Search found 23 matches

by Orangestar
Sat Feb 19, 2022 10:52 pm
Forum: Closed Bugs [GZDoom]
Topic: Build Engine lighting inconsistent/No lighting outside fog
Replies: 5
Views: 527

Re: Build Engine lighting inconsistent/No lighting outside f

Then is fog just broken in sectors with skies? I don't understand why this was labeled as wontfix when the lighting is clearly not working correctly with fog on in sky sectors.
by Orangestar
Fri Feb 18, 2022 7:18 am
Forum: Closed Bugs [GZDoom]
Topic: Build Engine lighting inconsistent/No lighting outside fog
Replies: 5
Views: 527

Build Engine lighting inconsistent/No lighting outside fog

In OpenGL mode, setting the "Sector Light Mode" in the Hardware Rendering Options menu to "Build" does not work if "Fog mode" has been set to "Off". The scene is rendered fullbright instead. Fog Mode: Standard https://imgur.com/gjCm2Bn Fog Mode: Off https://imgur.com/dNxzBUi If the sector has its ...
by Orangestar
Fri Apr 13, 2018 12:33 pm
Forum: Closed Bugs [GZDoom]
Topic: [Linux] GZDoom Has Trouble Rendering Specific Video Modes
Replies: 7
Views: 1057

Re: [Linux] GZDoom Has Trouble Rendering Specific Video Mode

Nice find! Thanks for the fix. I didn't think to use anything else because I... didn't know any other options existed.

Hopefully we can figure out why that's not saving to the config though, or is it just not supposed to?
by Orangestar
Fri Apr 13, 2018 12:32 pm
Forum: Developer Blog
Topic: What's up for GZDoom after running the survey?
Replies: 72
Views: 29169

Re: What's up for GZDoom after running the survey?

So to clarify, the SW renderer isn't going away entirely, it just now requires an OpenGL surface to draw to? That's fine by me. I still use the SW renderer in Vanilla-targeting megawads that include dark sectors that rely on the SW renderer's brightening of close objects. (I can't use the Doom ...
by Orangestar
Tue Apr 03, 2018 9:53 pm
Forum: Closed Bugs [GZDoom]
Topic: [Linux] GZDoom Has Trouble Rendering Specific Video Modes
Replies: 7
Views: 1057

Re: [Linux] GZDoom Has Trouble Rendering Specific Video Mode

GZDoom just updated to 3.3.1 in the interim, so these logs were taken with that version. The Linux port only has a hardcoded list . Seems like it, I was wondering why it was listing resolutions my computer had no possible way of supporting while not listing resolutions I could see with xrandr. Same ...
by Orangestar
Wed Sep 24, 2014 12:00 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: No skip on [use] for Scroller intermissions
Replies: 9
Views: 1808

Re: No skip on [use] for Scroller intermissions

I vote that CVar is the best course of action for this.
Image
by Orangestar
Fri Aug 29, 2014 4:53 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Thing_SetTranslation(0, "Ice")
Replies: 3
Views: 971

Thing_SetTranslation(0, "Ice")

Currently, the "Ice" palette translation can only be used in the "Translation" property. It'd be nice to use it in the Thing_SetTranslation function, since it uses that whole thing ZDoom does with PNGs where it decides a color is "Eh, close enough" to the palette and sets it to that. http://puu.sh ...
by Orangestar
Thu Jun 12, 2014 4:46 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 898460

Re: The "How do I..." Thread

So can case:s not do strings or something? I set activateowndeathspecials in my MAPINFO and put this code in my map: script 31 (void) { PrintBold(s:"That was a ", s:getActorClass(0)); switch(GetActorClass(0)) { case "ZombieMan": cash += random(2,10); break; case "ShotgunGuy": cash += random(5,12 ...
by Orangestar
Sun May 18, 2014 10:01 pm
Forum: Resources
Topic: Custom Texture Thread.
Replies: 2577
Views: 535690

Re: Custom Texture Thread.

Enjay wrote:Just messing with an idea...
What are these for? A Paranoia mod?
by Orangestar
Sat May 17, 2014 11:37 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38051
Views: 4676548

Re: [SPRITES] Spriting Carnival!!

The problem I have with the headless zombie sprite (and headless zombies in Doom3, Serious Sam etc etc) is that everyone "knows" that a headshot is what puts a zombie down for good. If these guys already have their heads missing, they shouldn't be working, walking, zombie-ing. :P Obviously. The ...
by Orangestar
Sun May 04, 2014 12:23 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 898460

Re: The "How do I..." Thread

Not sure if this has been asked, but it's hell to search for. Is there an actor class or something similar that activates a script when it "hears" gunfire? I'm basically trying to do a localized version of Strife's "Activate alarms and guards when you shoot guns" script.
by Orangestar
Sun Oct 27, 2013 2:53 am
Forum: Abandoned/Dead Projects
Topic: Samsara - No longer under active development.
Replies: 1657
Views: 254050

Re: Samsara - 0.3 - I can't drive at .30, man.

- Ranger now has the Quake announcer shout "INVISIBILITY!" on picking up the Partial Invisibility.
Would this cause Zandronum users with an announcer to hear "INVISPARTIALBILITYINVISIBILITY"?
by Orangestar
Wed Sep 25, 2013 6:25 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 898460

Re: The "How do I..." Thread

What do you need this holster weapon for? Also, if you need an invisible sprite, you can just use TNT1A0. Ever played Fallout 1 where they'll tell you to put away weapons and attack you if you don't and shit? I want to do that in Strife using ACS checks for the equipped weapon. Also, you should ...
by Orangestar
Tue Sep 24, 2013 4:27 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 898460

Re: The "How do I..." Thread

In Strife, how do I make a "Holster Weapon" weapon, and give it to the player on spawn? I made an 8x8 transparent sprite called HOLSA1 and did this: Actor HolsterWeapon : Weapon { Weapon.SelectionOrder 1 Weapon.SlotNumber 1 States { Spawn: HOLS A 1 Loop Ready: HOLS A 1 A_WeaponReady Loop Deselect ...
by Orangestar
Sat Jun 29, 2013 12:13 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 898460

Re: The "How do I..." Thread

Can I make a script run when an actor dies inside of the sector? Of course. Use a DEATH script with a map variable checking whether you are in the sector or not. Well, the script is primarily multiplayer... So I have four sectors that players enter and exit freely, and on enter I have it change ...

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