[WIP] GZDoom - Tower of Babel
Re: [WIP] GZDoom - Tower of Babel
Do the new properties work with SetActorProperty?
- Ryan Cordell
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Re: [WIP] GZDoom - Tower of Babel
Only Radius and Height as far as I recall. Haven't exposed them to ACS.
- DOOMERO-21
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Re: [WIP] GZDoom - Tower of Babel
kk i will make sure if the height variable works fine on my mod....Ryan Cordell wrote:Only Radius and Height as far as I recall. Haven't exposed them to ACS.
edited:
thanks!
the a_setproperty(height, value) works very good!
the video show how works...
- Ryan Cordell
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Re: [WIP] GZDoom - Tower of Babel
Nice to see that bit works.
On another note, I'm doing you all a massive favor with this one feature:
Customized weapon bobbing.
I'm thinking of these two properties for a weapon that can be used:
BobSpeed int value;
BobAngle angle angle;
Speed determines how fast the weapon moves from the 'cone' determined by BobAngle. At least, I hope so.
On another note, I'm doing you all a massive favor with this one feature:
Customized weapon bobbing.
I'm thinking of these two properties for a weapon that can be used:
BobSpeed int value;
BobAngle angle angle;
Speed determines how fast the weapon moves from the 'cone' determined by BobAngle. At least, I hope so.
Re: [WIP] GZDoom - Tower of Babel
Ryan... I am THIS close into switching my copy of GZDoom for modding with ToB GZDoom. You're constantly keeping things up to date with official GZDoom right?
- Ryan Cordell
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Re: [WIP] GZDoom - Tower of Babel
Yeah, I'm making sure. Right now it's up to date with.. hm.. r1218 or whatever the hell the latest is.
EDIT: Bit of a conundrum that I just remembered from the early days of ToB..
How would anyone like puff randomization to be disabled? Be it via a property (to determine how much it can randomize its offset) or done via a flag of some sort?
EDIT: Bit of a conundrum that I just remembered from the early days of ToB..
How would anyone like puff randomization to be disabled? Be it via a property (to determine how much it can randomize its offset) or done via a flag of some sort?
- DOOMERO-21
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Re: [WIP] GZDoom - Tower of Babel
how i can change the painchance for a specific pain?
- NeuralStunner
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Re: [WIP] GZDoom - Tower of Babel
(I think we'll be using that one a lot in this thread. q: )Ryan Cordell wrote:I'm thinking of these two properties for a weapon that can be used:
BobSpeed int value;
BobAngle angle angle;
Yes yes yes yes yes yse yes yes yes. (I threw one in for the Xaser. )Ryan Cordell wrote:How would anyone like puff randomization to be disabled? Be it via a property (to determine how much it can randomize its offset) or done via a flag of some sort?
Re: [WIP] GZDoom - Tower of Babel
Wasn't I the one who bugged you about it on IRC? :P YES PLEASERyan Cordell wrote:How would anyone like puff randomization to be disabled? Be it via a property (to determine how much it can randomize its offset) or done via a flag of some sort?
- InsanityBringer
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Re: [WIP] GZDoom - Tower of Babel
I don't think "yes" sufficiently asks the question presented. I don't really feel there's much need for this to be exposed as a variable, because under most cases if you do want the randomization what's there should be sufficient.
- Ryan Cordell
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Re: [WIP] GZDoom - Tower of Babel
Impossible. Sorry.DOOMERO-21 wrote:how i can change the painchance for a specific pain?
On another note, so far, the Bob properties might consist of..
- BobSpeed (int) - determines how fast weapon the weapon bobs.
- BobYStyle (bool?) - determines which style the weapon bobs on the Y axis (0 - u shape, 1 - n shape)
- BobXStyle (bool?) - determines how the weapon bobs on the X axis (0 - original bobbing, 1 - quake style)
- BobLimit (int x, int y) - determines how far the weapon can bob on either axis. This is arguably the hardest one to make, what with my limited understanding of trigonometry.
Re: [WIP] GZDoom - Tower of Babel
http://tvtropes.org/pmwiki/pmwiki.php/M ... SteveLimitRyan Cordell wrote:BobLimit
- DOOMERO-21
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Re: [WIP] GZDoom - Tower of Babel
but impossible for decorate? but acs?Ryan Cordell wrote:Impossible. Sorry.DOOMERO-21 wrote:how i can change the painchance for a specific pain?
On another note, so far, the Bob properties might consist of..Pending change, of course.
- BobSpeed (int) - determines how fast weapon the weapon bobs.
- BobYStyle (bool?) - determines which style the weapon bobs on the Y axis (0 - u shape, 1 - n shape)
- BobXStyle (bool?) - determines how the weapon bobs on the X axis (0 - original bobbing, 1 - quake style)
- BobLimit (int x, int y) - determines how far the weapon can bob on either axis. This is arguably the hardest one to make, what with my limited understanding of trigonometry.
Re: [WIP] GZDoom - Tower of Babel
I notice that the executable is named gzdoomd.exe, which seems to be a debug build? Any reason for this? Why don't you upload a release build? It would only be half the size.
EDIT:
- URL in first post doesn't work. Replace your spaces with %20
- I'm thinking of having a go at some model rotation ACS functions and submitting them to you so you can hopefully add them in. Do you think these functions are better off as new functions (RotateModel(x, y, z)), or would it make more sense to expose them to Check/Get/SetActorProperty?
EDIT:
- URL in first post doesn't work. Replace your spaces with %20
- I'm thinking of having a go at some model rotation ACS functions and submitting them to you so you can hopefully add them in. Do you think these functions are better off as new functions (RotateModel(x, y, z)), or would it make more sense to expose them to Check/Get/SetActorProperty?
Re: [WIP] GZDoom - Tower of Babel
Which part of updating damage-type-specific painchance is impossible/prohibitively unfeasible?
I'd hazard a guess it's either the addition of a new damage type (extending a name-based lookup table during gameplay) or something about sharing information between all actors in a class. If the actual data on type-specific damage is stored per class and not per actor, modifying it per actor is not feasible.
I'd hazard a guess it's either the addition of a new damage type (extending a name-based lookup table during gameplay) or something about sharing information between all actors in a class. If the actual data on type-specific damage is stored per class and not per actor, modifying it per actor is not feasible.