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by phantombeta
Sun Nov 23, 2025 5:08 pm
Forum: Scripting
Topic: Animated particles
Replies: 10
Views: 149

Re: Animated particles

That's odd, it's working just fine for me on GZDoom 4.14.2 and the latest UZDoom autobuild... I attached the copy I made with full path names here just in case.
Maybe there's something else going on here? What version of GZDoom or UZDoom are you two using?
by phantombeta
Sun Nov 23, 2025 3:25 pm
Forum: Rules and Forum Announcements
Topic: ZDoom Wiki Thread
Replies: 893
Views: 244275

Re: ZDoom Wiki Thread

Yeah, that's wrong. | is used to specify/separate parameters in MediaWiki templates, so you can't just use it like that. The wiki has templates for | and || as "!" and "!!" respectively, so you'd put in a | by writing {{!}} and || by writing {{!!}} . Like so: flags: {{const|SPF_FULLBRIGHT{{!}}SPF ...
by phantombeta
Fri Nov 21, 2025 8:08 am
Forum: Scripting
Topic: Two quick questions about actor flags
Replies: 5
Views: 190

Re: Two quick questions about actor flags

That makes sense, thanks. So, all the ; I've been putting in hoping that I was being "more correct" were, if anything, less correct, though not actually harmful. I'd seen both in use (including inconsistencies in gzdoom.pk3) so I went with what looked like it should be the safest option. Neither is ...
by phantombeta
Fri Nov 21, 2025 7:33 am
Forum: Scripting
Topic: Actor make a sound when player walks through it - how?
Replies: 17
Views: 407

Re: Actor make a sound when player walks through it - how?

I didn't even think it was possible to make the actor round. Presumably the underlying actor is still square but the area being checked for player presence is round? The underlying actor is indeed still square, yeah. It just bypasses the normal collision detection entirely, you could even give it ...
by phantombeta
Fri Nov 21, 2025 5:59 am
Forum: Scripting
Topic: Does the RealGibs Actor do anything any more?
Replies: 6
Views: 177

Re: Does the RealGibs Actor do anything any more?

This doesn't match the linked code. `GenericCrush` isn't used if `Crush` is defined and will never be used if the actor is a player or doesn't bleed. So assuming we have a corpse of a player, the next branch is only executed if the `Crush` state sequence is defined on the actor, effectively, and it ...
by phantombeta
Fri Nov 21, 2025 4:37 am
Forum: Scripting
Topic: Actor make a sound when player walks through it - how?
Replies: 17
Views: 407

Re: Actor make a sound when player walks through it - how?

As far as I can tell, the LLM code is fine, just a bit inefficient (ThinkerIterator is not very efficient for this). It's also not portal-aware at all. Edit: Here's my own version of it. IMO it's cleaner than the LLM version (though slightly more complicated- mine handles multiplayer :P), and it's ...
by phantombeta
Fri Nov 21, 2025 3:49 am
Forum: Scripting
Topic: Does the RealGibs Actor do anything any more?
Replies: 6
Views: 177

Re: Does the RealGibs Actor do anything any more?

It gets used if: The actor is a player The actor undefines the GenericCrush state label GenericCrush: stop; The sprite used by the GenericCrush state isn't defined (The one defined in Actor uses POL5 A ) The actor has the ICECORPSE flag but doesn't have the NOBLOOD flag (this is a weird side effect ...
by phantombeta
Fri Nov 21, 2025 3:27 am
Forum: Scripting
Topic: Two quick questions about actor flags
Replies: 5
Views: 190

Re: Two quick questions about actor flags

The second question is about putting flags in the default block of a ZScript actor. I'm confused as to why it doesn't seem to matter whether you follow an actor flag with a ; or not. +SOLID and +SOLID; both seem to be acceptable, as does a list on one line like so +SOLID +SHOOTABLE +NOBLOOD; So, my ...
by phantombeta
Tue Nov 18, 2025 4:50 am
Forum: Scripting
Topic: ZScript enemy deletes himself when target out of attack range
Replies: 3
Views: 112

Re: ZScript enemy deletes himself when target out of attack range

This happens because you set "null" as the missile state in A_Chase, which basically forces the actor to enter the Null state deleting him out of existence since it's not defined. Just remove the quotation marks and leave null and you're done (same rule is applied in other functions like jump ...
by phantombeta
Sat Nov 08, 2025 4:45 pm
Forum: Scripting
Topic: Telling sectors apart once they're joined
Replies: 6
Views: 223

Re: Telling sectors apart once they're joined

You can find the sector shapes by walking the lines, you just need to determine which polygons are within which afterwards- one polygon inside the other is a hole, polygons at 0 depth are separate shapes. Polygons can be nested deeper than one level deep, in which case, even depths are actually ...
by phantombeta
Fri Nov 07, 2025 7:31 pm
Forum: Scripting
Topic: Telling sectors apart once they're joined
Replies: 6
Views: 223

Re: Telling sectors apart once they're joined

They're not actually two sectors under one index, merging sectors in Doom Builder makes a single sector made up of two separate shapes. There's no built-in way to easily tell these separate shapes apart inside GZDoom.
by phantombeta
Tue Nov 04, 2025 4:37 pm
Forum: ZDoom (and related) News
Topic: What’s Happening With UZDoom?
Replies: 84
Views: 28380

Re: What’s Happening With UZDoom?

What I so much hope in a future is that somehow zandronum and zdoom devs could somehow unite and make ONE big port. Its so frustrating that we're in multiplayer still hold back to zdoom 2. But it has the multiplayer and is the only port where Mods like All Out War 2 currently can be used at. Is ...
by phantombeta
Mon Oct 27, 2025 11:57 am
Forum: General
Topic: Texture filtering default discussion
Replies: 77
Views: 2241

Re: Texture filtering default discussion

since at least in doom 64 the blur is applied diagonally (quite apparent from the fences right beside the start of the first level) and sprites always look creased in the middle. It's just how filtering works on the N64, they cheaped out on the filtering for performance, so filtering just takes 3 ...
by phantombeta
Tue Oct 14, 2025 4:47 pm
Forum: Scripting
Topic: How big a variable for a While loop until the ACS script is a runaway?
Replies: 4
Views: 101

Re: How big a variable for a While loop until the ACS script is a runaway?

They would not count towards the limit. The limit is for the execution of each individual script.
by phantombeta
Tue Oct 14, 2025 5:54 am
Forum: Scripting
Topic: How big a variable for a While loop until the ACS script is a runaway?
Replies: 4
Views: 101

Re: How big a variable for a While loop until the ACS script is a runaway?

The runaway limit is fixed and based on the number of instructions executed by the script since it began executing, and it takes 2000000 instructions until the script gets killed off by GZDoom. (That means the code before and between loops counts for the limit too) Different things in the code also ...

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