The "How do I..." Thread

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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Zeberpal wrote:

Code: Select all

ChangeActorAngle(100, 225, 0);
This is a byte angle. The wiki page for [wiki]ChangeActorAngle[/wiki] clearly says fixed point. As it stands, 225 is the equivalent to 0.0034332275390625, which I don't think is what you want. ;)
Zeberpal wrote:

Code: Select all

ChangeActorPitch(100, 90, 0);
Skyboxes don't have a rendered pitch. It would otherwise come out incredibly distorted in ZDoom. Also, once again, fixed point.
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Zeberpal
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Re: The "How do I..." Thread

Post by Zeberpal »

My bad, thanks. And yeah it was for nothing. I placed an actor with prerendered interior image with FORCEXYBILLBOARD flag. I thought Viewpoint would render it like Playersview, you was right, though it would not.. Looks like I'll have to f with gldefs or custom skybox texturing, eh. Not sure what's reasonable in this case.
Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

Coincident wrote:IMO, it would be better if they could be placed in some temp folder (e.g. the SLADE instalation folder).
That would be the best of both worlds: tidy workspace + automatic backups that nobody feels the need to delete
Even better, people would not know they exist at all, so when there's a crash or corruption they can scream in rage on the internet that SLADE destroyed their hard work forever. This sounds like a big win to me.
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Coincident
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Re: The "How do I..." Thread

Post by Coincident »

Gez wrote:
Coincident wrote:IMO, it would be better if they could be placed in some temp folder (e.g. the SLADE instalation folder).
That would be the best of both worlds: tidy workspace + automatic backups that nobody feels the need to delete
Even better, people would not know they exist at all, so when there's a crash or corruption they can scream in rage on the internet that SLADE destroyed their hard work forever. This sounds like a big win to me.
Or maybe a 2 second search on google for "SLADE backup folder"? There are plenty other IDEs that use the same approach.

Anyway it was just a suggestion for an optional toggle.
Not everyone rages at your software; some people actually appreciate it, and want to give constructive feedback to help improve it.
Responding to those people with sarcasm is not going to be a big win to you.
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TheBadHustlex
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Re: The "How do I..." Thread

Post by TheBadHustlex »

Yet another question I have about Zdoom-Dialogue-Format:
Is it possible to use different colors for different dialogs?

For example: Merchant A should have a blue text and a dark-blue-displayed name. Merchant B should have a red text and a brown-displayed-name, ...
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raymoohawk
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Re: The "How do I..." Thread

Post by raymoohawk »

can anyone tell me how to change the colors of a sprite with slade? or a link to a tutorial? thanks
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Slax
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Re: The "How do I..." Thread

Post by Slax »

raymoohawk wrote:can anyone tell me how to change the colors of a sprite with slade? or a link to a tutorial? thanks
This stuff?
Image
Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

There's also Tint, next to it; but "Colour Remap" is generally the most useful.
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raymoohawk
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Re: The "How do I..." Thread

Post by raymoohawk »

and can the color remap be used for example to convert this frame to say arachnotron colors?

Image

my intention is to get quick color previews to know wich colors would probably look better on a sprite

also could someone show me a step by step? i know i sound stupid but i must be doing something wrong cause i dont get any changes on the sprite
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Slax
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Re: The "How do I..." Thread

Post by Slax »

Photoshop color matching to the rescue.
Image
Arachnified.

Not half bad. ;)
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Ozymandias81
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Re: The "How do I..." Thread

Post by Ozymandias81 »

TheBadHustlex wrote:Yet another question I have about Zdoom-Dialogue-Format:
Is it possible to use different colors for different dialogs?

For example: Merchant A should have a blue text and a dark-blue-displayed name. Merchant B should have a red text and a brown-displayed-name, ...
I think it's "No", but try to ask something to Gez (I hope I'm not boring him too much...).
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MetroidJunkie
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Re: The "How do I..." Thread

Post by MetroidJunkie »

Any way to give sounds a radius of alertness for alerting enemies with? Like, say, produce a louder sound if you're running than if you're walking so it's more likely to alert enemies. Also, is there a way to make enemies effectively blind of your presence in low enough light? You probably figured out where I'm going with this but I had the idea of a stealth game.
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SamVision
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Re: The "How do I..." Thread

Post by SamVision »

In my humble attempts to recreate the Doom 64 laser thing in ZDoom I have hit a major roadblock. After discovering that the weapon does in fact, fire hitscan shots and not projectiles, I realized ZDoom doesn't have hitscan tracers, or does it?
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Not for traditional hitscans, but it has an alternative. The only thing you can't really do is emulate the start-end dissipating effect, which would likely need a native function.
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SamVision
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Re: The "How do I..." Thread

Post by SamVision »

start-end dissipating effect
I'll see if I can recreate this somehow, but the main issue is having the hitscan shots aim independently of the player's aim based on what enemies are on-screen. I don't think it is possible with normal hitscans but I have yet to try A_RailAttack for this purpose.
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