#classic-doom-maps-mods
1 messages · Page 72 of 1
and make the sentry actor when it spawns
remove one spawner item from the players inventory
That way only if sentry gun actually goes up it will consume one item
...Maybe that would actually be simpler
...It actually would be
shit i went over complex again
sorry
@haughty flower I actually recommend doing the simpler one of just giving the sentry actor a one time state it visits when spawning to remove one item from the player inventory, it should be more consistant
that way you wont need to check for the spot, it just needs to succeed via the spawnitem function to be consumed
wait is this zscript what the hell
zscript is basicly decorate ++
well
then the resolve state stuff wont work
if you just wish to decorate
go with my simple solution
just change the item that spawns the sentry to always fail instead of stop
and have the sentry take one of the item that spawns the sentry from the players inventory
if it spawns
oh
that could work, yeah
how am i supposed to make the sentry take the player's inventory item though @tender sorrel
because A_TakeInventory doesn't work that way
i'll fix that through ACS one moment
checking
or you can make the sentry radius spawn another item that auto activates and that has "a_takeitem"
cause it goes directly to players inventory and activates immidiatly
i mean a_takeinventory
this isn't working..?
@tender sorrel spawnitemex has SXF_SETMASTER but it isn't like, doing stuff
oh wait one moment
nevermind not fixed
it still isn't working
Odd
don't mind the custominventory giving a box, that's just so it like, doesn't deplete either way
SXF_ORIGINATOR ? SXF_ISMASTER ?
tried these
then A_TakeFromChildren
basicly making the sentry gun the master
and player the minion
oh
so now if the turret doesn't spawn, it takes the box
but if it does spawn, it doesn't take the box
this is what i currently have
oh i see the problem
if the turret spawns inside a wall, it loops the spawn state taking every box ever
Well you need to put the use item to fail
how?
no stop
oh nevermind
replace stop
with fail
and make the spawn state only one time
not loop
make it go to a see state or something
Seems to get there
now the game crashes if i use the sentry box
wha
it just stops working and crashes
uhh show the sentry box
it's because of the sentry
well
remove the a_look from the spawn
alright
also why the clear target?
also whats with the acs_excute always
the old spaghetti code mod i guess
what code is it suppoused to run
oh that's to check if the turret spawns on water textures, and if it does, destroys the turret
ah
alright
also I think you can remove the a_look all together
unless you have something special there
personally here is how I went with my spawns that did something when they spawned
so that's good i guess
MAGE A 1
Goto Scripted
ScripteD:
MAGE A 1
MAGE A 1 ACS_NamedExecuteAlways("AnnounceWhiteZombie")
MAGE A 1 A_Radiusgive("CHBoner",16383,RGF_NOSIGHT|RGF_MONSTERS)
MAGE A 1
Goto Idle
Idle:
MAGE A 4 A_Look
Loop`
that way you can have the a_look there
this is correct right?
should be
because it doesn't take the box away
wha
well try make a scripted state like I did and have one TNT1 A 0 before any actions
see if it works then
now it takes the box away
spawn state sometimes acts odd
but it also takes the box away when it spawns inside of a wall for example
so
wait
it still spawns the sentry when inside a wall
why?
hmmm
maybe the sentry spawns too far in front of player
lower the spawnitemex's 56
ok
56 lmao
take half of that
oh wait that's height
it's radius is 16
but isn't x up/down
nevermind that's stupid
that's Z lol
x-/y-/zofs: The offset from the calling actor at which to spawn the new actor.
xofs: positive numbers move the spawn point further away in front of the calling actor; negative numbers - behind it.
yofs: positive numbers move the spawn point to the right side of the actor, negative numbers - to the left side.
zofs: positive numbers move the spawn point up from the bottom of the calling actor, negative numbers move it down.
