Scripting
Topic: Self Pointer used in ambiguous Context
Replies: 11
Views: 1342

Re: Self Pointer used in ambiguous Context

Thanks I appreciate your help with this, Virathas. Shouldn't be too hard to convert the rest of the necessary code to Zscript.
by Doomguy 2000
Fri Nov 19, 2021 12:14 am
Forum: Scripting
Topic: Self Pointer used in ambiguous Context
Replies: 11
Views: 1342

Re: Self Pointer used in ambiguous Context

I got the wad to load successfully and can still do what I want it to do but I'm also interested in fixing this specific error that I got saying that A_SetUserVar - deprecated since 2.3.0 and can't seem to figure out how to solve this problem. Script warning, "DBugDoomU.pk3:zscript" line 22 ...

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