Search found 160 matches

by Numnzel
Sat Feb 20, 2021 10:22 am
Forum: Scripting
Topic: Custom properties resetting bug? (Zscript) [Resolved]
Replies: 4
Views: 385

Re: Custom properties resetting bug? (Zscript) [Resolved]

I'm unable to reproduce this with your code. The diagnostic messages are probably coming from different instances of the weapon. To be sure, print the value of Level.maptime in addition to the value of mirrorxx, like this: Console.Printf("%d, time = %d", mirrorxx, Level.maptime); If you get more ...
by Numnzel
Sat Feb 20, 2021 6:47 am
Forum: Scripting
Topic: Custom properties resetting bug? (Zscript) [Resolved]
Replies: 4
Views: 385

Re: Custom properties resetting bug? (Zscript)

Here goes the code as short as possible: Abstract class: class evadoomweapon : weapon abstract { int mirrorxx; property pmirrorx: mirrorxx; default { evadoomweapon.pmirrorx 10; } override void Tick () { super.Tick(); A_LogInt(self.mirrorxx); // SHOWS VALUE LOOPING AND CHANGING (?) } } class ...
by Numnzel
Sat Feb 20, 2021 4:40 am
Forum: Scripting
Topic: Custom properties resetting bug? (Zscript) [Resolved]
Replies: 4
Views: 385

Custom properties resetting bug? (Zscript) [Resolved]

Hello everyone. I'm having a really strange bug right now. I'm creating a new weapon that inherits from an abstract weapon class I did. The abstract class has a custom property, let's call it X, and a Log function in it's Tick() function for debugging. The bug is, that if I change the X value by ...
by Numnzel
Wed Dec 16, 2020 5:06 pm
Forum: Scripting
Topic: Disable fog, any option to force it?
Replies: 6
Views: 1462

Re: Disable fog, any option to force it? (SOLVED)

There are two ways to approach this: The first approach is via MAPINFO: https://zdoom.org/wiki/MAPINFO_options_for_GZDoom%27s_GL_renderer You can use the "nolightfade" to completely disable light fading (only works in lightmodes 0-3, so be sure to set that too) The second approach is to use fully ...
by Numnzel
Sun Dec 13, 2020 7:35 am
Forum: Scripting
Topic: Disable fog, any option to force it?
Replies: 6
Views: 1462

Re: Disable fog, any option to force it?

No, what I want is to force the map to don't have fog . You can see the mountains get black because that's what fog does to far geometry. I don't want that. The thing is, you can disable fog by manually going to display options -> hardware rendering options -> fog mode -> off, but there's no way to ...
by Numnzel
Sat Dec 12, 2020 7:05 am
Forum: Scripting
Topic: Disable fog, any option to force it?
Replies: 6
Views: 1462

Re: Disable fog, any option to force it?

Hello. Yes, I've tried: This is with fogdensity = 0: https://i.imgur.com/WJNAoer.png Ignore the farest background, as it is a skybox. As you can see, the mountains are all black. EDIT: This is what I've set up right now and doesn't work in removing the fog: fogdensity = 0 outsidefogdensity = 0 ...
by Numnzel
Wed Dec 09, 2020 2:19 pm
Forum: Scripting
Topic: Disable fog, any option to force it?
Replies: 6
Views: 1462

Disable fog, any option to force it?

Hello, I'm trying to find any mapinfo option for disabling the fog. Is there any? Because I'm trying to set a background with changing illumination, but the fog keeps it obscure and indistinguishable as it's far away. I've tried these options without success: https://zdoom.org/wiki/MAPINFO_options ...
by Numnzel
Sun Jun 07, 2020 4:26 am
Forum: Scripting
Topic: Changing screen damage color calculation
Replies: 0
Views: 169

Changing screen damage color calculation

Hello. I'm having trouble when increasing the player maximum health, because now almost any attack causes the player screen to go full-red and blinding you. In more detail; I wanted to make decimals for the health HUD, like having 65.3% of life, but as life is an integer, I had to increase the value ...
by Numnzel
Mon Apr 27, 2020 9:02 am
Forum: Assets (and other stuff)
Topic: [RESOLVED] Apply shader when shooting weapon?
Replies: 4
Views: 860

Re: Apply shader when shooting weapon?

Thanks, I actually did it! This is the code I used to call the shader and animate it, and then reseting it, for it may help someone else: Zscript: class slash : doomimpball { int k; PlayerInfo p; states { spawn: BAL1 A 0 NoDelay { k = 0; p = players[consoleplayer]; } BAL1 A 1 { Shader.SetEnabled(p ...
by Numnzel
Sun Apr 26, 2020 2:24 pm
Forum: Assets (and other stuff)
Topic: [RESOLVED] Apply shader when shooting weapon?
Replies: 4
Views: 860

Re: Apply shader when shooting weapon?

Sorry, I'm not sure if I explained it correctly.

I'm actually not using models, and it's not a shader for a weapon, it's a GLSL shader that it's applied on the entire screen. And I want to use it as an effect after shooting a weapon.
by Numnzel
Sun Apr 26, 2020 10:26 am
Forum: Assets (and other stuff)
Topic: [RESOLVED] Apply shader when shooting weapon?
Replies: 4
Views: 860

[RESOLVED] Apply shader when shooting weapon?

Hello. As the title says, I'm trying to apply a shader when I shoot a weapon, there is any way to do it? EDIT: I should say that it's a screen shader. I don't understand this subject so much, so it may be relevant. This is the shader code: void main() { float start; float offsy = 0; int angle = 20 ...
by Numnzel
Sun Feb 09, 2020 12:18 pm
Forum: Scripting
Topic: Zscript Status Bar: How to draw and crop an image?
Replies: 2
Views: 573

Zscript Status Bar: How to draw and crop an image?

Hello. I'm making a custom Zscript Status Bar, and I'm struggling in general with the lack of information in the wiki about the zscript functions: https://zdoom.org/wiki/Classes:BaseStatusBar I'm using the function DrawImage to draw an image, but I also want to crop it depending on the value of an ...
by Numnzel
Sun Apr 23, 2017 1:41 pm
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165279

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Take it easy. BTW, been disconnected of this thread a while, so there's a possibility that this is already mentioned back: 1. Brightness mode is somewhat buggy. Here's an image. Whenever I modify the sector light color or fade it 'updates' and show the actual color in the sector. Don't know how this ...
by Numnzel
Sat Feb 04, 2017 6:53 pm
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165279

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

I don't understand this screenshot at all. Does it happen in the 2D view? Pls send map/example WAD/whatever so I can reproduce this locally. Yes, just happens in 2D mode. Trying to cut the map so I don't have to send you it entirely, somewhat the texture got fixed and show right, so did undo ...
by Numnzel
Sat Feb 04, 2017 5:03 pm
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165279

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Hello, after some time with the R2859, I can tell some things about. 1. The texture browser takes more time to load (about 1 second), in R2787 the load time is about ~1/4 of a second. It's not a problem (at least not if it doesn't worsen), but improvements are always welcome. 2. The classic view is ...

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