aha
now the sentry just
doesn't spawn
and the box isn't taken away either
let me fuck around with the x offset for a while
yes
also if the sentry shares player species and has thruspecies
that could potentially fix it
it gets really tricky sometimes with spawnitemex when the spawn isnt forced
i see the problem
when i walk straight into the wall and spawn the item, it spawns
when i walk in front of the wall, not exactly against it, and try, it doesn't spawn
so the offsets are screwed yeah
so let me try fixing it
i wish there was a way to check if the thingh rom spawnitem gets spawned within a proper sector so the spawn inside the void wouldnt be an issue
FIXED
\o/
hey im making a christmas wad and i need ideas of what to do the chainsaw, (ive just been reskinning the normal weapons, i would make the blade a candycane but I already have 2-3 weapons as candy canes so i want to make it more creative
fuck now i reallly want to do it
I know right, that's such a perfect name lmao
alright im doing it 4 candy cane weapons now
I'd say replace a couple of the candy cane ones with something else
How about an SSG that's wrapped in Christmas wrapping paper
oh hey do you have a rocket launcher replacement yet
because it would be awesome if it was like
an open christmas present box that shoots out like toys and stuff
i was thinking about it being a hand holding a snowball
and you throw snow
(rockets)
yea that would be cool
then you can replace the gib animations of monsters with getting covered in snow
udmf?
ye
make a pocket sector that has f_sky1 floor/ceiling, then give the viewable lines action #9 - line horizon
that shoulllld work
what's a pocket sector
like you have your window and some space behind it
kk
That worked, thx bruh
What a cool effect though
Would be good for an island or something
Is there a mac os x port of imagetool anywhere?
It makes your colors aids, but improves your sleep apparently so hey
does zandronum not support portals?
it has all portals except interactive
Well that explains why it was bugged
thx m9
oh btw
Is everybody still on board with the map-mod-dev megawad project?
holy shit that is some good line_setportal use
WE ALL LIVE IN A YELLOW SUBMARINE
all the identifying features of an american movie poster
here is the interpic for the wad im making
was there a man named terrance involved
no
WHY NOT
this aint no terry wad
then why is the interpic so fucking horrible
'good gun, good good gun'
It's a laser where you pull the knob to recharge it
the interpic is horrible for no reason at all
that's a cool gun animation
Cool but what's that weird oblong net thing at the end of the barrel
I think the thumb placement is odd, but it might just be me.
idk it's supposed to be some sci-fi pistol @lavish hollow
this is the titlepic
@royal wave maybe add those weird loopy things that retro laser guns had
I never understood what those discs did.
They just look futuristic

they're probably inspired by powerline buffers
I debated making the reload animation out of pulling a thing on the back of the gun
But all that did is remind me of the Righteous Bison from TF2
Lookin good.
i would imagine the most futuristic of guns would have no need to reload
@royal wave Could have kept the slider on the side
Unless it's like recharging a battery or somethin.
^
it's a battery mechanic
There's going to be three phases with each gun
First phase is you have to buy ammo for your gun
Second phase eliminates the need to buy ammo
As in ammo is an infinite free source, but it only comes from one source
Third phase is finding the laser varient, which eliminates the need to constantly back track
heh
Makes sense to me
pistol may have an infinite source, but you have to constantly back track to the same location to refill ammo
The laser will eliminate the need to back track
reload faster
and offer a method of higher damage output
except against laser resistant titanium clams from venus
Back tracking gets boring, though.
that's why there's a reward of a pistol that has an infinite ammo pool
Seems like too big an upgrade for the second pistol that you get, tho
Seems like basically the same pistol but a heap of ammo in the center of a map to me
pretty much
but having to constantly return to that area would get obnoxious
which when you get the laser, you no longer have to do that
You could go Mass Effect 1 style
what's that
i played ME1 and I still dont even know
Lazers shouldent have recoil
*laser
The shooting under crosshair doesn't seem to be something I can control
the player is set at a custom height, but the engine doesn't seem to add that to the firing
For a second I thought it was bullet drop, then I realized a laser wouldn't have drop lol
Also the small recoil just makes it look a teensy bit more lively
I guess.
It's hitscan, right?
IDK, maybe I just get a bit pedantic about momentum and energy and such.
Maybe just say it's Plasma instead,
Because Plasma has mass.
