works with LED´s generic weapon mod and GZDOOM 4.7.1
NICE WORK!
Search found 439 matches
- Sat Dec 18, 2021 7:34 am
- Forum: Gameplay Mods
- Topic: Universal Weapon Sway
- Replies: 29
- Views: 31881
- Tue Dec 14, 2021 1:33 pm
- Forum: Script Library
- Topic: [ZScript] Ledge climbing
- Replies: 21
- Views: 15017
Re: [ZScript] Ledge climbing
Some people (like me) might want the player to be temporarily totally unarmed in certain situations. If you climb a ledge then, you get a fatal error. So I made a useless, invisible dummy "weapon" to create the illusion of being unarmed to prevent crashes. This way you can walk around and most ...
- Sat Dec 11, 2021 12:30 pm
- Forum: Graphic/Audio Patches
- Topic: Definitive Rain for GZDoom
- Replies: 15
- Views: 12488
Re: Definitive Rain for GZDoom
I took it a bit further, combined your mod with another two and got this. Would be nice to be able to turn it on and off, maybe via cvar. The rain should also be either tilting according to the direction the player moves (e.g. rain falling slightly towards the left when player strafes right, etc ...
- Thu Dec 09, 2021 6:41 am
- Forum: Assets (and other stuff)
- Topic: [SOLVED]invisible 3d bridge shall block hitscan weapons
- Replies: 1
- Views: 1190
- Thu Dec 09, 2021 6:13 am
- Forum: Assets (and other stuff)
- Topic: Model displays correctly in my map editor, but not in-game.
- Replies: 29
- Views: 11106
Re: Model displays correctly in my map editor, but not in-ga
invisiblebridge replaces invisiblebridge 9990 //replacing is optional, TID is necessary. But take another number than 9990 as its already used by the original bridge that´s being replaced I'm a little confused by what you mean here. It could be the way I'm reading what you wrote, but there seems to ...
- Wed Dec 08, 2021 5:12 pm
- Forum: Assets (and other stuff)
- Topic: Model displays correctly in my map editor, but not in-game.
- Replies: 29
- Views: 11106
Re: Model displays correctly in my map editor, but not in-ga
I just made a video on that. There is also a file to download.
https://www.youtube.com/watch?v=bkPctjRNQFE
https://www.youtube.com/watch?v=bkPctjRNQFE
- Wed Dec 08, 2021 4:04 pm
- Forum: Assets (and other stuff)
- Topic: Model displays correctly in my map editor, but not in-game.
- Replies: 29
- Views: 11106
Re: Model displays correctly in my map editor, but not in-ga
I encountered that after a while the bridges will be broken for unknown reason, the actors are not found in doombuilder and radius and height can´t be set in doombuilder anymore. To fix this erm...bug (?) it will be absolutely necessary, to give both bridges a TID. And not replace them. Here is the ...
- Wed Dec 08, 2021 12:15 pm
- Forum: Assets (and other stuff)
- Topic: Model displays correctly in my map editor, but not in-game.
- Replies: 29
- Views: 11106
Re: Model displays correctly in my map editor, but not in-ga
Would giving the inherited actor +SHOOTABLE +INVULNERABLE work around that issue? This is a very good question you ask. I guess I finally found a solution for this: Actor invisiblebridge_solid : invisiblebridge replaces invisiblebridge // This actor is used in areas of the 3d model the bounding box ...
- Mon Dec 06, 2021 10:05 am
- Forum: Assets (and other stuff)
- Topic: Model displays correctly in my map editor, but not in-game.
- Replies: 29
- Views: 11106
Re: Model displays correctly in my map editor, but not in-ga
NOTE: If the tree inherits the "invisible bridge" actor in Gzdoom, you can also set its radius and Height directly in Doombuilder. :surprise: Why have I never thought about that? Most of the time I wouldn't need it, but on the occasions where I would it would be incredibly useful. Thanks for the ...
- Fri Dec 03, 2021 7:38 pm
- Forum: Script Library
- Topic: PDA Starter Kit v1.2
- Replies: 48
- Views: 24833
Re: PDA Starter Kit v1.2
Amazing as always, nash!
- Fri Dec 03, 2021 7:32 pm
- Forum: Script Library
- Topic: Damage Impact
- Replies: 2
- Views: 2074
Re: Damage Impact
hint: when getting hit by a rocket, the actor always gets blown to the east, no matter from which side he gets hit.
- Fri Dec 03, 2021 2:54 pm
- Forum: Assets (and other stuff)
- Topic: MD5 to MD2 skin issue
- Replies: 6
- Views: 1767
Re: MD5 to MD2 skin issue
However, to try and answer your question, I'm not sure if Noesis supports MD5 but, if it does, it can export files to other formats and keep the animations if you set the export parameters correctly. Maverick Model 3D is also good for converting between model formats, and keeping animations, but it ...
- Fri Dec 03, 2021 2:31 pm
- Forum: Assets (and other stuff)
- Topic: Model displays correctly in my map editor, but not in-game.
- Replies: 29
- Views: 11106
Re: Model displays correctly in my map editor, but not in-ga
NOTE: The model does not need to be scaled in modeldef if - you scale the model properly in Blender. It should by no means get bigger than the grid frame in Blender. It is better to have the model small and scale it up in Modeldef or, even better, in Doombuilder directly. you scale the model down ...
- Thu Dec 02, 2021 8:24 am
- Forum: Assets (and other stuff)
- Topic: Model displays correctly in my map editor, but not in-game.
- Replies: 29
- Views: 11106
Re: Model displays correctly in my map editor, but not in-ga
I needed to split the model into 4 models because you did use 4 different skins. Dang, I was hoping it wouldn't have to come down to that, whole reason I had opted for my initial material method. Thanks a lot for the help though! Hopefully that'll keep me sorted for other models going forward. okay ...
- Wed Dec 01, 2021 9:17 am
- Forum: Assets (and other stuff)
- Topic: Disappearing 3d Models
- Replies: 2
- Views: 2314
Re: Disappearing 3d Models
Enjay wrote: However, there is a solution. Use the RenderRadius actor property in your DECORATE and set it big enough to make sure that the whole sprite/model fits inside the RenderRadius (i.e. basically the same size as the sprite/model).
wow! I should have known that earlier
