Search found 1342 matches
- Mon Nov 17, 2025 7:29 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: RELEASE: Wolfenstein 3D TC Version 3.1
- Replies: 1550
- Views: 357708
Re: RELEASE: Wolfenstein 3D TC Version 3.1
Glad I got to this, considering I want Wolf 3D and games like that to be in one launcher so I appreciate work like this being done. An extra cool thing would be if it could be launched from that menu where you can launch hexen and that, and have the wolf3d conversion in there too. Not sure if it's ...
- Sat Sep 20, 2025 9:47 am
- Forum: TCs, Full Games, and Other Projects
- Topic: RELEASE: Wolfenstein 3D TC Version 3.1
- Replies: 1550
- Views: 357708
Re: RELEASE: Wolfenstein 3D TC Version 3.1
Sorry, haven't been paying much attention to this post lately... The GAMEMAPS checks are based on known releases of the Wolf3D and SoD products (see the ECWolf Wiki for the listing I used, since I don't own all versions). If your GAMEMAPS was ever modified at all, it won't work. Looking through the ...
- Sat Sep 20, 2025 9:44 am
- Forum: Resources
- Topic: Rise of the Triad-style Message Boxes
- Replies: 9
- Views: 5761
Re: Rise of the Triad-style Message Boxes
Thanks for the note!
I've uploaded a fixed version (CallHandler no longer takes an argument, so just removed 'Handler' on the line you noted) and I've also pushed this as a repo on my GitHub site.
I've uploaded a fixed version (CallHandler no longer takes an argument, so just removed 'Handler' on the line you noted) and I've also pushed this as a repo on my GitHub site.
- Tue Aug 26, 2025 6:27 pm
- Forum: Assets (and other stuff)
- Topic: STARTUP screen not windowed but fullscreen, changable?
- Replies: 15
- Views: 4390
Re: STARTUP screen not windowed but fullscreen, changable?
It might not be fully supported, but if you don't mind not having control over the bar that is drawn, you can revert to the default startup type in IWADINFO, then just use a graphic named BOOTLOGO and it'll replace the GZDoom logo in the default. Supports high resolution. Don't know if it's not ...
- Sun May 11, 2025 1:38 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Expose canvas texture creation to ZScript
- Replies: 21
- Views: 1248
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: 21
- Views: 1248
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: 1550
- Views: 357708
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: 9
- Views: 5761
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: 15612
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: 15612
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: 2496
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: 15612
- Thu May 02, 2024 6:09 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.12.2 released
- Replies: 46
- Views: 28726
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: 1127
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: 1127
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 ...