And that will introduce a problem with what to do with the top and bottom of the box.
The "How do I..." Thread
Forum rules
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
Because that's not what he asked. 
And that will introduce a problem with what to do with the top and bottom of the box.
And that will introduce a problem with what to do with the top and bottom of the box.
- DoomKrakken
- Posts: 3489
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: The "How do I..." Thread
Such as...?
- Ozymandias81
- Posts: 2069
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
- Contact:
Re: The "How do I..." Thread
I think edward850 means that winz doesn't have any top-bottom textures for 3d skyboxes, just because winz didn't ask for 'em or just because he doesn't need 'em. And if he's gonna try to build some non-gl maps, well 3d skyboxes will never work.DoomKrakken wrote:Such as...?
Re: The "How do I..." Thread
No matter what he does, he needs new graphics or the sky stretched.
- Ozymandias81
- Posts: 2069
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
- Contact:
Re: The "How do I..." Thread
edward850 wrote:No matter what he does...
Re: The "How do I..." Thread
Not sure I follow. If he wants to avoid tiling the sky, the sky needs to be taller. If he doesn't want it stretched, it needs to be remade. If he wants it to make it a cube map, it needs new graphics anyway. If he makes it an actual skybox, he needs something to put in place of the sector floor/ceiling.
Re: The "How do I..." Thread
I have solved it doing a cool and simple trick. I still would like to know sources for cool, HD skyes, ideally hellish type. All i've found in realm667 is too pixelish.
Anyway, I have another question: I would like to render fog only vertically. Namely, I have very tall sectors, I added fog so you look down and it looks fog-ish, which is a pretty cool effect when I nailed the color and brightness to create the correct saturation. The problem is, the sectors that are on the front look too fogged way too near you. I want them to be rendered normal, and only have fog when I look down... hope this makes any sense.
Anyway, I have another question: I would like to render fog only vertically. Namely, I have very tall sectors, I added fog so you look down and it looks fog-ish, which is a pretty cool effect when I nailed the color and brightness to create the correct saturation. The problem is, the sectors that are on the front look too fogged way too near you. I want them to be rendered normal, and only have fog when I look down... hope this makes any sense.
- DoomKrakken
- Posts: 3489
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: The "How do I..." Thread
What was this trick you implemented?
EDIT: https://www.dropbox.com/s/i02fugg9dpr5b ... d.wad?dl=0
This is a copy of Hellbound I got from Doomworld Idgames. I'm not finished playing it (it's a F___ING AWESOME MAPPACK), but there is this one glitch that really breaks gameplay. Located in MAP14: Doom District. The elevator that gives you a long ride up at the beginning of the level appears to make you fall through the floor in a certain area of the elevator floor. It appears as though you fall halfway through, yet you cannot escape. Does anyone know how I can fix this? Much appreciated.
EDIT: https://www.dropbox.com/s/i02fugg9dpr5b ... d.wad?dl=0
This is a copy of Hellbound I got from Doomworld Idgames. I'm not finished playing it (it's a F___ING AWESOME MAPPACK), but there is this one glitch that really breaks gameplay. Located in MAP14: Doom District. The elevator that gives you a long ride up at the beginning of the level appears to make you fall through the floor in a certain area of the elevator floor. It appears as though you fall halfway through, yet you cannot escape. Does anyone know how I can fix this? Much appreciated.
- WARCHILD_89
- Posts: 452
- Joined: Sun Nov 17, 2013 12:27 pm
- Graphics Processor: nVidia with Vulkan support
- Location: MIA between doomed dimensions
Re: The "How do I..." Thread
Is there a way to make a monster take cover behind walls and obstacles?
Re: The "How do I..." Thread
Shot answer: No. Doom doesn't really have anything resembling geometry awareness.
Re: The "How do I..." Thread
Though far from perfect, you could make the monster wander around randomly while its enemy is in its line of sight, and stop otherwise.
- TheBadHustlex
- Posts: 1914
- Joined: Thu Oct 03, 2013 12:50 am
- Location: 'stria
Re: The "How do I..." Thread
Is there a way/flag that makes the altfire of a weapon also use the first ammo, even if a "weapon.ammotype2" is defined? (Ammotype2 is for showing the remaining shots in the magazine on the status-bar).
Re: The "How do I..." Thread
Anyone know how I can get a fixed point value from ACS to DECORATE?
I know ACS doesn't make the difference between fixed point value and integers so when I use ACS_ExecuteWithResult in DECORATE, I get the integer representation of my fixed point value yet when I divide it by 65536 (which should get a float value in DECORATE) the result always seems to get rounded to an integer again..
I know ACS doesn't make the difference between fixed point value and integers so when I use ACS_ExecuteWithResult in DECORATE, I get the integer representation of my fixed point value yet when I divide it by 65536 (which should get a float value in DECORATE) the result always seems to get rounded to an integer again..
Re: The "How do I..." Thread
Divide it by 65536.0 in decorate. The .0 will convert it as a double.
Re: The "How do I..." Thread
If you want to use ammotype1 for altfire you'd have to a_takeinventory in the altfire state.TheBadHustlex wrote:Is there a way/flag that makes the altfire of a weapon also use the first ammo, even if a "weapon.ammotype2" is defined? (Ammotype2 is for showing the remaining shots in the magazine on the status-bar).

