Search found 1306 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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"
also apparently DINTOP stands for "Descent INTO Pandemonium"
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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?
- 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
edit: don't expect anything fast though, since I have time mainly on the weekend