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Posts posted by Melonpizza
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3 minutes ago, No-Man Baugh said:Well then that's just a problem with your custom sprites, not a problem with GZDoom. If you want them to look right in fullscreen mode than you'll have to manually edit them yourself
I Was afraid i had to do this. but if it's the only answer, it will have to do.
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1 minute ago, No-Man Baugh said:Well that's a custom sprite so that could easily be just a problem with the sprite itself
Does the same thing happen with the vanilla weapons like the pistol or ssg?
No, it doesn't.
By the Way: When the custom sprites are in their "Ready" Position, this doesn't happen.
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9 minutes ago, No-Man Baugh said:OK, I did assume you were working with GZDoom's fullscreen hud or althud.
It could be a resolution thing, either your monitor's native resolution or GZDoom's in-game resolution, can you send a screenshot showing what you're dealing with? I haven't ever had this problem with GZDoom's fullscreen hudHere You Go.
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31 minutes ago, No-Man Baugh said:You've given very little information on what you're dealing with. namely:
1) What sourceport are you using?
2) What's "Minimal hud"?1) GZDoom
2) When you set "Screen Size" to 11 or above (in the Scaling Options), you get a hud with less information, but you can see more.
Hope this helps, and Sorry for the lack of Information.
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Hello
When i tested out weapon sprites in Minimal hud instead of normal hud, the sprites were cut out at the bottom.
Is It Possible to move said sprites for Minimal Hud or do generally anything to stop this from happening?
Thanks for answering or trying to answer this Question.
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Hello,
When i tested weapons in minimal hud, sprites were cut out at the bottom. So is it possible to adjust sprites specifically for minmal hud?
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On 11/7/2023 at 3:33 AM, kalensar said:This one is actually really easy!! I'll write out an example for you to kind of get the idea from.
Actor ExplodingIMpBall : Doomimpball Replaces Doomimpball { States { Spawn: BAL1 AB 12 // DEATH: MISL BC 2 MISL D 2 A_Explode Stop } }
So this is an code only exploding impball that should work right out of the box. It inherits all the Imp Ball stats, and changes the state animation only. So basically on the Spawn State I took out the LOOP command and just the action fall through to the Death state which happens after 24 tics of travel time. If the Ball doesnt hit a wall then it will just explode in mid air.
This Would fix most issues, but the Projectile is active for 24 tics, which is too short for the Projectlie, but if it would be higher, the projectile would take too long to switch to it's death state. So this wouldn't work all that well. Any Other idea? it's okay if not.
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On 10/31/2023 at 10:14 PM, Stabbey said:Do you mean stopping after a certain range?
no, just stopping if the actor doesn't move anymore.
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Hello Dear Viewer of This Question
I was planning to make a projectile that Either switches to its Death State by Colliding with an Actor/Wall, or by "Stopping", but any attempt by me doing that failed, So im Asking you on how i could do it.
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On 8/28/2023 at 12:15 AM, SMG_Man said:Off the top of my head, I have two ideas.
Quick and dirty way: In the weapon's Ready state, it will remove the inventory item every so many ticks. If you swap to another weapon, you can put something in the Lower state to remove a set amount of the item (or clear it entirely).
More thorough way: Ignore modifying the Lower state above, and instead in every weapon's Ready state, apply the same item removal code that the new weapon has, so that way if the player switches to the Shotgun for example, the cooldown for the other weapon reduces at the same expected rate.
The Quick and dirty was my temporary solution lol
But thanks! how didn't i think of that!
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Hello
I was implementing a overheating mechanic by giving the player an inventory item upon firing, which would trigger the weapon to switch to ready upon reaching a specific amount of the item, but i couldn't think of a way to deplete it outside of having the weapon out with the overheating mechanic.
Any sort of help would be appreciated.
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Hello : )
When i wanted to give an weapon of mine a sound when it hits, it wouldn't, it was just silent. I have no clue why it isn't working.
Here Some Reference Material, so you can help me better (stars to not spoil anything):
SNDINFO:
Chair/hit1 CHAIRHIT1 Chair/hit2 CHAIRHIT2 Chair/hit3 CHAIRHIT3
DECORATE:
**** F 6 a_custompunch(50,True,cpf_pullin,"MeleeBulletPuff",45,False,0,"ArmorBonus","*****/hit1","************/miss")
Thanks For Helping/Trying to help : )
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On 1/14/2023 at 9:11 PM, Edward850 said:You require a port that supports this concept, such as Strife: Veteran Edition.
GZDoom does not have this if that is your real question, mods fake this by spawning actors with flat angled models, but this has a lot of limitations in it's presentation such as overhanging as it's not actually part of the decal system.
first, sorry for the waiting time
second:
My Literal Reaction to this Information
Spoiler -
Hello
When i made decals in my wad, they wouldnt apper on floors and Ceilings.
-How do i make decals appear on Floors and Ceilings?
Thanks forhelping, or trying to : )
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My Goodness!, Graf Zahl himself answering my question!
Anyways....
I used GZDoom version g4.9.0
The troublemaker, in the "Decorate" File located at root:
(Censored to not make any leaks)
#include "Decorate/things/name.txt"
"name.txt" is a generic decorate weapon
The important (i think) bit of that file:
Actor * : "*" replaces * 7865 { scale * Weapon.SelectionOrder * weapon.ammouse * weapon.ammogive * weapon.ammotype * inventory.pickupmessage "*" weapon.slotnumber *
Thanks for helping Graf Zahl!, im very honored.
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Hello
When starting up GZDoom with my custom weapons, this message appears. i cannot find the reason why
i've checked if the spelling is incorrect, but it is not
- the code worked beforehand
- i changed the code to be not in a single lump, but instead in several lumps in folders, referenced by a single lump via #include
thanks for helping, or trying to : )
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4 hours ago, DoomTheRobot said:You can use GetLineActivation to determine that I'm pretty sure.
the function you suggested checks for which ways the line can be activated, but not for how it was activated
so i do not have a use for it
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Hello
When ACS is activated via line special, and that line special has multiple means of activation, how can i check in ACS for how it was activated?
Would like to hear an answer.
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6 hours ago, Ralphis said:Respectfully, I still don't understand what you're asking. Can you explain what you mean by "preload"?
Upon starting the game, i want the game to Display sprites (in my case), but also not. So that the lag dosn't accure Mid-Game, but rather at the Start
Some textures i have in my mod are really high res, but still reasonable if you have high monitor resolutions
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4 hours ago, boris said:In GZDoom you can through the "Precache*" options in MAPINFO: https://zdoom.org/wiki/MAPINFO/Map_definition#PrecacheSounds
Does this also effect sprites?
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On 6/24/2022 at 5:52 PM, Ralphis said:As in, "preload" them in the map? You are going to need to be more specific with what you're talking about here.
I edited the question, so its more clear
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Hello
I was Making a map, but when i added fog, the sky was shown over the fog (fog woldnt display on the sky texture)
Question is:
How do i get the fog to display over the Skybox?
And thanks for attempting to, or answering my question.
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22 hours ago, SMG_Man said:It depends on the map format you're using.
Doom in Hexen format - you need to use line special 121, "Set Line Identification".
Doom in UDMF - Tags are a normal line property here, just like how you can give sectors tags.
In the same field as tags, of somewhere diffrent?
(UDMF)
Is It possible to adjust sprites for minimal hud?
in Editing Questions
Posted
But if i do that, the sprites in the normal hud would also be adjusted. or do you mean something else?