Yeah it'll be hitscan
A possible fix I can think of for the height is switch it to a FastProjectile (a really really REALLY fast one) and see if you can have it fire from a bit higher
it'll be given a tracer round anyways
@prisma saddle maybe it's a laser but there's moving parts inside the gun, idk
Are you cleaning the gun?
it's supposed to be pulling a knob to charge it, I haven't added the appropriate sound
Ah ok, I was having flashbacks of Extreme Weapons Pack
yeah that whole 'lasers dont have recoil' thing
without recoil they just arent as satisfying
it doesnt feel as much like a weapon, more like a laser pointer
I think kevan would go with an ipk3, I've heard him and gut talk very highly of them
heh though
that charging animation, now that i see it in game
is very smooth but also quite suggestive
More like standalone game I would like to put on steam for like 10 - 15 dollars
Plot twist. The gun is sentient and the rubbing of the gun is actually the player encouraging it to shoot more
like a little pet
@golden drum - yeahhhh. 'encouraging'
( ͡° ͜ʖ ͡°)
@light prism especially an indie game on the gzdoom engine, I'd expect 5 at most
Must be pretty great
I'm sorry, I didn't realize indie developers weren't allowed to make a living off their games
o shit
I smell a flame war brewing
how much did shower with your dad simulator go for
that game made something like $300k
This isn't shower with your dad simulator
im not inferring that it is
Yes you are
just sayin, that game had pixel graphics, a very limited resource pool, and made $300k
and?
He's saying that a basic game with a small price tag still made alot of money
I Am Bread is an indie for $15 (last I checked) and that game was like 2-3 hours long at most
Let's not play victim here
Well, no, it depends on the game
And the sort of game I'm making aims to justify that price
why is that not easy to grasp?
have you released a title before?
@royal wave Is that SCP 173?
yes
which question is that answering
It's hard to grasp for me because from the videos you've sent it looks like you barely have 3 weapons
Superhot is overpriced.
Superhot definitely shouldn't be 25 lol
damnit i have smooth jazz on a loop in my head
@royal wave You need to reconsider whether or not people would be willing to spend $15 on doom engine IWAD
You'd prolly lose money due to people not purchasing it
so you're sayign i can't make a game worth even 15 dollars
Well people already buy things like the doom collection on steam
that's mighty encouraging of you
@royal wave I think he's saying you can, but not with the doom engine
kev, I just think its a bit of a high price tag for a first sale
Total Chaos
That's not the same. That's multiple titles, bru
The price depends on the indie game.
Total Chaos isn't exactly worth anything right now
If it entertains me, I'll pay for it.
and also isnt being sold, yeah
Doesn't it have less than 3 levels?
I wish I was on the Total Chaos team
no
All i'm hearing is that I can't sell a game for 15 because I won't be able to make a game worth 15
look
do what you want
i just think for a first time game
probably aim a little lower
its not anything against your skills, and if you take it that way, its all you buddy
then what is it?
if he has a working SCP 173 in it, he'll need to get copyright heh
SCP isn't copyrighted
scp 173 is
I thought SCP stories were public domain/
its an art piece
He's saying since it's your first game, set your expectations a little low
this is low expectations
I'm not settling for a one off experience
this is going to be a game
Look dude, crying and playing victim because people don't have 100% faith in your game being grade-A isn't going to help you sell it
A game being 5 bucks doesn't mean it's bad
a game being $5 might actually end up getting more sales than if it was $15
Oh wait, no, SCP is Creative commons.
But you have to consider the amount of content you're really getting
Cuphead is 20 on steam
cuphead is a professionally made game by a team with silky smooth disney-esque animation
doesn't = same price
still indie
professional > team
Still indie
masturb joe, still indie
Can we just stop using the word indie,
Let's just call them, games.
Boom problem solved.
@prisma saddle Thank you
I'm sorry but kevan, you cannot make a game that is worth 5 dollars less than Cuphead, no offense to you but it's a bit more complicated than just "it's indie"
I genuinley hate the terms AAA AA and indie.
Why do you think i can't do it?
¯_(ツ)_/¯
how many people are working on this
Two.
Nah just me
Because you're one guy and Cuphead had a professional team, also didn't it have funding from Microsoft or something?
