Search found 2054 matches
- Wed Oct 01, 2025 2:40 pm
- Forum: Bugs [GZDoom]
- Topic: ZScript parser doesn't notice missing state label
- Replies: 5
- Views: 171
Re: ZScript parser doesn't notice missing state label
It's useful if you're making a base class. Those are pretty useful for monsters, where you might wanna provide generic deaths (say, fire deaths) and other such things. Inventory tokens and many uses of CustomInventory also don't need a Spawn state, and starting weapons usually don't need one either ...
- Fri Sep 26, 2025 2:02 pm
- Forum: Scripting
- Topic: Can I have the opposite of THRUSPECIES?
- Replies: 3
- Views: 78
Re: Can I have the opposite of THRUSPECIES?
Try this CanCollideWith override, it should work.
Code: Select all
override bool CanCollideWith (Actor other, bool passive) {
if (!other)
return false;
return GetSpecies () == other.GetSpecies ();
}
- Sun Sep 21, 2025 7:45 am
- Forum: Scripting
- Topic: Portal aware distance between actor and arbitrary point?
- Replies: 2
- Views: 66
Re: Portal aware distance between actor and arbitrary point?
There's portal-aware vector difference and offsetting functions in LevelLocals: Vec2Diff, Vec3Diff, Vec2Offset and Vec3Offset. (The top of the page explains how to use LevelLocals if you don't already know how to)
- Wed Sep 17, 2025 10:43 am
- Forum: Bugs [GZDoom]
- Topic: Calling methods on a temporary string uses previous string
- Replies: 3
- Views: 151
Re: Calling methods on a temporary string uses previous string
This sounds like it's somehow getting the wrong register for the function call...
AFAIK string literals (i.e., constants) have to be copied over from a string constant to a string register to have a function called on them, something must be going wrong in that process...
AFAIK string literals (i.e., constants) have to be copied over from a string constant to a string register to have a function called on them, something must be going wrong in that process...
- Fri Sep 05, 2025 10:11 am
- Forum: Scripting
- Topic: Black spot in custom hud.
- Replies: 4
- Views: 130
Re: Black spot in custom hud.
I forgot to mention, they also need to be the same size as the "foreground" bar image. That's the only other thing I know of that could cause this problem.
- Fri Sep 05, 2025 9:04 am
- Forum: Scripting
- Topic: Black spot in custom hud.
- Replies: 4
- Views: 130
Re: Black spot in custom hud.
That's caused by a missing background image in a DrawBar. "HPBAREMPTY" and "MPBAREMPTY" have more than 8 characters in their filenames, so GZDoom won't find them unless you use their full path, or rename them so they fit the 8 character limit.
- Sat Aug 09, 2025 8:45 pm
- Forum: Technical Issues
- Topic: Secure Connection Failed - Forum on FireFox
- Replies: 11
- Views: 306
Re: Secure Connection Failed - Forum on FireFox
What the shit. So, that "verified by" thing doesn't mean Avira is "verifying" the site... It means the SSL encryption certificate was issued by that organization. It saying it's "verified by" Avira means Avira has installed some root certificate (a certificate that can issue other certificates), and ...
- Fri Aug 08, 2025 7:51 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: HeXen update
- Replies: 26
- Views: 2768
Re: HeXen update
Much as I appreciate what NightDive et al does, I do wonder why they have a tendency to re-invent the wheel and introduce new systems to do the work of well-established standards with (as far as I can see it) little or no advantage, that simply increase the work for port authors and serve to ...
- Fri Aug 08, 2025 7:42 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: vault
- Replies: 12
- Views: 357
Re: vault
This is entirely out of scope for any sourceport.
- Mon Aug 04, 2025 5:09 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Expose canvas texture creation to ZScript
- Replies: 21
- Views: 900
Re: Expose canvas texture creation to ZScript
That will work but then why not always just drop the texture if keep alive isn't called? shrug Doesn't really matter if it's only if the keep alive function is called, or if it also keeps its contents as long as it's being rendered, the point was that it's not all that hard to come up with a system ...
- Mon Aug 04, 2025 3:53 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Expose canvas texture creation to ZScript
- Replies: 21
- Views: 900
Re: Expose canvas texture creation to ZScript
If the engine destroys a texture due to not having seen it for a while there's no bringing it back. It could recreate it next time zscript/game uses it, but its contents will be lost. Effectively this will just be the 1024 limit anyway, except now you will notice by the textures turning black if ...
- Mon Aug 04, 2025 2:09 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Expose canvas texture creation to ZScript
- Replies: 21
- Views: 900
Re: Expose canvas texture creation to ZScript
I really don't get why this is such a concern. If it's tied to names like the OP suggested, it's not that easy to accidentally leak textures. You'd have to be deliberately using procedurally generated names to do that. Garbage collection isn't a problem, making Destroy mark the texture for release ...
- Tue Jul 29, 2025 7:36 pm
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 68
- Views: 49638
- Sat Jul 26, 2025 9:59 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1048
- Views: 415022
Re: Ultimate Doom Builder
[snip] Nothing about what they said indicates they want RoR. From the sounds of it, they want UDB to "merge" one set of sectors' floors with another's ceilings, and make modifications where necessary to fit. Nothing about that should require 3D floors or portals, just new editor features. (It'd ...
- Fri Jul 25, 2025 9:51 am
- Forum: Assets (and other stuff)
- Topic: How to stop hardware renderer cutting of bottom of sprites
- Replies: 7
- Views: 215
Re: How to stop hardware renderer cutting of bottom of sprites
So my comment previously, about having to replicate software rendering on each sprite anyway, in fact seems to be roughly what Forced Perspective (in essence) actually does. It's not really what the software renderer does. The software renderer occludes the sprites based on the lowers and uppers of ...