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About DoomeDx

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  1. I agree! Hopefully with the release of some good GZDoom based games (supplice looks great for example!), we can prove to the world that its a very capable engine.
  2. We still going on about a hash tag that was just used to get an audience...? Selaco plays like a retro shooter despite its FEAR elements. So boomershooter is very appropriate. It's just a hashtag.
  3. DoomeDx

    Floating text labels with GZDoomBuilder, how?

    I tried that and it was not very appealing. It also seems unnatural because its fixed and doesnt rotate along with the player. Ive seen a WAD that had floating labels. I just forgot which one it was. But I know it's possible
  4. I was wondering how this is done. I'm working on a puzzle section for my level and I want a floating text label that explains what a specific button does. Quick mock-up I made with photoshop: I'm well known with ACS and have some minor Decorate knowledge
  5. Explains a lot, since the issue was a lot less intense 3 years ago. Probably been way overused after 6 years of heavy usage. Ah well, was planning on making an upgrade soon anyway.
  6. Hey all, I recently got back into Doom again and downloaded some custom wads (Winter's Fury, Scythe etc). What I noticed is that my performance is pure garbage in a lot of scenes. I even manage to hit 20-30 fps on big areas without any action going on (First level of Winter Fury's 3rd Episode). Older wads like the original Doom II run fine. I've had this issue a few years ago as well so it's not a problem with the newest version. My computer uses an Intel i5-3570k with a Nvidia Geforce GTX1070. I run all games fine, but GzDoom is a nightmare at times. Any idea's on what could be causing the problem? I already tweaked with the ingame settings (disabling anti aliasing, ambient occlusion, texture enhancing etc) EDIT: Problem seems CPU related. When running the game in 320x240, the framerate remains the exact same. Which is odd since I run other games at 2k just fine
  7. Many thanks for all the suggestions. Got them all downloaded. Seems like i've got some WADS to play!
  8. Haha no I haven't. Ill download those and give them a spin! thanks
  9. Most WADS I see online look great and have plenty of demons to kill. All fine for those who enjoy that sort of thing! But what are some good WADS that dont rely on just slaughter and pure mayhem in every room you enter? Because that is what most of the WADS (including the WADS in cacowards) feel like. I prefer my maps to be more like Ultimate Doom Episode 1/2/3. Action packed with plenty of key searching and room to breathe. Thank you!
  10. I based my knowledge on this video:
  11. Is this possible? I am aware that IDTech1 has limitations when it comes to detecting height and that you are (technically) playing in 2d space in terms of how walls work. But with the massive improvements that GZDoom provides, is it possible to only detect projectiles impacts when it's on the bottom side of a linedef? https://imgur.com/a/L08pw I created destructible crates and everything works well, except for one thing: They also break when shooting above it. Any ideas on a fix? Script: str items[100] = {"GibbedMarine ", "stimpack", "shellBox", "clip", "cell", "medikit", "RocketBox", "ClipBox", "HandGrenade", "ThrownGrenade1Trap", "GreenArmor", "Stimpack", "HealthBonus", "DeadMarine", "shell", "Stimpack", "backpack", "ExplosiveBarrel"}; str crateHits[3] = {"dest/hcrate1", "dest/hcrate2", "dest/hcrate3"}; str crateBreaks[3] = {"dest/crate1","dest/crate2","dest/crate3"}; script 3 (int wallID, int particleID, int health) { if (health <= 0) { str item = items[random(0,26)]; SetLineSpecial(wallID, 0,0,0,0,0); SpawnSpot("CrateSmoke", particleID); playSound(particleID, crateBreaks[random(0,2)],0,1.0); Sector_SetTranslucent(wallID, 0, 0, 0); /// ANIMATION //// setlinetexture (wallID, SIDE_FRONT, TEXTURE_BOTTOM, "t1crate"); setlinetexture (wallID, SIDE_BACK, TEXTURE_BOTTOM, "t1crate"); delay(3); setlinetexture (wallID, SIDE_FRONT, TEXTURE_BOTTOM, "t2crate"); setlinetexture (wallID, SIDE_BACK, TEXTURE_BOTTOM, "t2crate"); delay(3); setlinetexture (wallID, SIDE_FRONT, TEXTURE_BOTTOM, "t3crate"); setlinetexture (wallID, SIDE_BACK, TEXTURE_BOTTOM, "t3crate"); delay(3); setlinetexture (wallID, SIDE_FRONT, TEXTURE_BOTTOM, "t4crate"); setlinetexture (wallID, SIDE_BACK, TEXTURE_BOTTOM, "t4crate"); delay(3); /// ANIMATION END //// Floor_LowerByValue(wallID, 100000000, 37); Setlineblocking(wallID,OFF); setlinetexture (wallID, SIDE_FRONT, TEXTURE_MIDDLE, "-"); setlinetexture (wallID, SIDE_BACK, TEXTURE_MIDDLE, "-"); setlinetexture (wallID, SIDE_FRONT, TEXTURE_TOP, "-"); setlinetexture (wallID, SIDE_BACK, TEXTURE_TOP, "-"); ChangeFloor(wallID, "WOOD8"); setlinetexture (wallID, SIDE_FRONT, TEXTURE_BOTTOM, "WOOD8"); setlinetexture (wallID, SIDE_BACK, TEXTURE_BOTTOm, "WOOD8"); SpawnSpot(item, particleID); if (item == "ThrownGrenade1Trap") { SetFont("BIGFONT"); HudMessage(s: "LIVE GRENADE !!"; HUDMSG_PLAIN, 0, CR_green, 0.5, 0.32, 3.7); } } else { playSound(ParticleID, crateHits[random(0,2)],0,1.0); SetLineSpecial(wallID, 80,3,0,WallID,ParticleID,Health-1); } }
  12. Hello! I'm working on a pretty big WAD with multiple segments. It is possible to travel back to previously completed maps to search for secrets ofrimportant things the player might've missed. However, when travelling back to a previous map (using the ChangeLevel() function in ACS), everything is reset. Monster placement, item placement etc. How do I keep things as is?
  13. Fixed it. I was importing the variables while also using a LOADACS lump. Apparently that causes problems. All good now
  14. My map has special keys that can unlock cabinets that contain weapons and ammo. I want those keys to carry over to the next level, however, it doesn't work as intended since it keeps reverting back to "0'' when the new map is loaded. CODE: Cabinet Script #library "cabinet" #include "zcommon.acs" bool PowerOn = FALSE; global int 2: cabinetKeys; script "cabinetKeyFound" (void){ cabinetKeys++; HudMessage(s: "Cabinet Card acquired"; HUDMSG_PLAIN, 0, CR_GREEN, 0.5, 0.27, 3.7); HudMessage(s: "Card Count:", i: cabinetKeys; HUDMSG_PLAIN, 0, CR_GREEN, 0.5, 0.32, 3.7); } Map01 and Map02 import the cabinet library using... #import "main" #import "cabinet" #include "zcommon.acs" Any ideas on how to make the variable carry over to the other map? I've been trying things for over an hour
  15. DoomeDx

    Skybox problem (SKY, MAYBE?)

    Nvm i was stupid. Fixed it!