Search found 1309 matches
- Thu Apr 25, 2024 2:03 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Put "Doom Legacy" Back In Sector Light Mode
- Replies: 19
- Views: 2125
Re: Put "Doom Legacy" Back In Sector Light Mode
Yeah, there is a bit of hostility, because a fully functional feature was removed, made the whole engine look worse and I spent two hours searching for answer why the map looks like my graphics card is dying only to find that the answer is works as intended. GZDooM have hundreds of obsolete compatib...
- Thu Apr 25, 2024 1:50 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Put "Doom Legacy" Back In Sector Light Mode
- Replies: 19
- Views: 2125
Re: Put "Doom Legacy" Back In Sector Light Mode
Honestly I feel like it should be left to the mapper's responsibility to set the light mode. If they fail to do that, it's their fault, and the option should be restored. Problem is, you can't currently set it up yourself without console commands that RESET to default when you stop playing and you ...
- Thu Apr 25, 2024 12:19 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Put "Doom Legacy" Back In Sector Light Mode
- Replies: 19
- Views: 2125
Re: Put "Doom Legacy" Back In Sector Light Mode
Oh, so this is the reason why GZDooM suddenly looks like crap. Sorry, but when you need a "legacy" option to be enabled for maps not to look like shit than the non legacy options are just bad. I was just on a hour long binge searching for what changed in the engine and why my map looks ter...
- Thu Apr 25, 2024 10:20 am
- Forum: General
- Topic: What changed in rendering between 4.10 and 4.11 versions?
- Replies: 0
- Views: 113
What changed in rendering between 4.10 and 4.11 versions?
EDIT: What changed is that "legacy" sector light modes were removed from options and need to be switched to via console and won't stay after closing GZDooM. You can use autoxec method to override it though . Apart from having no idea why was default settings changed, what even changed? I t...
- Mon Apr 01, 2024 10:25 am
- Forum: General
- Topic: What's the state of the ZDoom forums?
- Replies: 35
- Views: 6375
Re: What's the state of the ZDoom forums?
I agree. Punishable action was too easily handed out. Moderation culture then was less than ideal. However, that was then. I for one am not about to enforce any toxic moderation culture and that's certainly not the goal of the new staff, which again is under Cali's leadership. Glad to hear that, bu...
- Mon Apr 01, 2024 8:47 am
- Forum: Scripting
- Topic: Invulnerability / Reflectivness handling
- Replies: 0
- Views: 95
Invulnerability / Reflectivness handling
I am trying to make some more robust script for monsters with shields like HeXen Centaur. Like being still vulnerable from behind, having ability to break shields or to bypass them with a simple flag on a projectile. For this I need to override how are the invulnerability and reflectivness handled. ...
- Mon Apr 01, 2024 8:08 am
- Forum: General
- Topic: What's the state of the ZDoom forums?
- Replies: 35
- Views: 6375
Re: What's the state of the ZDoom forums?
Interesting thread. I stopped logging to ZDooM forums quite a long time ago. I think it was at the time when longer passwords were enforced. Which is another thing that contributed to complete death of ZDooM forums. This forum needed change in moderation staff long before "the event", that...
- Fri Jan 20, 2023 10:33 am
- Forum: ZDoom (and related) News
- Topic: New Password Requirements and Password Reset
- Replies: 155
- Views: 89586
Re: New Password Requirements and Password Reset
The only self-obsessed tool here is you, buddy. The forum kept getting filled with spam- I've personally been here back through the periods where Off-topic and the wiki would randomly get absolutely plastered with spam links by bots. This was done to deal with that. I also remember when this forum ...
- Fri Jan 20, 2023 10:21 am
- Forum: ZDoom (and related) News
- Topic: New Password Requirements and Password Reset
- Replies: 155
- Views: 89586
Re: New Password Requirements and Password Reset
I won't be reading rest of this but I will state following. My bank doesn't need 20 character long password, but a 25+ years old game fan forum does. That is the state of things. Anything you say doesn't change the fact that you are taking yourselves too seriously and it definitely doesn't make you ...
- Thu Jan 19, 2023 8:11 am
- Forum: ZDoom (and related) News
- Topic: New Password Requirements and Password Reset
- Replies: 155
- Views: 89586
Re: New Password Requirements and Password Reset
No, this is laughably unimportant in every conceivable way, you are just all taking yourselves way too seriously. This is hobby forum with NO information that has to be protected this seriously and if you actually have anything like that in your PMs you can choose to make your password stupid long. ...
- Thu Jan 19, 2023 12:56 am
- Forum: ZDoom (and related) News
- Topic: New Password Requirements and Password Reset
- Replies: 155
- Views: 89586
Re: New Password Requirements and Password Reset
This is still just a hobby forum. Excessive security is really not appropriate here.
- Wed Jan 18, 2023 11:08 am
- Forum: ZDoom (and related) News
- Topic: New Password Requirements and Password Reset
- Replies: 155
- Views: 89586
Re: New Password Requirements and Password Reset
That too. A short sentence is better than number. I hate when pages want upper, lower, special and number, but don't let you have a whitespace.
- Wed Jan 18, 2023 10:34 am
- Forum: ZDoom (and related) News
- Topic: New Password Requirements and Password Reset
- Replies: 155
- Views: 89586
Re: New Password Requirements and Password Reset
20 characters is just stupid, like that will stop database breaches. It just makes the password unwieldly for use.
- Thu Jan 12, 2023 4:37 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 404
- Views: 138713
Re: Hell-Forged - Episode 2 (Corpse Spider completed - P24)
Nice. The cage reminds me Path of Exile which has a monster that is bunch of skeletons inside a cage walking around as a single monster.
- Sun Nov 06, 2022 3:58 pm
- Forum: Scripting
- Topic: Offset animations problems (A_WeaponReady and Weapon sway)
- Replies: 0
- Views: 213
Offset animations problems (A_WeaponReady and Weapon sway)
TLDR: Can I get detailed explanation how the weapon sprite offset is actually computed and what can influence it? Also maybe another similar explanation for Interpolating sprite offsets would be handy too. I am currently trying to implement expanded version of Heretic staff with combos and blocking....