Search found 207 matches
- Tue Sep 23, 2025 12:47 am
- Forum: Bugs [GZDoom]
- Topic: [gzdoom-x64-g4.15pre-569-gdadfade12] Warping sprites clip oddly
- Replies: 0
- Views: 101
[gzdoom-x64-g4.15pre-569-gdadfade12] Warping sprites clip oddly
Hello, I was recently testing effects for my map involving sprites being made to warp in animdef, but I noticed a very strange behavior. When the sprites warp, it's like they'd clip where their edge went past their actual sprite dimensions. I've noticed sprites that mean to warp have a large ...
- Mon Sep 22, 2025 7:57 pm
- Forum: Levels
- Topic: <WIP> Doom II Superficial Update
- Replies: 21
- Views: 13896
Re: <WIP> Doom II Superficial Update
I hate to bump this, but there's something wrong with the file. It won't play or extract, it just says it cannot create the file at that location.
- Tue Aug 12, 2025 7:18 pm
- Forum: Assets (and other stuff)
- Topic: (Texture Editing) Help with filthy textures
- Replies: 4
- Views: 107
Re: (Texture Editing) Help with filthy textures
How exactly did you shade the stains? The restricted palette converts perfectly to Doompal so whatever you used there could work (although I also think part of my issue is the stains are all too large and obvious when they should be more subtle, especially on the tiles where big shit-brown stains ...
- Tue Aug 12, 2025 5:33 pm
- Forum: Assets (and other stuff)
- Topic: (Texture Editing) Help with filthy textures
- Replies: 4
- Views: 107
Re: (Texture Editing) Help with filthy textures
Unfortunately my textures are going to be Doom Graphics, not png, so some of what you're suggesting isn't feasible (and if I adjusted the shading, to make sure there's no aberrations when converting to Doom, it'd have to be manually adjusted since Paint.net doesn't have a way to restrict to a ...
- Tue Aug 12, 2025 1:52 pm
- Forum: Assets (and other stuff)
- Topic: (Texture Editing) Help with filthy textures
- Replies: 4
- Views: 107
(Texture Editing) Help with filthy textures
I'm making a map taking place in a crummy hotel, and I want the textures for the bathrooms to look suitably filthy. I did some palette work to convert parts of the tiles to green to imply mildew, but that wasn't enough I felt. So then I found these textures of the gungy stains from the PANEL ...
- Tue Jan 21, 2025 10:31 pm
- Forum: Assets (and other stuff)
- Topic: Graphical corruption after converting to paletted GFX?
- Replies: 2
- Views: 1387
Re: Graphical corruption after converting to paletted GFX?
It looks like its only affecting the flats you converted, paletted flats have to be specifically converted to Doom Flats, not just paletted textures. I've made the same error, and they looked like that when loaded.
- Tue Jan 21, 2025 10:27 pm
- Forum: Scripting
- Topic: ACS Looping Woes
- Replies: 2
- Views: 912
Re: ACS Looping Woes
I'm sorry for how long it took me to get back over this, but thank you, I really appreciated the help! My sanity script is fully functional now!
- Tue Jan 14, 2025 9:46 pm
- Forum: Scripting
- Topic: ACS Looping Woes
- Replies: 2
- Views: 912
ACS Looping Woes
Hello I'm working on a script thats meant to monitor the players sanity (which is measured by an invisible dummy inventory item), and cause effects as it gets lower and lower. Unfortunately, this has turned into a nightmare as the loops I'm using will not behave in the way I intend, no matter what I ...
- Tue Sep 24, 2024 11:23 am
- Forum: Resources
- Topic: Fletcher's Spritestack
- Replies: 12
- Views: 15896
Re: Fletcher's Spritestack
Hey just a heads up, a bunch of the spritesheets you posted to your tumblr are saved as jpegs, and so they're badly marred with artifacts and discolored pixels.
- Mon Sep 23, 2024 8:20 pm
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5968
- Views: 662321
Re: Resource Request thread *Read 1st post*
Do there exist full rotations of the Chain Major anywhere?
- Fri Jul 12, 2024 9:51 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 154720
Re: Hell-Forged - Episode 2 (Restarting Eventually)
Could the AOE be made to track the player only for a certain time, at which point it becomes locked in place so the player could still avoid it?
- Tue May 07, 2024 8:30 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 154720
Re: Hell-Forged - Episode 2 (Restarting Eventually)
Wouldn't all you need to do is ensure the player can't return to the previous levels, and that the entrance to that level sequence on the hub closes itself? Like let's say you have a hub with several portals/doors to different sequences of levels. They could all be part of the same cluster/hub, but ...
- Sat May 04, 2024 8:00 am
- Forum: General
- Topic: Mod Download Broken? Request Reuploads Here
- Replies: 4988
- Views: 1241362
Re: Mod Download Broken? Request Reuploads Here
Does anyone have this map here?
viewtopic.php?p=1015960
viewtopic.php?p=1015960
- Sun Apr 14, 2024 5:46 pm
- Forum: Scripting
- Topic: Make Ghost enemies immune to splash damage.
- Replies: 1
- Views: 177
Make Ghost enemies immune to splash damage.
Hello, I was wondering if there was a way to prevent +THRUGHOST flagged actors from being harmed by splash damage. In my mod I want there to be only one weapon which can harm ghost enemies, but my explosive weapon seems to still hurt them, throwing off the entire gameplay dynamic I'm trying to ...