Kevans and sevans
I don't think he can't make a game, just not something on par with cuphead
Rollercoaster Tycoon was one guy 95 percent of the way
not on his first attempt at least
Undertale is trash
😂
You should be paid to PLAY it
RCT was even done in assembly
aids
I agree with cat, kev can make a game, probably a great one, just not cuphead tier
I bet I could make a great game too
Do it then
but I wouldnt aim for $15 on my first production
That's up to you then
even if it WAS cuphead level
Hell, my first production would probably be free
if you don't feel your efforts are worth 15 a pop, then you do you
It's not what you feel, it's what's necessary
you shouldn't expect people to assume your game will be even remotely good, you need to show it to people
anybody can say "I'm gonna make a game"
Doesn't mean it'll be good
I'm still hearing "You can't sell it like that because it just won't be that good"
What do i have to do to make it worth 15?
You can't sell it like that because we have no frame of reference
also sell a $5 game 3 times
basic math, m8
oops nvm
Wow smart guy here
I read "make 15"
because apparently I'm not allowed to have that as my goal
Nothing. Make a second game worth 15
You can have that as a goal, but you prolly won't have much luck with it
"You can't sell it like that because it just won't be that good"
I think Kevans has enough experience to make a game worth 15.
iirc Stanley Parable was also like 20
Kevans, you do mods, right?
your opinion doesn't mean much without evidence @haughty flower
Neither does yours.
I understand how to construct a mod
and I do like to believe I have a firm grasp on how to make a game
i would stop bringing up games made by teams over a span of 6 years as examples
probably
Atleast I'm giving arguments
and from the experience I gained from when this started as a mod, I'm on the right path
also I would stop giving a shit what anyone else thought
you're just saying "I think this"
about my production methods and intended pricetag
Then why are you so upset over mine
I'm not, you are
Your argument is just a glorified opinion, lol
I'm going via logic.
I know he won't release crap
I'm not upset at all, I just got home and I'm going to smoke a phat bowl and play flute
░▒▓ TheMisterCat ▓▒░ - Today at 10:08 PM kev, I just think its a bit of a high price tag for a first sale
okay, and that is my opinion, take it or leave it
or is my opinion worth so much that you can't let this die?
do whatever you want
you guys are doing a great job at saying it's just your opinion :)
@haughty flower Bruh you've said next to nothing of substance, what are you talking about
iirc Stanley Parable was also like 20 Stanley parable also started as a really popular mod iirc, so it kind of had a guaranteed degree of sale
And now you're trying to make me look like I've got no integrity in my sentences.
You're misinterpreting me
you aren't giving reasons for your opinions
not even basic ones
I did give them. Not my fault if you ignore them.
kevansevans, take my advice or leave it, but you might be well off getting at least one other person on board
Why are we still fighting each other. We obviously have different viewpoints and we cant satisfy everyone.
I can satisfy everyone +wink+
😩
Stop tagging me in almost every sentence.
Throughout this entire 20+ minute argument, he's pinged you like 3 times, calm down m8
I've been talking with him for the past five.
Tell you what, I won't tag you unless my message could be seen as directed towards somebody else
Dr Bugbait - or you could just do this
Indeed
Indeed!
i wonder how many wads it would actually take to justify $80 nowadays
does anyone have any of those wad collection CD's?
Pretty sure you'd need multiple megawads to justify that price tag
just maps?
ye, mayyyyybe some custom music and textures
Depends on the overall quality
a map megawad in the 90's style with no additional resources would go for under a dollar imo
but that's by todays standard
i would expect shit ones to be free regardless of timespan
I'd say the best a 90s style one would go for 2-3 dollars
i guess maybe
The best
hell revealed 2 then
Final Doom was paid for, after all
isn't final doom 5 dollars on steam
ah yes but that contains the base executable and other data
It used to be cheaper iirc, and that's technically 2
along with a license that says that you have the ownership of the game
I'm going to bed now
i havent had a chance to do any modding for a few days
same
been working almost 2 months straight now
I suck at working under pressure
Not enough ice cream.
map lyaout
its a baby snake spitting out his pacifier
it's a secret level based on chemical plant zone from sonic 2
You're green with it!
YOU'RE green with it!
