Nevander wrote:It will benefit the maps in my project like you would not believe.
I wouldRemaking Doom 64 for GZDoom!
Nevander wrote:It will benefit the maps in my project like you would not believe.
I wouldRemaking Doom 64 for GZDoom!
That may have something to do with [r2502] and [r2558].ZZYZX wrote: Also, what's this?
You need to use the Stencil, AddStencil, Shaded or AddShaded renderstyle property for the colour to work.ZZYZX wrote: Also, what's this? It doesn't seem to work for me at all, neither in GZDB or GZDoom. Should it?
Oh yeah.ZZYZX wrote:Nevander wrote:It will benefit the maps in my project like you would not believe.I wouldRemaking Doom 64 for GZDoom!
Code: Select all
class SightChecker : Actor
{
Default
{
-SOLID
+NOGRAVITY
+NOCLIP
+INVISIBLE
+NOINTERACTION
}
Actor Act;
States
{
Spawn:
C000 A 1;
C000 A 1
{
FindActors();
}
goto Myloop;
Myloop:
XOFF A 1
{
A_logint(CheckVisibility());
}
Goto Myloop;
// <---- missing }
void FindActors()// or FindLightSourcePointers
{
//It's a mess from a mod trying zscript for the second day with many lack of documentaiton :(
//so it can be better
ActorIterator It;
class<Actor> _type = "Actor";
It = ActorIterator.create(666,_type);
ptr_LightSrc = It.Next();
}
bool CheckVisibility()
{
return CheckSight(ptr_LightSrc);
}
}
How big are your resources in MB? If they haven't changed in size from when it was 3 seconds, then I would want to know why as well. If you added a lot more stuff to the resource file, then it might be normal.Lud wrote:Has the resource loading time gotten bigger or is it just my imagination? I have to wait up to 7-8 seconds while it used to take around 3.
Yes, or you can even dump them into the GZDB directory, shouldn't conflict, too few changes.Nevander wrote:This is probably a dumb question but this fork is totally separate from GZDB correct? In other words, if I update GZDB I won't get these fork's revisions? How does one install this fork? I've always used the installers for DB2, GZDB, and DB64. Do I just download the binaries and dump them into a new folder for GZDB-Bugfix?
Shouldn't conflict, too few changes. I personally wouldn't want to reconfigure everything from scratch.Nevander wrote:EDIT: I got it working, it even uses GZDB's cfg file. Is that intentional? I might would prefer them to be separate since one contains things that the other does not.
Well it works, just has wrong handling in the settings. It's a bug in the "Custom" tab, and this will be resolved once I actually make a new tab for color-related settings and don't rely on the current one.Nevander wrote:Also, I found a bug already. I can't set black (0, 0, 0) or 000000 by picking the color for the D64 color system. I can enter it manually as 000000 but then it comes up blank.
Ah I see. No rush man, you're doing great things. Finally, I can color sectors like Doom 64 does thanks to Graf and you. Miracles do happen! In the Doom community at least.ZZYZX wrote:Well it works, just has wrong handling in the settings. It's a bug in the "Custom" tab, and this will be resolved once I actually make a new tab for color-related settings and don't rely on the current one.
Is that candle auto-aligning itself to the slope's normal, or am I just seeing things? Off-topic, but an "auto-align to slope" would be cool for things like fake blood/grunge decals; flat things that you want to scatter around the level.ZZYZX wrote: works
I can make thing autoaligning a feature. Right now it's done via ZScript in the candle itself though And it just looks bad in the editor.Nash wrote:Is that candle auto-aligning itself to the slope's normal, or am I just seeing things? Off-topic, but an "auto-align to slope" would be cool for things like fake blood/grunge decals; flat things that you want to scatter around the level.
Not actually a feature request because it's too minor and (as of now) I am okay with just doing it manually... just thought I'd write it down before I forget. XD
Are properties in DB64 called differently? idk.Nevander wrote:EDIT: There's probably not a way to copy/paste the color hex numbers from Doom Builder 64 is there? Within DB64 you can copy and paste the RGBs for ease of copying colors but it doesn't appear to send that paste data anywhere outside of DB64 which is a shame. I plan to get the identical colors from DB64 but manually entering the RGBs is going to be tedious. Would it at least be possible for a way to copy and paste all 5 color fields at one time, matching each copied field to the next one to paste to? Not sure if that's doable but it would sure help.