Search found 1096 matches
- Sat Aug 07, 2021 10:33 am
- Forum: Levels
- Topic: Ante Mortem Episode 1
- Replies: 4
- Views: 1905
Re: Ante Mortem (WIP)
I don't play Doom these days, but those screens look fantastic.
- Tue Aug 03, 2021 2:52 pm
- Forum: Levels
- Topic: [GZDoom][WIP] Obstacle V2
- Replies: 0
- Views: 778
[GZDoom][WIP] Obstacle V2
https://imgur.com/GbsULsH What is this? Some kind of Doom mod? It can be summed up as a series of challenge rooms. The better you do, the better the rewards (I suppose). It is a work in progress, but should kill an hour or two when playable, if that. It is relatively close to being finished, but no...
- Sun Jul 11, 2021 12:41 pm
- Forum: Off-Topic
- Topic: Computers and the heat wave
- Replies: 3
- Views: 1015
Re: Computers and the heat wave
I'm stupidly paranoid about my cpu being too hot, or even too warm. Emphasis on "stupidly". I usually 'Idle" around 40C. Idle being having chrome open with Facebook Messenger and watching a Youtube video. My brain freaks out with going over 60.
Stupidly.
Stupidly.
- Sun Apr 04, 2021 3:50 pm
- Forum: Off-Topic
- Topic: Anyone find Doom modding hard?
- Replies: 20
- Views: 9970
Re: Anyone find Doom modding hard?
you know man, I have to agree. Mod making is quite tough. That's why it is only performed by the best of the best. But you don't need to be the best to do any kind of modding. Just be yourself, ya know.
- Fri Nov 06, 2020 4:54 pm
- Forum: Off-Topic
- Topic: English thread. Why not?
- Replies: 302
- Views: 68834
Re: English thread. Why not?
Oui oui, l'masion et dan l'oseau
- Wed Jan 16, 2019 11:23 am
- Forum: Off-Topic
- Topic: [HELP] Can't get Doom 2016 to run (solved)
- Replies: 28
- Views: 5094
Re: [HELP] Can't get Doom 2016 to run
I can't say I'd trust running an .exe from someone who has just registered today.elfor wrote:Try installing this DirectX 9.0c "all in one" version, right click and run as administrator:
**link**
(or extract "directx_Jun2010_redist_proper.exe" to a folder and run "DXSETUP.exe")
- Thu Jan 10, 2019 12:03 pm
- Forum: General
- Topic: Intel UHD 620 sufficient?
- Replies: 16
- Views: 1699
Re: Intel UHD 620 sufficient?
Oh wow, that makes MAP05 of Phocas2.5 run at a reasonable framerate on my laptop. Now I have to come up with another excuse to not work on it.Rachael wrote: As TDRR said, "vid_scalefactor 0.5" is hugely helpful.
- Sun Oct 21, 2018 3:54 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Carnage Galore 3, now for GZDoom - beta (update)
- Replies: 230
- Views: 81459
Re: Carnage Galore 3, now for GZDoom - beta (update)
I just checked, it's fixed. That means I can play it nowIchor wrote:I don't know about 3.6, but I just tried it in 3.7pre and it seemed to work fine.chopkinsca wrote:Bumping this because this crashes without fail in 3.6.0. From the start, go left and GZDoom crashes when you get to the room at the end of the tunnel.
- Sat Oct 20, 2018 5:45 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Carnage Galore 3, now for GZDoom - beta (update)
- Replies: 230
- Views: 81459
Re: Carnage Galore 3, now for GZDoom - beta (update)
Bumping this because this crashes without fail in 3.6.0. From the start, go left and GZDoom crashes when you get to the room at the end of the tunnel.
- Wed Oct 17, 2018 6:02 am
- Forum: Off-Topic
- Topic: The Still New What Did You Last Do Thread
- Replies: 29597
- Views: 1262722
Re: The New What Did You Last Do Thread
Been revisiting all of the big classic zdoom adventures recently. Phocas Island 2 being up on my list next, I had no idea there was an effort to remaster it. Also, haven't seen chopkinsca around for so long. :| EDIT oh no. The beehives don't spawn in bosk, when summoned will not drop the leaf key, ...
- Mon Oct 15, 2018 6:34 am
- Forum: Technical Issues
- Topic: [GZDoom 3.6.0] GZDoom slow to start
- Replies: 6
- Views: 955
Re: [GZDoom 3.6.0] GZDoom slow to start
Using "-glversion 2" worked, thanks.
- Mon Oct 15, 2018 6:29 am
- Forum: Technical Issues
- Topic: [GZDoom 3.6.0] GZDoom slow to start
- Replies: 6
- Views: 955
Re: [GZDoom 3.6.0] GZDoom slow to start
You are using Intel graphics - the issue is shader compilations on startup. On Nvidia it's cached so most of the primary developers do not feel the pinch - but I wonder if it's possible to cache the compiles on GZDoom's side. (As a note - Steam advertises this capability. Maybe try adding GZDoom as...
- Mon Oct 15, 2018 5:07 am
- Forum: Technical Issues
- Topic: [GZDoom 3.6.0] GZDoom slow to start
- Replies: 6
- Views: 955
Re: [GZDoom 3.6.0] GZDoom slow to start
Yeah, I came across your post when I was doing a search on the problem. I'm just running Windows Defender and Malwarebytes. I tried an exclusion in Malwarebytes, nothing.
- Mon Oct 15, 2018 5:05 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 143881
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Okay, I have a weird thing happening and I'm not sure if it's anything to worry about. I'm using the latest build; R3039. Whenever I save, a RestartManager event is logged in the system event viewer. I just find it a bit odd. I'm not sure if RestartManager is something I should worry about.
- Mon Oct 15, 2018 4:51 am
- Forum: Technical Issues
- Topic: [GZDoom 3.6.0] GZDoom slow to start
- Replies: 6
- Views: 955
[GZDoom 3.6.0] GZDoom slow to start
Yesterday I had all my keybindings in GZDoom clear themselves, so I updated my 3.1.0 GZDoom. I'm using 3.6.0 now and it is slow to start up. During the start up phase, it takes around 10 seconds before the menu. 3.1.0 didn't have this problem. I have a logfile attached, let me know if you need to kn...