Search found 1333 matches
- Fri Jul 11, 2025 10:06 am
- Forum: General
- Topic: Weird but really cool way to play gzdoom
- Replies: 2
- Views: 196
Re: Weird but really cool way to play gzdoom
Cool video! Reminds me of long ago when I set my Wacom tablet to mouse mode to play Quake Live with it for shits and giggles :mrgreen: It can be mildly finicky to set controllers up unless you're using a standard XInput controller on windows, but I personally think they work extremely well if you're ...
- Fri Jul 11, 2025 7:41 am
- Forum: Feature Suggestions [GZDoom]
- Topic: S_Startsound sound environment argument
- Replies: 4
- Views: 95
Re: S_Startsound sound environment argument
Thank you for the detailed explanation. I'm fairly ignorant about this stuff, so I'm now slowly grasping the complexities involved. The issue with cutting a sound straight off when it's supposed to still be reverberating due to the environment(s) is a very good point. I hope you can find someone ...
- Fri Jul 11, 2025 5:08 am
- Forum: Scripting
- Topic: Preventing Infinite Recursion in WorldHitscanPreFired
- Replies: 2
- Views: 74
Re: Preventing Infinite Recursion in WorldHitscanPreFired
Hello! I actually do this in my mod. I do it by using the LineTrace function to create my new and modified hitscan attack instead of any of the built-in attack functions. LineTrace does not create further Hitscan events. I did this because I needed to check the texture of the attack's hit point, so ...
- Fri Jul 11, 2025 3:07 am
- Forum: Feature Suggestions [GZDoom]
- Topic: S_Startsound sound environment argument
- Replies: 4
- Views: 95
Re: S_Startsound sound environment argument
Thanks for the info, it's actually better news than I really expected! :) I think the best solution for the modder-facing interface would be a sound environment argument in the sound playing functions, along with a flag or combination of flags that determine whether to add this environment to the ...
- Fri Jul 11, 2025 2:53 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Reading joystick input in UiProcess/InputProcess
- Replies: 0
- Views: 46
Reading joystick input in UiProcess/InputProcess
Heya.
I would like to be able to read the magnitude of joystick analog input in an event handler. My reason is to allow a controller to perform actions that otherwise are handled through mouse events and the MouseX/MouseY inputs, such as ZScript GUI navigation.
I would like to be able to read the magnitude of joystick analog input in an event handler. My reason is to allow a controller to perform actions that otherwise are handled through mouse events and the MouseX/MouseY inputs, such as ZScript GUI navigation.
- Wed Jul 09, 2025 2:59 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: S_Startsound sound environment argument
- Replies: 4
- Views: 95
S_Startsound sound environment argument
Heya. I would like to be able to supply a sound environment ID as an argument for A_StartSound or S_StartSound calls. Use cases would be having interface audio play undistorted while in a reverberating sector, dynamically applying "radio" distortion to voice clips and allowing simple simulations of ...
- Sat Mar 02, 2024 1:35 pm
- Forum: Scripting
- Topic: Monster resistant to tracer damage.
- Replies: 2
- Views: 238
Re: Monster resistant to tracer damage.
I think declaring DamageFactor "BFGSplash", 0.5 in the SMM replacement actor should work without changing the weapon. If you want to replace neither the BFG nor the SMM you'll need zscript instead of decorate I think. Could maybe use ACS to give the SMM a powerup with BFGSplash resistance, but I'm ...
- Fri Jan 26, 2024 7:14 am
- Forum: General
- Topic: Toby Accessibility Mod - DOOM for the blind [V9.0 RC1 RELEASED!]
- Replies: 136
- Views: 55682
Re: Toby Accessibility Mod - DOOM for the blind [NEW MAP PACK RELEASED!]
Here's the TTS thing I cooked up, Alando1: Download speak_generic_v1.pk3 This will require a little bit of work to integrate, but you can test it out immediately by opening the console and typing netevent "!speak hello world" for example and then hitting enter. Check out the readme for some notes on ...
- Thu Jan 25, 2024 12:26 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Model transforms for PSprites
- Replies: 0
- Views: 758
Model transforms for PSprites
I was wondering whether it'd be feasible to pass some kind of transform struct to models when used as PSPrites, which would include separate X/Y scaling as well as X/Y/Z translation and rotation. What one would use it for: View-space beam effects like lasers and lightning, 3D model vehicle-type HUDs ...
- Tue Jan 23, 2024 10:35 am
- Forum: General
- Topic: Toby Accessibility Mod - DOOM for the blind [V9.0 RC1 RELEASED!]
- Replies: 136
- Views: 55682
Re: Toby Accessibility Mod - DOOM for the blind [NEW MAP PACK RELEASED!]
Heya - I'm currently working on an in-game text-to-speech system for my mod and thought it could be useful for this. It uses per-word sound files that it plays in sequence though, so while obviously more robotic than whole recorded clips it can generate sentences on the fly. If you're interested I ...
- Wed Dec 09, 2020 6:53 am
- Forum: Scripting
- Topic: How do I create a 3D rotating tank turret?
- Replies: 1
- Views: 304
Re: How do I create a 3D rotating tank turret?
You probably want to take a multi-actor approach, so the chassis is one actor which spawns the turret as soon as it enters play. The turret will then constantly adjust its position to be over the chassis. This way they can turn independently by simple setting angle.
- Wed Dec 09, 2020 6:32 am
- Forum: Off-Topic
- Topic: The Still New What Did You Last Do Thread
- Replies: 29603
- Views: 1525093
Re: The Still New What Did You Last Do Thread
I think it's a shame that releasing source code only caught on a bit in certain genres. Certain RPG games could have massively benefited from it for example.
- Thu Aug 20, 2020 12:03 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Skill index/name arg for G_SkillPropertyType()
- Replies: 0
- Views: 419
Skill index/name arg for G_SkillPropertyType()
I have a custom a custom main menu and skill menu. I'd like to be able to use for example G_SkillPropertyInt() on the available skills in the latter to print tooltip info when an entry is hovered over. For this, I suggest an additional argument for these functions, and perhaps access to an array of ...
- Mon Jul 20, 2020 4:35 am
- Forum: Off-Topic
- Topic: Your opinion on 3D models in classic Doom
- Replies: 23
- Views: 3810
Re: Your opinion on 3D models in classic Doom
Great in theory, but most of the actual model interpretations of the classic monsters that people have made are a bit.. aesthetically lacking.
- Sat Jul 18, 2020 9:47 am
- Forum: Gameplay Mods
- Topic: kMinimap - Universal minimap mod
- Replies: 33
- Views: 22091
Re: kMinimap - Universal minimap mod
Sorry for the lack of an update, it's just that I'm working on a bunch of other stuff that also needs updating! 
I'm on a two week vacation now, so I may get around to it.

I'm on a two week vacation now, so I may get around to it.