Search found 1333 matches

by kodi
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 ...
by kodi
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 ...
by kodi
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 ...
by kodi
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 ...
by kodi
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.
by kodi
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 ...
by kodi
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 ...
by kodi
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 ...
by kodi
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 ...
by kodi
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 ...
by kodi
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.
by kodi
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.
by kodi
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 ...
by kodi
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.
by kodi
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! :D
I'm on a two week vacation now, so I may get around to it.

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