It's somebody's digestive tract redesigned as a pinball machine
you can use my OC if you want
his name is sonach the spudgecog
his backstory is that he has facial paralysis due to the wind changing so he always has that dumb blank smirk
well I'm gonna go sleep
k
its not a terry wad, its a jerry map
no, it's a harold graph
Good news everyone, I solved the issue where bullets were firing too low!
:D
What was the problem?
When adjusting the player classes height, you also need to set Player.AttackZOffset
oh? doesnt that scale automatically with the players set height?
i guess if your viewheight is set differently maybe
wiki says it is 'half the players height'
which is a bit vague i guess
given that it scales with crouching though
laser is meant to deal more damage the higher it's charged, but at the same time it consumes more ammo
how do i make it so, if you press a keybind, it opens a menu? and what code do i have to use for the menu? sbarinfo? zscript? decorate?
also @tender sorrel i just made it so people just shouldn't be dumb and place a turret in the wall, because if the offset is set so it can't spawn into a wall, it can't spawn if the player is moving in any way
so that's stupid
the offsets can be really stupid yeah
it's like if the player moves you have to spam enter for it to work
makes me wish there was a check for the void space
i don't want it to be broken like that
anyway back to main thing
how do make menu's
also did you try the thruspecies and giving the turret same specie as player tho
nope
that might help with the offsets of spawning
the turret needs to have collisions with the player tho ;-;
what flag
+thruspecies
put it in the scripted state after spawn
well it might help with spawning
the problem was offsets but w/e
oh eh
cause then the player isnt counted as obstacle for spawning
atleast the player shouldnt be counted as obstacle in the case
along with all these
and species work like this right
ok
ah
atleast in theory
so it should be able to spawn on top of the player
unless spawnitem is even more pickier
so this'll work
yeh
ok noice
now back to fucking with offsets
woo wee
i got it right instantly, woo! :D
Ah, so it worked?
Good
I was bit unsure on it to be honest cause spawnitem is very finnicky
you can't put turrets ontop of turrets now xd
you can place them inside eachother too
well shit
wellllll then
is there a way to make thruspecies actor specific?
uhhh not sure
But
I think you can change the specie
I think
A_SetSpecies
add that after the flag and give it some other specie like "turretturret"
the flag change that is
?
yep it's fixed
because the moment the turret spawns, it changes species making the turret that has yet to spawn not clip through the already spawned turret
woo
xd
\o/
thanks! :D
no problem
now for the other thing on my todo list and i dunno if you can help with that
a menu
like, a menu you open with a keybind
if its an ingame menu like that then I really dont cause I have been trying to get help with that myself
i know how to add the keybind sure, but i don't know in what programming i should use for it
the keybind isnt that hard really
do i do it with sbarinfo or like zscript or ACS
just getting the menu that it is
I wish I knew, appereantly you can do it with sbarinfo or acs but I have no idea how to even get started :C
aha
sbarinfo can do it
{
// i think you can put CreatePopup here or you can draw a lot of stuff on the screen
}```
and then you make the keybind increase the Keybind value to 1
and if you press it again it goes back to 0
@tender sorrel
easy fix
i think
you do the keybind through ACS, done
I'm planning to make my menu stuff with ACS cause I need some advanced features and my Sbar is pretty packed already
tho I need to find a certain wizard to help me with it first
i'm not sure how PySpy makes their menu's but they seem to be good at it
if I'm reading it correctly
change it to CheckWeaponSelected("Pistol2")
and uh
remove the == w11
because CheckWeaponSelected() basically already does that
{
DrawString(mSmolFont, helm_weaponvalues[0][WEP_PLASMA], (damOffset, 14), DI_TEXT_ALIGN_LEFT|DI_NOSHADOW);
DrawString(mSmolFont, helm_weaponvalues[1][WEP_PLASMA], (ratOffset, 14), DI_TEXT_ALIGN_LEFT|DI_NOSHADOW);
}```
oh
it was that simple
okay i guess
delicious 👀
Is anyone making a tower map for the megawad?
what megawad
Thinking of doing a soft-launch of my Doom Paint mod to see how people like it
Like, leave out the spray paint class and only leave in the paintbrush
Then keep developing it based on people's responses
@light prism top pic looks like map01 material to me. Nice memorable start
then again, it'll probably be a big map
I think a map01 would ned to be designed with the sole porpuse of being map01
but idk
nice screens, regardless
@warped rampart what's your doom paint mod?
