The "How do I..." Thread
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: The "How do I..." Thread
AFAIK it's not possible in ZDoom. I suppose you could try to hack it with a skybox and changing the sky viewpoint's pitch and angle to compensate for the player's own pitch and angle, but it might not work right with uncapped FPS as the player's viewpoint will update more often than the scripting logic.
Re: The "How do I..." Thread
Hm that's what I thought of too.Gez wrote:AFAIK it's not possible in ZDoom. I suppose you could try to hack it with a skybox and changing the sky viewpoint's pitch and angle to compensate for the player's own pitch and angle, but it might not work right with uncapped FPS as the player's viewpoint will update more often than the scripting logic.
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Re: The "How do I..." Thread
Is it possible to play back actual videos in (G)Zdoom? In any format?
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Re: The "How do I..." Thread
I didn't realized that was a ZDoom request... sorry 

Re: The "How do I..." Thread
No. ZDoom used to have a video playback feature but it was problematic for a variety of reasons and was removed.xenoxols wrote:Is it possible to play back actual videos in (G)Zdoom? In any format?
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Re: The "How do I..." Thread
Well nuts, I can't use the ending from Duke Nukem Manhatten Project as the intro for my mod.Enjay wrote:No. ZDoom used to have a video playback feature but it was problematic for a variety of reasons and was removed.xenoxols wrote:Is it possible to play back actual videos in (G)Zdoom? In any format?
Re: The "How do I..." Thread
Is there a way through ACS to open/close Strife's logs for acquired keys, communicator message, and status?
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Re: The "How do I..." Thread
How do you replace strife's intro intermission?
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Re: The "How do I..." Thread
Better question, how do you use a slideshow in a titlemap?
Re: The "How do I..." Thread
I am trying to do something really basic using glowing flats. I like the added atmosphere that glowing floors can create, but I don't like the fact that they brighten the actor sprites that are sitting on top of them.
In my tests, GLDEFS Glowing Flats appear to make sprites go to their full brightness.
(See here for details: http://zdoom.org/wiki/GLDEFS#Glowing_flats)
As a simple example, if I do this...
...then a ZombieMan standing in the water (even in an extremely dark sector) will be lit to full brightness.
I there a way to prevent that from happening? I would like to have the floors glow, but I want the sprites of the actors to stay dark in dark sectors.
A simple test is Doom 2's MAP02, which has many dark corridors and rooms with enemies standing in the water.
Thanks!
In my tests, GLDEFS Glowing Flats appear to make sprites go to their full brightness.
(See here for details: http://zdoom.org/wiki/GLDEFS#Glowing_flats)
As a simple example, if I do this...
Code: Select all
Glow
{
Flats
{
FWATER1
}
Texture "FWATER1", 0001BB , 48
}
I there a way to prevent that from happening? I would like to have the floors glow, but I want the sprites of the actors to stay dark in dark sectors.
A simple test is Doom 2's MAP02, which has many dark corridors and rooms with enemies standing in the water.
Thanks!
Re: The "How do I..." Thread
I have a trouble with a custom monster.
The sound of him attacking is ~2 sec length. But he is also able to fire faster (<2sec) ; in that case, the sound is not played.
I searched in the Wiki (probably badly) but found nothing... How can I solve this ?
If needed :
The sound of him attacking is ~2 sec length. But he is also able to fire faster (<2sec) ; in that case, the sound is not played.
I searched in the Wiki (probably badly) but found nothing... How can I solve this ?
If needed :
Spoiler:
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Re: The "How do I..." Thread
Sandro wrote:I have a trouble with a custom monster.
The sound of him attacking is ~2 sec length. But he is also able to fire faster (<2sec) ; in that case, the sound is not played.
I searched in the Wiki (probably badly) but found nothing... How can I solve this ?
If needed :Spoiler:
Is the sound defined in SNDINFO?
Re: The "How do I..." Thread
An actor can only play one sound on one channel at a time. Such a setup suggests you are attaching the sound to the wrong thing (should it be on the projectile instead?), if it's playing for far longer than the supposed action.
Re: The "How do I..." Thread
You can use CHAN_AUTO so that the actor will try to assign the sound to a free channel. See [wiki]A_PlaySound[/wiki] parameters.
Re: The "How do I..." Thread
Well, the lines are copied from the ZombieMan attack as written on the Wiki. I just wanted to change the sound. I used CHAN_AUTO, but it still doesn't work all the time ; it is played very often but not always... 
