Search found 77 matches
- 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.
- 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
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.Matt wrote:Yes.TheMightyHeracross wrote:Is Zandronum too inadequate for you?
- 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?
- 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 ...
- 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.
- 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.
I’ve personally used the sight method in my mod for Zandronum and it works flawlessly.
- 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.
I've seen some of your other sprite edits on Facebook, you should probably get around to posting those as well.
- 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?
By giving it a TID, you can use SetThingSpecial to assign a script to it once it has been spawned in the world.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.
- 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.
- 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 ...
- 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 ...
- 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.
- 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.
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.
- 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 ...
- 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 ...