Search found 1306 matches

by ZZYZX
Sat Dec 30, 2023 2:44 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 963
Views: 316581

Re: Ultimate Doom Builder

Mini-news: updates and builds location is now at https://ultimatedoombuilder.github.io/ This should theoretically help with stability and speed of updates (since bandwidth and latency of DRDTeam was not always perfect, and the website sometimes has had other issues also) That said, thanks to DRDTeam...
by ZZYZX
Mon Aug 07, 2023 6:11 pm
Forum: Script Library
Topic: ZDoom-Templated (map randomized at runtime from prefabs)
Replies: 6
Views: 4300

Re: ZDoom-Templated (map randomized at runtime from prefabs)

Update (suddenly) I added plane slope rotation and enabled vertex offsets since latest GZDoom version allows those. Vertex slopes and 181 special slopes should work normally. Plane copy slopes will probably break if planes refer to different fragments (but that is expected). 1st post contains the ne...
by ZZYZX
Mon Oct 24, 2022 1:54 pm
Forum: Script Library
Topic: ZDoom-Templated (map randomized at runtime from prefabs)
Replies: 6
Views: 4300

Re: ZDoom-Templated (map randomized at runtime from prefabs)

This is really cool! I wanted to mention that I've noticed a few limitations with the static portals in this script that aren't usually a problem with static portals - reflective floors have visual glitches, dynamic lights don't pass through the portals, and I've seen the tops of some midtextured l...
by ZZYZX
Mon Sep 05, 2022 10:12 am
Forum: Script Library
Topic: ZDoom-Templated (map randomized at runtime from prefabs)
Replies: 6
Views: 4300

Re: ZDoom-Templated (map randomized at runtime from prefabs)

Update! The new version will correctly handle texture scale, rotation and offsets on floors and ceilings of rotated static portals. Slopes will still have issues because the pull request to enable fixing them is not there. Also due to the same pull request texture coordinates will be completely wrec...
by ZZYZX
Thu Sep 01, 2022 2:57 pm
Forum: Script Library
Topic: ZDoom-Templated (map randomized at runtime from prefabs)
Replies: 6
Views: 4300

ZDoom-Templated (map randomized at runtime from prefabs)

fragments.png Here's a POC script I made to test the limits of dynamic map generation. On each level load the script will assemble the parts found in MAP01.wad into a map that makes sense (i.e. all parts are used and areas are matching). Terminology: 1. Fragment — a single section/prefab; closed gr...
by ZZYZX
Fri May 13, 2022 6:27 pm
Forum: Scripting
Topic: MD3-based collision support via ZScript
Replies: 62
Views: 15668

Re: MD3-based collision support via ZScript

Found a way to fix the issue that I had with narrow angles with infinite bumping and/or noclipping into polygons that face each other. New download: https://www.mediafire.com/file/ycggvsx61ky2sdw/ModelCollision_14may22.pk3/file The fix idea was actually provided by this guy , I only did the implemen...
by ZZYZX
Tue Jan 18, 2022 5:24 am
Forum: General
Topic: I can not find the author of this wad, can anyone help?
Replies: 1
Views: 1768

Re: I can not find the author of this wad, can anyone help?

https://www.doomworld.com/forum/topic/8 ... nt-1744772

also apparently DINTOP stands for "Descent INTO Pandemonium"
by ZZYZX
Fri Jul 16, 2021 12:52 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Custom pronouns
Replies: 73
Views: 15345

Re: Custom pronouns

Most of the user base of GZDoom speaks English exclusively. So not true. Doom is very international. I would rather say that almost everyone here has a second language, and a lot of people like to play in their native translation judging by the screenshots. To show support, plain and simple. So do ...
by ZZYZX
Thu Jul 15, 2021 3:14 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Custom pronouns
Replies: 73
Views: 15345

Re: Custom pronouns

Yeeeeee.... For the native english speakers, who couldnt see the problem with it, how would you translate the "the", just "the", on other language? Eehhhhhhhh, there is no translation for it. It just a limitation of a language that require to use it because....why? why is it use...
by ZZYZX
Thu Jul 15, 2021 12:03 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Custom pronouns
Replies: 73
Views: 15345

Re: Custom pronouns

I don't like custom pronouns overall. They discriminate other languages and create massive complexities for translators. Basically, the people who invented them don't care if any other languages even exist. Discriminate is a hell of a loaded word for something that is... as simple as this is. Peopl...
by ZZYZX
Wed Jul 14, 2021 7:00 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Custom pronouns
Replies: 73
Views: 15345

Re: Custom pronouns

I don't like custom pronouns overall. They discriminate other languages and create massive complexities for translators. Basically, the people who invented them don't care if any other languages even exist. Now that GZDoom has very wide translation range it would be weird to introduce features that ...
by ZZYZX
Thu Mar 04, 2021 10:51 am
Forum: Closed Bugs [GZDoom]
Topic: GZDoom chokes on PNG images with non-8-bit-per-channel color
Replies: 1
Views: 417

GZDoom chokes on PNG images with non-8-bit-per-channel color

Example PK3 attached. Load into GZDoom, see "Invalid data encountered for texture Resources.pk3:textures/marb.png" (Checked in GZDoom 4.5.0) Reason: this texture is using 64-bit per pixel precision, which is perfectly valid within the format. This also opens in pretty much any image editor...
by ZZYZX
Thu Jul 30, 2020 3:04 pm
Forum: Mapping
Topic: Spot light parameters [color and inner spot]
Replies: 13
Views: 2015

Re: Spot light parameters [color and inner spot]

Generated bytecode seems alright?.. not sure, I'm not an ACS expert script "Test" OPEN { SetThingSpecial(13,0,0xFF00,8,32,64,0); } 8: script 65535, type = 1 (OPEN), flags = 0000, argc = 0 8: PUSH2BYTES 13, 0 11: PUSHNUMBER 65280 16: PUSH4BYTES 8, 32, 64, 0 21: SETTHINGSPECIAL 22: TERMINATE...
by ZZYZX
Tue Mar 24, 2020 6:46 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: "Soul" of a sector
Replies: 10
Views: 1088

Re: "Soul" of a sector

Can you just use 3D models?
by ZZYZX
Fri Feb 14, 2020 5:56 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 963
Views: 316581

Re: Ultimate Doom Builder

I will experiment on networked map editing

edit: don't expect anything fast though, since I have time mainly on the weekend

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