Search found 439 matches

by WARCHILD_89
Sat Dec 18, 2021 7:34 am
Forum: Gameplay Mods
Topic: Universal Weapon Sway
Replies: 29
Views: 31881

Re: Universal Weapon Sway

works with LED´s generic weapon mod and GZDOOM 4.7.1

NICE WORK!
by WARCHILD_89
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 ...
by WARCHILD_89
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 ...
by WARCHILD_89
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 ...
by WARCHILD_89
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 ...
by WARCHILD_89
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 ...
by WARCHILD_89
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 ...
by WARCHILD_89
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!
by WARCHILD_89
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.
by WARCHILD_89
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 ...
by WARCHILD_89
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 ...
by WARCHILD_89
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 ...
by WARCHILD_89
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 :D thanks for the info!

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