It's literally just a paintbrush mod lol
You get to paint in Doom
afaik nobody else has thought of it
3D, actually
The spray paint in future releases will be on walls, floors, and ceilings
Tomorrow
sick
I just need to copypaste the code and resize the paintbrush sprite
the soul porpoise
btw pyrolex
i made this years ago, it uses quantized 'tile vectors'
not perfected hence the gaps in some strokes
i dont know what that is
@light prism so what map slot are you looking at taking?
idunno
If we're going with the "01-10 techbase, 11-20 city, 21-30 hell" theme, then I'm gonna go ahead and claim map20
look iss another doom map for the wad im mkaing
What's that little pile of pink actors
@unreal oyster the zscript thing you sent me months ago
it doesn't work or i'm an idiot
i put the version down
it doesn't wanna change the texture tho
and i can't remember how i did that
Hmm, here's a silly idea. PSX Heretic TC
Basically, the TC would be just what it would be like if Midway was also in charge of porting Heretic to the PSX, the way they did with Doom.
Sounds pretty impractical
Trying to make a fullscreen HUD for Hexen that looks more like the base status bar. Thoughts?
nice and compact
alignment on the right looks a little funky, perhaps because of the bevelling
Looks cool
Nice
can it be used with doom, doom II, chex quest, final doom and the adventures of square?
Beveling is weird, also the ammo is less tall than the other parts
@true galleon At the moment it relies on assets in HEXEN.WAD
But it is compatible with non-mana weapons
o
Trying to make maps with zandronum support makes me want to kill myself
So now slopes don't work
greeeeeaaat
kill me
So is vertex slope the only option for zandro?
select sector, go to slope tab
Like
I'm in zandronum format, so you'd think all these things would work in zandronum, but no
I'd slope a sector, then go into zandro and it's just flat o_o
Make line portals in zandro, those don't show up
there's a slope tab?!
lol
either use vertex slopes or the line action 181
line portals dont work in zandro no
neither do interactive sector portals
saying 'thats cancer' is kinda trivializing the work that very few people choose to put into trying to make a c/s net arch'd port so that people can play online
it is catching up to gzdoom
No, It's cancer that I have to fix up the slopes in my map
its pretty easy provided youre not trying to do something ridiculous
zandronum isn't cancer
screenshot?
oh nvm
that was easier than expected
I didn't know plane copy and align was a thing
I know I come on here every day asking for help, but when I search these things up, I find nothing
brb
well
the wiki is better for finding help for scripting
but if you want to find any sector-related functions that are also line specials, they're under ACS->Action Specials
back
but really if you're in udmf you should be using vertex slopes
as long as you conform to a pattern like this they work fine
oh right, you wanted to copy the slope of the main slope
i guess copy slope is slightly cheaper in terms of sector use
for something like that
considering you could join the rows
Oooooo
is anyone up for some s w e e t beta testing right now?
Sure.
alright one moment
Hit us with it.
i said fast damnit
it's the best i can do right now
if you want me to upload it elsewhere just tell me where
you could have just dragged it into the channel
I just tend to get pop under ads with mediafire.
ah ok
it's supposed to be, eh, compatible with map packs
so its just like having a turret shop on my person
?
like i just get cash from kills and spend it on turrets?
yep
and experience from kills and spend that on weapon upgraderino's
thing is, i have found no other way to make a menu
without fucking up everything
i like the concept but calling it tower defense is a bit misleading
it's gonna have it's own tower defense maps tho
that makes more sense
it just has mappack compatibility for like, if people want to do that
so i need to make 2 seperate versions probably
i know how to make gui huds but they work better if you're not actually part of the action
yeah then
i mean, then don't be in part of the action lmao
can you tell me how to do that? i've been trying for like 2 days now lmao
what i mean is, youre from a third person perspective
oh
i just need something like a menudef for like, buy menu's
but
it's not working aa
it's an Inventory[][] array containing pointers to item types, along with separate item data such as count, modifiers, etc
a menu is easier since your buttons are basically static choices
can you give me a small example zscript menu thingy please ;-;
that is not zscript
oh
its ACS heh
under ACS, you have to capture the mouse position, then compare it by calling a 'button' function that contains coordinates and size
uhh
you capture mouse via GetPlayerInput(-1, INPUT_PITCH) and INPUT_YAW
then translate that to a mouseX and Y coordinate
then you make a button function with coordinates and size, which checks its coords/size against the mouse position
get?
