Search found 4848 matches

by Blue Shadow
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...
by Blue Shadow
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 Blue Shadow
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.
by Blue Shadow
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...
by Blue Shadow
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.
by Blue Shadow
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...
by Blue Shadow
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;
}
by Blue Shadow
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

Aeddes wrote: Sun Sep 17, 2023 3:13 pm I've found this: +INVENTORY.PERSISTENTPOWER, but didn't work on the custom key.
That's just for powerups. What you want, instead, is Inventory.InterHubAmount (set it to 1).
by Blue Shadow
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?
by Blue Shadow
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.
by Blue Shadow
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?

AshHouswares wrote: Thu Sep 07, 2023 3:41 pmIt can be either an animated gif or a video file.
Neither is supported by GZDoom. Your only option is to extract the frames from the video or gif, and then animate them through ANIMDEFS.
by Blue Shadow
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);
by Blue Shadow
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.
by Blue Shadow
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.

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