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Scripting • Re: [Zscript] Monster Armor regeneration

Hey, I Just wanted to say thanks, I managed to do it, and sorry for the late reply, college obligations called for it Statistics: Posted by JUSSOMONE — Sun Nov 03, 2024 7:48 am

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Off-Topic • Re: Your Brains 🧠

Hueueueue...yes, I just dropped that reference...Und hello; my name is...no, it's actually not Jorgen Gunthershwarzenhaffenstrassen, but I have met that person...eh, another story, another time.I am a...

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Closed Bugs [GZDoom] • Re: Player start number not remembered in multiplayer...

Fixed with https://github.com/ZDoom/gzdoom/pull/2797Statistics: Posted by Nash — Sun Nov 03, 2024 6:20 pm

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Scripting • Decorate Inheritance from File

I tried looking this up, but I couldn't find anything on the wiki about it.I'm currently making a mod that has several different player characters. All the characters use the same weapons, but they...

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General • Re: Full options menu always on?

Spoiler:Is this not what is being asked about?Pick "Full Options Menu"It will then show the full menu, and the simple menu will show as on by default.Change to "off" and this should be remembered.Or...

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Scripting • Re: Decorate Inheritance from File

Noone is able to help you without inspecting your source file first...Statistics: Posted by ramon.dexter — Mon Nov 04, 2024 12:18 am

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Gameplay Mods • Re: DOOMablo: a looter-shooter DOOM (v0.9a)

Probably worth lowering the maximum HP that an enemy can receive, and more stringently for boss monsters. I've seen upwards of 10x and that's bad enough on weaker enemies, worse for angels since they...

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General • Re: Pre-Setup "gzdoom.ini" file for Windows 10/11 -...

You must own the original Doom & Doom II wad in order to use this sourceport!Or for poor people FreedoomHowever, yes i might use it later in more Doomrunner presetsI only made this post so even...

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Gameplay Mods • Re: Smooth Weapons Enhanced - Dae's Edition

Another welcome addition would be "ejected casings despawn the moment they hit the floor"Added.Thank you a lot! I cannot express my gratitude.Speaking of the "Responsive weapons" option, is it just my...

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Closed Bugs [GZDoom] • Re: Player.MorphWeapon will remove weapon from...

OK. Well I'll get to it!Statistics: Posted by SPZ1 — Mon Nov 04, 2024 4:43 pm

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TCs, Full Games, and Other Projects • Re: (Commercial) Borrowhelen - Brutal...

Weeklong deal - 10% off until November 11.https://store.steampowered.com/app/2116080/Borrowhelen/Also Borrowhelen OST is 10% with the discount code "bor10". The offer is valid until November...

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Closed Bugs [GZDoom] • Re: override bool Morph crashes

It's because you're missing the return value. This is a currently known bug with the ZScript parser where for some reason functions that expect a return that don't have one simply crash instead of...

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Scripting • requesting help or insight on a monster with a separate tail that...

i want when the main body attacks or receives damage for the appendage to also go into a counterpart state.i tried repurposing the inventory code from this hat setup from yikes two years ago but here...

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TCs, Full Games, and Other Projects • Re: REDS OVER WORLD - 30-level Cold War...

i tried to play the mod with gzdoom and zandronum. there is a big issue with flora warping around when using opengl. i had to use gzdoom with vulakn option to fix that.gameplay wise, we never know how...

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Technical Issues • Two actions on one button

So i am using both Flashlight++ and Ultimate DoomVisor addons. I like the option in UDV where you can set the flashlight to use Accessory power. That way you have to be a bit mindful about not using...

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Gameplay Mods • Re: Nightmare Logic IV

Great mod! One of your best yet. By no means is it too fast! I think those guys are being sarcastic. I was actually getting nauseous because it was too slow and the bobbing was too much, almost like...

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Scripting • {x} to use - interactable actor prompt on hud

How would I go about scripting a hud element that appears next to the crosshair when looking at an interactable actor? Selaco has the exact kind that I want but the scripting for it is a lot more...

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Scripting • Re: {x} to use - interactable actor prompt on hud

So, what do you think? The coding for such task IS pretty complex.Statistics: Posted by ramon.dexter — Wed Nov 06, 2024 12:42 am

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Scripting • Re: How to Set up a "Perpetual" Up/Down Elevator?...

You can setup a while loop like the following to execute a block of code repeatedly:Code: while (true){// Looping code goes here.}Statistics: Posted by Blue Shadow — Wed Nov 06, 2024 5:12 am

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Technical Issues • Re: Two actions on one button

You don't particularly need an alias. You can use the bind command directly. Execute the command through the console:Code: bind f "<command #1>; <command #2>"Replace <command #X>...

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