not exactly
the player input is just the RAW movement
if you used that method, the mouse cursor would move when you move the mouse, but as soon as you let go it would snap back to 0
hold on, im trying to find a good translation
Cursor.POS.Y -= mouseyadd / CURSOR_YSENS;
if(Cursor.POS.X < 0) { Cursor.POS.X = 0; }
if(Cursor.POS.Y < 0) { Cursor.POS.Y = 0; }
if(Cursor.POS.X > HUD_X) { Cursor.POS.X = HUD_X; }
if(Cursor.POS.Y > HUD_Y) { Cursor.POS.Y = HUD_Y; }```
oh jesus
something LIKE this
in vanilla ACS you can't use structs like that though
mousex/yadd are the raw input values
CURSOR_X/YSENS are integers, i think they're set to about 30-40
the bottom 'ifs' just ensure the cursor doesn't go outsize of screen boundaries
.POS.X/Y are the real mouse coordinates
so uhhh
and how am i supposed to make this work now xd
Cursor isn't a thing so i'm guessing i'm fixing that with getplayerinput
somehow
okie
also dinner
@haughty flower
something like this
might be mistakes, i wrote the whole thing in a fresh pastebin with no test
whoops my button function lol
thar we go
is there a version of imagetool for MacOS / Mac OS X??
here, i made it slightly betteer, @haughty flower
it has a highlight effect when hovering buttons
@light prism yeah uhh
i made it so pressing a keybind does Puke TestMenu but uhh
it didn't work right
it draws the mouse, nothing else, and everything continues ingame
so the mouse is drawn, my player still moves and looks around
nevermind
it's probably me being an idiot let me fix this
nope, it's still not working correctly and i have no idea why myself
oh i see where you made some mistakes
woop nevermind it's working!
pukename TestMenu
Models yay <3
lamp posts sans lamp?
sans lamp?
or is the lamp the cube at the end
Haven't figured out how to actually make textures for models, but that is planned!
this is literally my first time working with blender
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics this is a good tutorial for learning how that works
essentially the model stores a bunch of data saying where on the texture points on the model correspond to, which is called a UV map
so I have to make the texture beforehand and make it fit?
nah, blender has tools to help you with that
but knowing how it works is fairly handy
I kean I knew above what you linked
But that doesn't really explain how I can make a texture
just pick one and warp the vertices around
meaning I still have to make a texture and pray it fits the way i want
you dont HAVE to
you can unwrap onto a blank image and then use 'texture paint' mode
but that is literally like mspainting a model
the preferred method is to assign materials to faces, uv unwrap then bake those materials to a blank texture
or you can assign existing textures to faces and then bake the full layout to an image
there's a bunch of icons that switch between the menus on the right
at the top of the tab
That put me on the timeline editor
ok
the wiki said press shift-f10
that put me on the UV editor
so I had to go through the whole list to get back to the... regular editor
ctrl-left and right switch between layouts
That worked
sweet
I think I'll worry about this later, starting to feel fried
im not actually sure if brightmapping still works on models
since the method was essentially a hack
It has a method
{
Path "Models/MyModel"
Model 0 "MyModel.md3"
Path "Textures/Models/MyModel/Skin" //this redirects the path for the next file
Skin 0 "MyModel_Skin.png" //this must be defined as a brightmap in GLDEFS
Scale 1.0 1.0 1.0
FrameIndex FRAM A 0 0
}```
yes, i wrote that on the wiki
that is a hacky method, redirecting to textures folder
and im not sure if it still works, it appears that it was brought to grafs attention on the forums and he was grafly displeased
yeah but it doesn't break anything
I still don't get why we can't have animated brightmaps
I'd just, have implemented bright maps on models,
you have to animate a texture, and each texture gets it's own brightmap