Search found 77 matches

by jdagenet
Sat May 18, 2019 9:22 am
Forum: Assets (and other stuff)
Topic: Doom 64 EX OGG
Replies: 8
Views: 1572

Re: Doom 64 EX OGG

I’ve used Foobar2000 before since it uses Fluidsynth as the midi engine (same as EX). All you need is the plugin to allow MIDI playback which is on Foobar’s site IIRC.
by jdagenet
Wed Sep 12, 2018 9:30 am
Forum: General
Topic: (Multiplayer) Is it ever going to become a good multiplayer
Replies: 35
Views: 3336

Re: (Multiplayer) Is it ever going to become a good multipla

Matt wrote:
TheMightyHeracross wrote:Is Zandronum too inadequate for you?
Yes.
No one is using GZDoom P2P and I’m pretty sure ZScript isn’t even developed around multiplayer anyway, including P2P so it doesn’t matter.
by jdagenet
Sun Jul 08, 2018 10:33 am
Forum: Closed Bugs [GZDoom]
Topic: CheckProximity and picked up items
Replies: 6
Views: 622

Re: CheckProximity and picked up items

I see. Would there be any sort of work around currently that can mediate this problem? Something similar to CheckProximity or a custom ACS function perhaps?
by jdagenet
Sat Jul 07, 2018 11:25 pm
Forum: Closed Bugs [GZDoom]
Topic: CheckProximity and picked up items
Replies: 6
Views: 622

CheckProximity and picked up items

CheckProximity still detects some items such as weapons and ammo even after they're picked up. For weapons specifically, it appears that for any weapon that is present in the map once it loads is prone to this, but any that are summoned within the level appear to function as intended. From what I've ...
by jdagenet
Sun May 06, 2018 10:46 pm
Forum: Graphic/Audio Patches
Topic: [WIP] Doom 64-inator
Replies: 55
Views: 23119

Re: [WIP] Doom 64-inator

This looks pretty neat. Something you may run into is texture offsets that were done using vanilla textures end up messing up the D64 textures.
by jdagenet
Wed Jan 17, 2018 11:02 pm
Forum: Scripting
Topic: Checking for Void Space when spawning
Replies: 13
Views: 1757

Re: Checking for Void Space when spawning

Just use A_CheckSight in the beacon’s definition like Rachael mentioned, no need to complicate things with ZScript or spawn 12 invisible projectiles or whatever.
I’ve personally used the sight method in my mod for Zandronum and it works flawlessly.
by jdagenet
Sun Dec 03, 2017 4:39 pm
Forum: Resources
Topic: [Sprites] Warhawk's crap
Replies: 15
Views: 14089

Re: Doom 64 stuff

Not bad, the edits look very natural compared to their original counter parts.

I've seen some of your other sprite edits on Facebook, you should probably get around to posting those as well.
by jdagenet
Sun Nov 19, 2017 11:19 pm
Forum: Mapping
Topic: How to use "SecActEnter" correctly?
Replies: 6
Views: 998

Re: How to use "SecActEnter" correctly?

crowbars82 wrote:I can get the generator to add things to a map, but I have not found a way to link a script to a thing during generation.
By giving it a TID, you can use SetThingSpecial to assign a script to it once it has been spawned in the world.
by jdagenet
Sat Nov 11, 2017 10:16 am
Forum: Scripting
Topic: Player Target Range
Replies: 4
Views: 695

Re: Player Target Range

I’d assume something like PickActor could be used if a user needed a specific range.
by jdagenet
Mon Nov 06, 2017 3:28 pm
Forum: Levels
Topic: Dark Encounters MegaWad AVAILABLE NOW
Replies: 14
Views: 12214

Re: Dark Encounters MegaWad AVAILABLE NOW

Unfortunately this turned out like most GZDoom map sets that people make. I could only play about the first three or four maps before I simply got bored of playing. Maps generally consisted of very large, open areas (or very small for some maps) jammed pack full of monsters. The layouts of these ...
by jdagenet
Tue Sep 26, 2017 9:56 pm
Forum: Editing (Archive)
Topic: Sector lightning vs point lights
Replies: 7
Views: 5730

Re: Sector lightning vs point lights

Both are completely different things, it’d be hard to try and find the middle ground. Sector lighting is still very much old school and 2d while dynamic lights offers the sense of creating a real 3d environment. It all depends on what you’re wanting you area to feel and play like honestly. If you’re ...
by jdagenet
Mon Sep 25, 2017 10:32 am
Forum: Feature Suggestions [GZDoom]
Topic: MRF_RESTOREARMOR
Replies: 4
Views: 670

Re: MRF_RESTOREARMOR

This can already be achieved in ACS, just store the armor data in a variable before the player morphs. When he morphs back, give the player that same armor amount.
by jdagenet
Mon Aug 07, 2017 10:29 pm
Forum: Editing (Archive)
Topic: How much space does Thing_Spawn need?
Replies: 4
Views: 712

Re: How much space does Thing_Spawn need?

I don't think there is any kind of limitation like that, and if there is that's just stupid.

Try spawning the Baron using SpawnForced. If it still doesn't spawn then make sure your map spot actually exists in the map, that is, isn't being filtered out by wrongly passed skill flags.
by jdagenet
Wed Aug 02, 2017 4:33 pm
Forum: TCs, Full Games, and Other Projects
Topic: THE GHOUL'S FOREST - MOD COMPAT VERSION RELEASED
Replies: 21
Views: 17448

Re: THE GHOUL'S FOREST

*Something new haunts the forest* *Shows footage of Jitterskull* I'm a huge of fan of the ghouls forest series, specifically GvH so I'm curious to see what this is going to bring. Is there any chance we can get like a changelog or like a features planned? Both videos don't advertise anything ...
by jdagenet
Mon Jun 12, 2017 1:13 pm
Forum: Editing (Archive)
Topic: Taunting when killing monsters
Replies: 6
Views: 1190

Re: Taunting when killing monsters

You really don't even need ACS to do this, you can use inventory items to play the taunts: Actor dukeTaunts : CustomInventory { // [JD] We really don't need to specify an inventory amount of 1 because it already defaults to 1. Inventory.MaxAmount 1 +INVENTORY.ALWAYSPICKUP +INVENTORY.AUTOACTIVATE ...

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