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>> No.1185346 [View]
File: 1.75 MB, 1280x960, Screenshot_Doom_20131108_134522.png [View same] [iqdb] [saucenao] [google]
1185346

>tfw you finally get a script working 100% proper

>> No.1184031 [View]

>>1183996
No luck there then, doom in hexen here.

One last thing: why does this script only work halfway when called by an actor rather than a linedef? The former manages to set the "hudmessage" to x correctly, but fails to print "A" in the hudelements font (which does work if a linedef calls the script).

script 2 (int x)
{
SetFont("HUDELEMENTS");
Examinemessage=x ;
hudmessage (s:"A"; HUDMSG_plain, 2, cr_UNTRANSLATED, 0.5, -0.5, 0);
Delay (1);
Examinemessage=0 ;

>> No.1183993 [View]

>>1183959
I'll have to think about doing that then. I can't call named scripts from linedef actions though right?

>> No.1183829 [View]
File: 9 KB, 62x62, doomdance.gif [View same] [iqdb] [saucenao] [google]
1183829

>>1183735
pls respond

>> No.1183770 [View]

>>1183762
Dat Aliens motion sensor

>> No.1183735 [View]

Alright people, how do I make an actor send it's editor-set argument in acs_execute?

>See:
CLIP A 2 A_JumpIfInTargetLOS("LookedAt", 5, 0, 350)
loop

>LookedAt:
TNT1 A 1 ACS_Execute (2, 0, ????)
goto See

>> No.1179948 [View]
File: 529 KB, 1920x1080, Screenshot_Doom_20130507_205006.jpg [View same] [iqdb] [saucenao] [google]
1179948

>>1179934
Works, fuck yeah!
You're my favorite everything

>now to actually make the script this is supposed to loop

>> No.1179928 [View]

>>1179924
>it works perfectly though.
..Except with infinite range and angle of course.

>> No.1179924 [View]

>>1179910
I thought it was supposed to be like that too, but it doesn't work! With just the target state and no parameters it works perfectly though.

States
{
Spawn:
CLIP A 1 A_look
Loop

See:
CLIP A 2 A_JumpIfInTargetLOS("LookedAt", 10, 350)
loop

LookedAt:
CLIP A 1 A_Print("DON'T BE EYBBALLIN' ME SON")
goto See

>> No.1179897 [View]

>A_JumpIfInTargetLOS (str "state"[, float fov[, int flags[, float dist_max[, float dist_close]]]])


How the fuck do I even type that out

I just want ~10 degrees ~350 max distance and nothing more.

>> No.1177498 [View]
File: 14 KB, 318x216, asteroid_earth_impact.jpg [View same] [iqdb] [saucenao] [google]
1177498

>>1177486
what if doomguy's weapons could be improved by the tome of power?
>doomguy
>tome of power

>> No.1177307 [View]
File: 2.21 MB, 320x240, Sequence 01.gif [View same] [iqdb] [saucenao] [google]
1177307

>>1176909
>>1176913

>> No.1176450 [View]
File: 936 KB, 1920x1080, Screenshot_Doom_20131104_013815.jpg [View same] [iqdb] [saucenao] [google]
1176450

>>1176260
One I'm making. "HIC SUNT DRACONES" is the working title.


Also: fucking finally managed to make an animated water flat from scratch. It needs adjusting, but damn this is going somewhere. Apparently After Effects was the solution.

>> No.1175865 [View]

>>1175859
Yes, that's why I mentioned that as one argument to migrate to Unity.

>> No.1175802 [View]
File: 665 KB, 1920x1080, Screenshot_Doom_20130410_160827.png [View same] [iqdb] [saucenao] [google]
1175802

>>1175782
Well it's obviously WIP, I'm planning to make all assets myself. The bric, grass, and cliff texture are made by me.

>> No.1175767 [View]
File: 546 KB, 1920x1080, mockuphud.jpg [View same] [iqdb] [saucenao] [google]
1175767

>>1175732
More architecture isn't really my focus right now, even though it's what I enjoy most. Should really work on my code, but I'm running into walls without help. If anyone's an ACS god here and willing to help I'd be really grateful!
>>1175741
Thanks. I'm actually considering moving over to unity, but I'm not sure. It'd open up the possibility to work with physics and in the distant future maybe going commercial. If I get like a team or something. Still want to finish a proof-of-concept in Doom I think.

<- Mock-up of hud ideas. Also voxel lanterns.

>> No.1175725 [View]
File: 1.35 MB, 1920x1080, Screenshot_Doom_20130512_173346.jpg [View same] [iqdb] [saucenao] [google]
1175725

This nigger is 100% made of 3D floors. There's no upper textures.

>> No.1175718 [View]
File: 937 KB, 1920x1080, Screenshot_Doom_20130508_002908.png [View same] [iqdb] [saucenao] [google]
1175718

Need another texture for this area :P

>> No.1175713 [View]
File: 627 KB, 1000x563, Screenshot_Doom_20130506_155954.jpg [View same] [iqdb] [saucenao] [google]
1175713

>>1175676
Sure, I've got a couple. I've a thread up on zdoom forums too if you wanna look the project up.
>>1175692
Yeah, that's what I'm trying to do. Since I can't find any good animated tiles I've resolved to make some myself.

>> No.1175670 [View]
File: 6 KB, 47x47, Untitled-1.gif [View same] [iqdb] [saucenao] [google]
1175670

>>1175632
>>1175651
Here's a gif of what I mean with "zooms into itself"

>> No.1175651 [View]
File: 559 KB, 1000x563, Screenshot_Doom_20130506_132953.jpg [View same] [iqdb] [saucenao] [google]
1175651

>>1175625
I'll go check that. My last try was this one, but the only animation in it is from using warp2 in animdefs.

>>1175632
No, that's not necessary. I just want the tiny waves you see in the highlights to behave properly.

>> No.1175585 [View]

>>1175575
Still water looks kind of like circles of highlight that.. zoom into themselves? like a fractal. I'm trying to do that. Those are the first 4 or so steps looping back and forth.

>> No.1175553 [View]
File: 384 KB, 600x600, Untitled-3.gif [View same] [iqdb] [saucenao] [google]
1175553

In the process of making an animated water texture. This.. looks kind of disturbing as of now. The crazy colors are only there to help me edit.

>> No.716183 [View]
File: 559 KB, 1000x563, Screenshot_Doom_20130506_132953.jpg [View same] [iqdb] [saucenao] [google]
716183

>>716045
Bloom is awesome.

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