Search found 1338 matches
- Sun May 11, 2025 1:38 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Expose canvas texture creation to ZScript
- Replies: 3
- Views: 247
Re: Expose canvas texture creation to ZScript
I am not as familiar with the engine internals as others are... But I don't understand the difference between a mod author defining 5000 (or whatever random large-ish number) ANIMDEFS entries and using those versus creating the texture via code. How do those two approaches (that call the same ...
- Sat May 10, 2025 10:11 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Expose canvas texture creation to ZScript
- Replies: 3
- Views: 247
Expose canvas texture creation to ZScript
Requesting the ability to define canvas textures via ZScript instead of being limited to ANIMDEFS-defined values. Maybe a new function under the Canvas class and lifting the code from ParseCameraTexture? native static Canvas Create(String canvasname, int width, int height, int offsetx = 0, int ...
- Thu Jan 09, 2025 7:21 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: RELEASE: Wolfenstein 3D TC Version 3.1
- Replies: 1532
- Views: 346500
Re: RELEASE: Wolfenstein 3D TC Version 3.1
Do you mean the 'skill' console variable? ChangeSkill is a line special, not a command.EdalgmGaming wrote: ↑Sun Dec 29, 2024 10:08 pm Does anyone know how to make the changeskill command work in this mod? It's not working for me.
- Thu Jan 09, 2025 7:18 pm
- Forum: Resources
- Topic: Rise of the Triad-style Message Boxes
- Replies: 6
- Views: 5125
Re: Rise of the Triad-style Message Boxes
Yes, they are defined in the language lump/file.
- Thu Aug 22, 2024 5:03 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [Episode 1 v1.3.2] Wolfenstein 3D: Chalice of Glory
- Replies: 25
- Views: 14430
Re: [Episode 1 v1.3.1] Wolfenstein 3D: Chalice of Glory
This was a lot of fun, you managed to make it all feel very cohesive and like a true Wolf 3D sequel with just a slightly updated engine. Is this actually a Wolfenstein 3D mod or what? Since when could GZDoom do that? Thanks for your feedback! This is GZDoom, but with a lot of ZScript and a ...
- Sat Jun 22, 2024 10:27 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Episode 1 v1.3.2] Wolfenstein 3D: Chalice of Glory
- Replies: 25
- Views: 14430
Re: [Episode 1 v1.3.1] Wolfenstein 3D: Chalice of Glory
Permanent mirror available here:
Download Episode 1 (1.3)
This version has been tested with the current GZDoom release version (4.12.2).
Download Episode 1 (1.3)
This version has been tested with the current GZDoom release version (4.12.2).
- Thu May 23, 2024 6:24 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Dev builds broken
- Replies: 1
- Views: 2385
Dev builds broken
Not a GZDoom bug, but...
Dev builds on the DRD Team site have been been broken for a month; last version is from 25 April.
Also, the latest release version linked on the ZDoom.org downloads page is still 4.12.1.
Dev builds on the DRD Team site have been been broken for a month; last version is from 25 April.
Also, the latest release version linked on the ZDoom.org downloads page is still 4.12.1.
- Thu May 09, 2024 2:23 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [Episode 1 v1.3.2] Wolfenstein 3D: Chalice of Glory
- Replies: 25
- Views: 14430
- Thu May 02, 2024 6:09 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.12.2 released
- Replies: 46
- Views: 24351
Re: GZDoom 4.12.2 released
The 'Downloads' page is still showing 14.12.1 as current release.
- Tue Apr 30, 2024 4:22 am
- Forum: Closed Bugs [GZDoom]
- Topic: A_LookEx Defaults to LOOKALLAROUND behavior
- Replies: 5
- Views: 1042
Re: A_LookEx Defaults to LOOKALLAROUND behavior
Thanks to both of you!
- Sun Apr 28, 2024 2:13 pm
- Forum: Closed Bugs [GZDoom]
- Topic: A_LookEx Defaults to LOOKALLAROUND behavior
- Replies: 5
- Views: 1042
Re: A_LookEx Defaults to LOOKALLAROUND behavior
Double posting to note that this is still broken in 4.12.2. For released example of this causing problems, Blade of Agony's guards can no longer be sneaked up on - playing the first map (C1M1), the guards in the beginning of the map that spawn facing away from the player always wake up and start ...
- Sun Apr 28, 2024 11:37 am
- Forum: Closed Bugs [GZDoom]
- Topic: Unmorphing does not restore player weapon slots
- Replies: 5
- Views: 1083
Re: Unmorphing does not restore player weapon slots
Thanks!
I think this is the last thing is keeping Blade of Agony's tanks from working as they used to *whew*.
I think this is the last thing is keeping Blade of Agony's tanks from working as they used to *whew*.
- Sat Apr 27, 2024 4:58 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Unmorphing does not restore player weapon slots
- Replies: 5
- Views: 1083
Re: Unmorphing does not restore player weapon slots
Yeah, I don't think weapon slots were intended to work, and this really is a mod-side bug - but this didn't happen in older versions, and really needs to be handled gracefully. Plus I'm running into problems in Blade of Agony where the player doesn't get their proper weapon selection ability back ...
- Sat Apr 27, 2024 3:08 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Unmorphing does not restore player weapon slots
- Replies: 5
- Views: 1083
Unmorphing does not restore player weapon slots
This is a continuation of my earlier thread , but I've figured out what's actually happening. If a player is morphed into a class that has weapon slots defined, the player's original weapon slots are not properly restored on unmorph. Demo attached; use 'give morphtest' at the console, and you'll be ...
- Wed Apr 24, 2024 5:09 pm
- Forum: Closed Bugs [GZDoom]
- Topic: A_LookEx Defaults to LOOKALLAROUND behavior
- Replies: 5
- Views: 1042
A_LookEx Defaults to LOOKALLAROUND behavior
As of this commit , A_LookEx defaults to using LOOKALLAROUND behavior even if that flag is not set. This affects current 4.12 stable releases. I *think* the cause of this is: The commit fixes P_IsVisible to properly respect the 'allaround' parameter passed into it, which has upstream effects on P ...