Search found 198 matches
- Tue Feb 09, 2021 7:43 pm
- Forum: Technical Issues
- Topic: ZDoom MAPINFO comment parsing
- Replies: 1
- Views: 495
ZDoom MAPINFO comment parsing
Hi, I'm currently implementing a parser for a source port that is capable of reading both old and new style ZDoom MAPINFO. While I'm aware MAPINFO's current commenting style is C-style (//) there was mention of previous standards possibly supporting semicolons instead. Was this a thing, and if so ...
- Thu Mar 19, 2020 10:41 pm
- Forum: Scripting
- Topic: SpawnShot DeathSound doesn't override original DeathSound
- Replies: 6
- Views: 411
Re: SpawnShot DeathSound doesn't override original DeathSoun
maybe jus create a dummy death state to see if that fixes it? No dice. Still plays the teleportation sound effect. I've also tried before to add animations or things to the SpawnShot's death, and it ignores anything I put in it anyway. the teleport effect is likely from the A_SpawnFly thing in ...
- Tue Mar 17, 2020 10:19 pm
- Forum: Scripting
- Topic: SpawnShot DeathSound doesn't override original DeathSound
- Replies: 6
- Views: 411
Re: SpawnShot DeathSound doesn't override original DeathSoun
No dice. Still plays the teleportation sound effect. I've also tried before to add animations or things to the SpawnShot's death, and it ignores anything I put in it anyway.Dan_The_Noob wrote:maybe jus create a dummy death state to see if that fixes it?
- Tue Mar 17, 2020 9:41 pm
- Forum: Scripting
- Topic: SpawnShot DeathSound doesn't override original DeathSound
- Replies: 6
- Views: 411
Re: SpawnShot DeathSound doesn't override original DeathSoun
The SNDINFO is as follows: (roughly)Dan_The_Noob wrote:maybe check your SNDINFO is correct, because this code seems ok.
Code: Select all
new/death dssound // assume it's a sound that definitely exists in the files
- Tue Mar 17, 2020 7:10 pm
- Forum: Scripting
- Topic: SpawnShot DeathSound doesn't override original DeathSound
- Replies: 6
- Views: 411
SpawnShot DeathSound doesn't override original DeathSound
So I've got a special version of the SpawnShot for the project I'm working on. Right now the code looks like this: actor MySpawnShot : SpawnShot replaces SpawnShot { SeeSound "new/sight" DeathSound "new/death" DropItem "SpecializedDropActor" States { Spawn: BOSF A 3 BOSF BCD 3 A_SpawnFly Loop } } I ...
- Sun Mar 15, 2020 8:11 pm
- Forum: Scripting
- Topic: Spawning enemies using A_BrainSpit
- Replies: 4
- Views: 366
Re: Spawning enemies using A_BrainSpit
currently it has 100% chance of going to SpitAttack and FireAttack? change A_Jump (256, "SpitAttack", "FireAttack") to A_Jump(128, "SpitAttack") then have "goto FireAttack" after the A_Jump, so it's 50% chance to either brainspit or fireball. I've changed it to A_Jump(128, "SpitAttack") and the ...
- Sun Mar 15, 2020 7:01 pm
- Forum: Scripting
- Topic: Spawning enemies using A_BrainSpit
- Replies: 4
- Views: 366
Spawning enemies using A_BrainSpit
So I want a boss enemy that can both attack and spit out enemies like the Icon of Sin, but right now it only shoots the fireballs. My DECORATE for it looks like the following: ACTOR CoolerBaron replaces BaronOfHell //3003 { BloodColor 111 239 103 Health 1500 Radius 44 Height 100 Mass 1000 Speed 0 ...
- Sat Jul 27, 2019 7:38 pm
- Forum: General
- Topic: The Gore Guys - What Gives?
- Replies: 9
- Views: 3020
Re: The Gore Guys - What Gives?
I thought one of them was based on a real corpse from WW2, but I could be misremembering.
EDIT: Nvm its already mentioned
EDIT: Nvm its already mentioned
- Thu May 30, 2019 3:01 pm
- Forum: General
- Topic: How to splitscreen/couch coop?
- Replies: 41
- Views: 14932
Re: How to splitscreen/couch coop?
Wasn't there an unfinished ZDoom splitscreen build lying around somewhere?
- Sat Feb 09, 2019 5:52 pm
- Forum: General
- Topic: Know any good spaceship-themed maps?
- Replies: 4
- Views: 639
Re: Know any good spaceship-themed maps?
One of the maps in Equinox cleverly uses Arch-Viles and an alien aesthetic to pull off a pretty creepy vibe.
- Fri Jan 04, 2019 3:54 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Update reminder
- Replies: 6
- Views: 762
Re: Update reminder
Understandable, especially given the past couple years. Too bad there isn't a way to do it without logging that information. Surprised there hasn't been some kind of negative response with SLADE3 too then. (Unless I've just missed that)
- Fri Jan 04, 2019 3:37 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Update reminder
- Replies: 6
- Views: 762
Re: Update reminder
This is something that's been suggested before, but in my opinion it's still too contentious an issue to do it. Honestly I think it's better to just have this in your browser's bookmarks and just check it every so often. What makes it contentious? If it's being annoyed by constant reminders, couldn ...
- Fri Jan 04, 2019 2:52 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Update reminder
- Replies: 6
- Views: 762
Update reminder
I'll bet having an automatic updater would be a huge pain in the ass to implement, but if GZDoom had a way to check if there's updates and tell the user if it finds that there are any that would be helpful in preventing people from asking why newer mods won't work. (As well as helpful for people ...
- Wed Aug 22, 2018 12:23 pm
- Forum: General
- Topic: DSSECRET license
- Replies: 2
- Views: 549
DSSECRET license
What's the license for using ZDooms DSSECRET sounds effect? Is it public domain or from a proprietary game?
- Tue Jul 31, 2018 3:59 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Compendium - Classic Megawad Compilation
- Replies: 170
- Views: 149872
Re: Compendium - Classic Megawad Compilation
I haven't checked yet, but is the SERENITY/ETERNITY/INFINITY trilogy in this?