Search found 2054 matches

by phantombeta
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 ...
by phantombeta
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 ();
}
by phantombeta
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)
by phantombeta
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...
by phantombeta
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.
by phantombeta
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.
by phantombeta
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 ...
by phantombeta
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 ...
by phantombeta
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.
by phantombeta
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 ...
by phantombeta
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 ...
by phantombeta
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 ...
by phantombeta
Tue Jul 29, 2025 7:36 pm
Forum: Gameplay Mods
Topic: Aim Assist Mod v0.8.1
Replies: 68
Views: 49638

Re: Aim Assist Mod v0.8.1

Trucker wrote: Tue Jul 29, 2025 2:56 pm Will the legacy version work on Zandronium?
Thanks
No, it still uses ZScript, which Zandronum doesn't have.
by phantombeta
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 ...
by phantombeta
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 ...

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