Search found 161 matches
- Mon Oct 23, 2017 9:50 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Get the name of what's inside a TextureID as a string
- Replies: 3
- Views: 568
Re: Get the name of what's inside a TextureID as a string
Yes, that's exactly what I want. Sorry if I worded my request poorly.
- Mon Oct 23, 2017 8:13 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Get the name of what's inside a TextureID as a string
- Replies: 3
- Views: 568
Get the name of what's inside a TextureID as a string
Right now in ZScript, we can check if a TextureID variable contains a particular texture. This is fine if you want to check for a particular texture, but what if you don't? What if you actually need to see what the texture is? Right now, for example, if you want to make a footstep script in ZScript ...
- Tue Sep 26, 2017 9:27 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: GetActorCeilingTexture
- Replies: 4
- Views: 831
Re: GetActorCeilingTexture
My particular use case is for footstep sounds. I have a mechanic in my mod which is flipping gravity so that the player can walk on the ceiling. It would be nice to be able to see if, for example, the texture the player is walking on has the word "METAL" in it, so I can play a metallic footstep ...
- Tue Sep 26, 2017 1:30 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: GetActorCeilingTexture
- Replies: 4
- Views: 831
Re: GetActorCeilingTexture
I'm not checking for a specific texture; otherwise CheckActorCeilingTexture would be what I need.
- Mon Sep 25, 2017 4:30 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: GetActorCeilingTexture
- Replies: 4
- Views: 831
GetActorCeilingTexture
I see we have [wiki]GetActorFloorTexture[/wiki], [wiki]CheckActorFloorTexture[/wiki], and [wiki]CheckActorCeilingTexture[/wiki], but no GetActorCeilingTexture. I've looked at the thread for the suggestion of GetActorFloorTexture and noted that Graf thought it could be added, but would have far less ...
- Thu Feb 02, 2017 10:01 pm
- Forum: ZDoom (and related) News
- Topic: ZDoom is Dead. Long live ZDoom.
- Replies: 232
- Views: 74470
Re: ZDoom is Dead. Long live ZDoom.
ZDoom was more than just something to mess around with in my free time, it was the thing that got me into programming in the first place.
Thank you for your work, Randi.
Thank you for your work, Randi.

- Wed Jul 29, 2015 6:30 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: SetActorPositionForced
- Replies: 8
- Views: 810
Re: SetActorPositionForced
I'm bumping, because this hasn't gotten much attention.
I still think this would be useful.
I still think this would be useful.
- Thu Jul 02, 2015 2:22 am
- Forum: Resources
- Topic: Advanced Hudmessageonactor
- Replies: 19
- Views: 3020
Re: Advanced Hudmessageonactor
TBH when I originally made this thread I was still getting the ropes to programming, and I was much more of an idiot. 

- Mon Jun 29, 2015 1:44 pm
- Forum: Off-Topic
- Topic: "Two CoD-Gen Idiots Get Lost in the Original Doom"
- Replies: 46
- Views: 3939
Re: "Two CoD-Gen Idiots Get Lost in the Original Doom"
Weapon and enemy design is pretty great in many modern games, I don't think those are big problems. Level design is usually lacking though, but there are exceptions like DX:HR That really is a subjective statement. You could be talking about some modern FPS that's good, or you could be talking ...
- Fri Jun 26, 2015 8:19 am
- Forum: Off-Topic
- Topic: "Two CoD-Gen Idiots Get Lost in the Original Doom"
- Replies: 46
- Views: 3939
Re: "Two CoD-Gen Idiots Get Lost in the Original Doom"
Y'know, I'm pretty sure if I handed Doom off to somebody who never played it before, how these guys played in the videos would be sorta how they play. They do find out about those automap controls eventually, but maybe they just didn't know there was an automap. I personally think these guys should ...
- Fri Jun 26, 2015 12:20 am
- Forum: Off-Topic
- Topic: "Two CoD-Gen Idiots Get Lost in the Original Doom"
- Replies: 46
- Views: 3939
Re: "Two CoD-Gen Idiots Get Lost in the Original Doom"
Maybe I will get bashed for this but even as a Doom player I still don't see much differences between it and Call of Duty in comparison to, let's say, Deus Ex 1 . I don't believe people think all modern FPS games are bad (a plethora of them are great!), but I think CoD & Doom play very very ...
- Thu Jun 25, 2015 10:58 pm
- Forum: Off-Topic
- Topic: "Two CoD-Gen Idiots Get Lost in the Original Doom"
- Replies: 46
- Views: 3939
Re: "Two CoD-Gen Idiots Get Lost in the Original Doom"
I honestly would've not expected better from CoD players like those two. If you're used to one game you're going to feel awkward playing another. But seriously, they don't even look at the controls guide. Why?! Other than that, it makes me happy they tried Doom! :) Now... in this video... https ...
- Thu Jun 25, 2015 2:07 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: SetActorPositionForced
- Replies: 8
- Views: 810
Re: SetActorPositionForced
My best guess is that it would attempt to force the actor to be between the Floor Z & Ceiling Z.RaveYard wrote:Also, would this work if desired Z position would be lower than the floor's Z or higher than the ceiling's Z?
- Thu Jun 25, 2015 1:36 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: SetActorPositionForced
- Replies: 8
- Views: 810
SetActorPositionForced
Behaves exactly like SetActorPosition, except it forces an actor to the position.
- Tue Jun 23, 2015 9:54 pm
- Forum: General
- Topic: Source port for this,please?
- Replies: 14
- Views: 1265
Re: Source port for this,please?
I understand that, but seeing as the OP was confused as to how to use command line parameters or batch files, I thought it would be a better idea to mention something more user-friendly for him.