[imgur]https://i.imgur.com/dwiJ7XI[/imgur]
^its an animated gif
Made a 3D word processor in zscript, newlines also work, might add a wave effect too cause why not.
Search found 16 matches
- Fri Dec 07, 2018 5:49 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150415
- Tue Dec 04, 2018 1:50 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150415
Re: The WIP Thread
I rise from the dead once again to show off some stuff...again... Anyway, I too am working on a Duke3d mod, Zandronum compatable. But mine differs in that, you use a grp2pk3 converter I made, that converts your legit copy of the Duke3d.grp, converting damn near all the asset, to ZDoom compatable ...
- Wed Sep 26, 2018 7:07 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150415
Re: The WIP Thread
The model cycles through 2 different skins to do that.
- Wed Apr 25, 2018 10:52 am
- Forum: Shaders
- Topic: Colorblind Shader
- Replies: 3
- Views: 3505
Colorblind Shader
As it says on the tin, its a colorblind shader. Modes: - Tritanopia - Deuteranopia - Protanopia - Monochromia What do: - Load pk3 - Go to display settings - At the bottom should be a "colorblind mode" option Screenshots: Tritanopia: https://imgur.com/V0yTyMR Protanopia: https://imgur.com/8sFNFLI ...
- Sun Jan 08, 2017 7:24 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150415
Re: The WIP Thread
Spoiler:As I was editing a sprites for our mod's antagonist, we got a little bored and decided to be silly with it for shits and giggles, a happy accident occured and I think this is a winner.
- Wed Mar 30, 2016 2:39 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150415
Re: The WIP Thread
Hello, me and fiend are working on this together... doomfiend: what font is that? That font is from the HUD for the genesis sonic games. https://dl.dropboxusercontent.com/u/49758621/sky.gif Warning, large Gif included. I've been experimenting with a moving skybox camera as well. Got it down to 1/8 ...
- Sat Mar 19, 2016 1:44 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Jump Pad [ThrustThing(z)] Sets Player's Momentum
- Replies: 7
- Views: 1559
Re: Jump Pad [ThrustThing(z)] Sets Player's Momentum
If this is an issue with setting/adding momentum to the actor than a simple and easy fix would probably be to add an optional argument to thrustthing for set/add, thrustthingz has this already.
- Sat Jan 09, 2016 4:37 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 591446
Re: GZDoom Builder 2.3
Random thought/idea/feature/suggestion/something Options to change where GZDB stores dbs and backup files. Reason being is me and my mod team use Dropbox and we are constantly having to change our resource points when someone opens a map as well as backup/dbs files cluttering up the maps folder ...
- Sat Jan 09, 2016 4:21 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 591446
Re: GZDoom Builder 2.3
Random thought/idea/feature/suggestion/something
Options to change where GZDB stores dbs and backup files.
Reason being is me and my mod team use Dropbox and we are constantly having to change our resource points when someone opens a map as well as backup/dbs files cluttering up the maps folder.
Options to change where GZDB stores dbs and backup files.
Reason being is me and my mod team use Dropbox and we are constantly having to change our resource points when someone opens a map as well as backup/dbs files cluttering up the maps folder.
- Sun Dec 28, 2014 4:08 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Screw DoomScript, Add LuaJIT
- Replies: 13
- Views: 1462
Re: Screw DoomScript, Add LuaJIT
Do some google searching a prove my words wrong then.
- Sun Dec 28, 2014 3:40 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Screw DoomScript, Add LuaJIT
- Replies: 13
- Views: 1462
Re: Screw DoomScript, Add LuaJIT
So let me see if i understand the logic here You'd rather put in the extra work to build your own VM, bytecode, data structures, syntax, compiler, ect, that would be plagued with bugs and stability problems and couldn't ever reach the performace of LuaJIT? Rather than put that effort into an already ...
- Sun Dec 28, 2014 3:09 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Screw DoomScript, Add LuaJIT
- Replies: 13
- Views: 1462
Re: Screw DoomScript, Add LuaJIT
Making a quicker example rather than self teaching myself C++ and the engine to prove something that might not even happen, maybe SRB2 is an example enough to consider the idea? It's built on an extremely modified Doom Legacy engine is extremely different from ZDoom(gotta be some kind of similarity ...
- Sun Dec 28, 2014 12:56 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Screw DoomScript, Add LuaJIT
- Replies: 13
- Views: 1462
Re: Screw DoomScript, Add LuaJIT
Lua isn't just a scripting language that you have to build your system around, it's built to work the other way around. Lua is built and ready to be added to anything, and allows you a C API to manipulate it anyway you so choose, I think you should learn up on it before you go assuming things like ...
- Sun Dec 28, 2014 12:31 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Screw DoomScript, Add LuaJIT
- Replies: 13
- Views: 1462
Screw DoomScript, Add LuaJIT
Hello Devs of Zdoom, I welcome you to take conideration in adding LuaJIT to ZDoom. Heres why: DoomScript still hasn't happened. LuaJIT exists. Why, oh why, would you wanna put in so much work into making a shittier language? when this is already made, tested, stable, powerful, and fast? Theres no ...
- Tue Apr 08, 2014 6:45 pm
- Forum: Tutorials
- Topic: Making voxels with Strip2Voxel & SLAB6
- Replies: 17
- Views: 9291
Re: Making voxels with Strip2Voxel & SLAB6
I too have made a voxel: https://dl.dropboxusercontent.com/u/49758621/medkit.png Edit: I wanted to see what Dark Slayer's texture would look like in-game https://dl.dropboxusercontent.com/u/49758621/Screenshot_Doom_20140408_212114.png Edit2: Zdoom renders them with bounding cubes instead of normal ...