Search found 251 matches
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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!
Full details + download in OP!
- 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 ...
- 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!
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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 ...