Search found 4848 matches
- Tue Nov 07, 2023 7:51 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: The City of the Damned : Apocalypse | Remaster | v2.0 | Oct, 31st 2023
- Replies: 127
- Views: 25290
Re: The City of the Damned : Apocalypse | Remaster | v2.0 | Oct, 31st 2023
but final fight is very unfair. Could you detail your experience? (Put it under a spoiler, please.) So my biggest gripe with the original wasn't fixed. While I can't say you'll like it better, there have been changes since the original, so your opinion might end up being different if you complete t...
- Fri Nov 03, 2023 5:42 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.11.3
- Replies: 14
- Views: 10822
Re: GZDoom 4.11.3
Yes, about that. The guy (I don't remember his name; he wasn't really anyone important) who updates the download page has since quit. Someone else needs to fill in his shoes now and maintain that page.
By the way, he doesn't wear shoes.
By the way, he doesn't wear shoes.
- Fri Oct 13, 2023 9:35 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Put "Doom Legacy" Back In Sector Light Mode
- Replies: 19
- Views: 2253
Re: Put "Doom Legacy" Back In Sector Light Mode
A developer blog post should've been made about this, to be honest, since it's kind of an unexpected big change.
- Wed Oct 11, 2023 7:19 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: {{gitpr|####}} for Wiki
- Replies: 8
- Views: 1432
Re: {{gitpr|####}} for Wiki
I personally don't think this is really necessary; GitHub shows what PR a commit comes from, if any. lajdflajfla.png When tagging a feature on the wiki, you can use the merge commit hash located at the bottom of the PR page. The only little problem is that the git template doesn't link directly to G...
- Thu Sep 28, 2023 7:41 pm
- Forum: Bugs [GZDoom]
- Topic: [GZDoom 4.11.0] Error when loading Universal Rain & Snow
- Replies: 4
- Views: 1230
Re: [GZDoom 4.11.0] Error when loading Universal Rain & Snow
The error is due to this change. The mod most probably needs updating, as a result.
- Thu Sep 21, 2023 9:27 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Custom Smallfont Messing With Options Menu
- Replies: 3
- Views: 839
Re: Custom Smallfont Messing With Options Menu
When using a custom fon2/lmp smallfont ( a non-composite smallfont), any untranslated text in the options menu seemingly has its color randomly assigned when you start gzdoom. The color GZDoom chooses is based on the small font itself (untranslated), according to Graf . The randomization in color e...
- Sun Sep 17, 2023 8:23 pm
- Forum: Scripting
- Topic: [ZSCript] Referring to a class member causes VM to crash
- Replies: 3
- Views: 518
Re: [ZSCript] Referring to a class member causes VM to crash
You need to get an instance of GEN_GlobalVars, first, before you can access it, using the class's Get() method:
Code: Select all
GVars = GEN_GlobalVars.Get();
if (GVars != null)
{
StageName = GVars.TagLinker_Groups[TempVal1].iStageName;
}
- Sun Sep 17, 2023 8:06 pm
- Forum: Mapping
- Topic: Keep custom key between maps
- Replies: 2
- Views: 950
Re: Keep custom key between maps
That's just for powerups. What you want, instead, is Inventory.InterHubAmount (set it to 1).
- Sat Sep 16, 2023 7:29 pm
- Forum: General
- Topic: Support of new image formats
- Replies: 35
- Views: 6469
Re: Support of new image formats
Does this recently-discovered vulnerability affect GZDoom, now that it has Webp support, or is it just a browser thing?
- Thu Sep 07, 2023 9:55 pm
- Forum: Scripting
- Topic: Moving skies?
- Replies: 3
- Views: 537
Re: Moving skies?
The Sky1 MAPINFO property has an option to scroll the sky texture.
- Thu Sep 07, 2023 9:47 pm
- Forum: Scripting
- Topic: How to import a small GIF or video file to play in GZDOOM?
- Replies: 1
- Views: 279
Re: How to import a small GIF or video file to play in GZDOOM?
Neither is supported by GZDoom. Your only option is to extract the frames from the video or gif, and then animate them through ANIMDEFS.
- Fri Sep 01, 2023 9:21 pm
- Forum: Scripting
- Topic: Custom Difficulty Problems!
- Replies: 3
- Views: 807
Re: Custom Difficulty Problems!
Testing your script, I get an error upon compiling it. To fix the error, you need to remove the ; at the end of this line:
Code: Select all
if (GameSkill () >= SKILL_HARD);
- Fri Sep 01, 2023 9:03 pm
- Forum: Scripting
- Topic: Weapon ammo in Deathmatch?
- Replies: 2
- Views: 429
Re: Weapon ammo in Deathmatch?
It's a vanilla Doom thing apparently, yes; you get 2.5x the normal amount of ammo in deathmatch. There's a sv_noextraammo console variable which you can turn on to disable that behavior.
- Fri Sep 01, 2023 8:55 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Wadsmoosh link on homepage is broken
- Replies: 2
- Views: 841
- Wed May 24, 2023 8:11 pm
- Forum: Scripting
- Topic: REMOVE the MAP entirely
- Replies: 24
- Views: 1545
Re: REMOVE the MAP entirely
You can hide the lines of the map, as people suggested, but that still won't work, as all the player needs to do is set this CVAR to 0 to get the map showing again.