Search found 251 matches

by arookas
Mon Jan 29, 2024 1:09 am
Forum: Bugs [GZDoom]
Topic: A_StartSound not playing in netevent
Replies: 0
Views: 429

A_StartSound not playing in netevent

If you call A_StartSound on an actor in a manual netevent in single player, the sound fails to start unless you specify the CHANF_LOOP or CHANF_NOPAUSE flags. actor.A_StopSound(CHAN_VOICE); actor.A_StartSound( "misc/secret", slot: CHAN_VOICE, flags: CHANF_DEFAULT, attenuation: ATTN_NONE ); Console ...
by arookas
Thu Nov 25, 2021 7:10 am
Forum: Closed Bugs [GZDoom]
Topic: StatusBarCore::DrawString doesn't scale correctly
Replies: 11
Views: 2760

Re: StatusBarCore::DrawString doesn't scale correctly

That looks fixed to me. Thanks! If offsets do not work with unscaled text, then this is definitely an unrelated issue. I will see what I can do though. Fortunately, if this fix were implemented I would no longer need the offset. This and the anchor flags could be saved for a separate feature request.
by arookas
Tue Nov 23, 2021 11:23 pm
Forum: Closed Bugs [GZDoom]
Topic: StatusBarCore::DrawString doesn't scale correctly
Replies: 11
Views: 2760

Re: StatusBarCore::DrawString doesn't scale correctly

It looks to be improved, but it's unfortunately hard to tell with the filter enabled on the text. The lengths appear to be correct, but the right-aligned scaled text overlaps the red line by one pixel. There is an offset font and non-offset font in the files, the former having an offset X of -1 on ...
by arookas
Sun Oct 24, 2021 4:01 pm
Forum: Closed Bugs [GZDoom]
Topic: StatusBarCore::DrawString doesn't scale correctly
Replies: 11
Views: 2760

StatusBarCore::DrawString doesn't scale correctly

The scale parameter of the ZScript function StatusBarCore::DrawString doesn't work correctly: Spaces are not scaled when rendering, but are scaled when measuring for alignment. Most right- or center- aligned text will not align correctly. The horizontal shifting to the draws makes all glyphs render ...
by arookas
Wed Oct 20, 2021 4:02 am
Forum: Gameplay Mods
Topic: arookas's Co-op Addons
Replies: 20
Views: 5697

Re: arookas's Co-op Addons

Updated thread to include a new mod, aradar, which implements the radar seen in Earth Defense Force:



Full details + download in OP!
by arookas
Mon Sep 27, 2021 9:32 pm
Forum: Gameplay Mods
Topic: arookas's Co-op Addons
Replies: 20
Views: 5697

arookas's Co-op Addons

https://imgur.com/TN7cujr aradar v1.0 EDF Radar Mod Implements the radar seen in the Earth Defense Force series, with combined features from 4.1, 5, and Iron Rain. Tracks and displays monsters, friends, items, and objects near the player. Comes with a dedicated submenu with many options to change ...
by arookas
Mon Dec 16, 2019 10:17 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Increased sound channels on Actors, revisited
Replies: 15
Views: 1980

Re: Increased sound channels on Actors, revisited

Well worth the wait. I’m excited to see this put to good use. Mad props!
by arookas
Wed Jan 10, 2018 11:41 am
Forum: Off-Topic
Topic: Commercial Game ideas
Replies: 75
Views: 5751

Re: Commercial Game ideas

I think this is a promising idea and hope to see only the best come of it. For those who are caught on bugged-map "problem": if we use gzdoom or similar as a base, we can always edit the source of the engine to support restarting a specific map from the beginning, or make special load/save code to ...
by arookas
Thu Aug 03, 2017 1:18 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Increased sound channels on Actors, revisited
Replies: 15
Views: 1980

Re: Increased sound channels on Actors, revisited

The best time to plant a tree is 20 years ago. The next best time is today -- or, in zdoom's case, tomorrow, I guess. Hardly all sound functions. Most of them are relics that don't take channel or flag parameters, such as A_PlayWeaponSound. Of the ones I could find on the wiki, I saw A_PlaySound, A ...
by arookas
Thu Apr 06, 2017 6:30 am
Forum: ZDoom (and related) News
Topic: New ZDoom site
Replies: 64
Views: 13632

Re: New ZDoom site

Mars, you say? What mars? :lol: In all seriousness though, my opinion on the front page hasn't changed much (doesn't really even mention zdoom is a source port, have screenshots of zdoom mods, etc.). However, the idea of using a map editor screenshot instead of mars sounds a lot better. All for that ...
by arookas
Wed Mar 22, 2017 4:24 pm
Forum: General
Topic: ZDoom.org Front Page Redesign
Replies: 60
Views: 8316

Re: ZDoom.org Front Page Redesign

With apologies for testing-by-proxy, would someone with an Apple device kindly take a look? I'd love to get this last known bug marked off the list for good. I tested it on my iPad again (I assume it would be the same for iPhone, sans resolution). The boxes themselves appear fixed (don't quite know ...
by arookas
Mon Mar 20, 2017 7:39 am
Forum: General
Topic: ZDoom.org Front Page Redesign
Replies: 60
Views: 8316

Re: ZDoom.org Front Page Redesign

I tried the site on mobile and found two minor layout bugs: https://i.imgur.com/VeVTpRIs.png https://i.imgur.com/H3Pzhohs.png The tricky part of that sentence is "with whatever" -- what's "whatever"? Removing it entirely is going to make the content bunch up too close and I don't have any ideas on ...
by arookas
Sun Mar 19, 2017 5:34 pm
Forum: General
Topic: ZDoom.org Front Page Redesign
Replies: 60
Views: 8316

Re: ZDoom.org Front Page Redesign

My two cents: Pros: - The responsiveness is nice. The layout changes very nicely on smaller resolutions, even the about page. - Very fast loading. This is really appreciated. - The domains are kept to a minimum (self, imgur, and google font API). - Blog and news pages look very nice (the color ...
by arookas
Sun Feb 26, 2017 9:10 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 223936

Re: ZScript Discussion

But the point was to avoid transition problems from ASCII to Unicode. The first 255 code points in Unicode are Latin-1, which corresponds to code pages such as Windows-1252, not Windows-1251. I agree with 0-127 being a better choice.
by arookas
Sun Feb 19, 2017 11:55 pm
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 223936

Re: ZScript Discussion

Ah, okay. Well it doesn't do that in ACS, and I can't imagine shoving all this into 1 line, soooo... ACS != zscript This should probably be guarded against in the grammar. How that even works in ACS is amazing, though. I would follow the advice and use AppendFormat for now. Maybe some form of ...

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