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by MartinHowe
Wed Jul 08, 2026 2:37 am
Forum: Technical Issues
Topic: Error Code C0000005
Replies: 7
Views: 152

Re: Error Code C0000005

I started the latest UZDoom with it and it found two issues:

Texman.Init: Init texture manager.
IInvalid data encountered for texture crimerunners.pk3:sprites/weapons/lcp/longp
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
GScript error, "crimerunners.pk3:scripts/spwnr ...
by MartinHowe
Tue Jul 07, 2026 12:44 am
Forum: Technical Issues
Topic: Error Code C0000005
Replies: 7
Views: 152

Re: Error Code C0000005

That's Intel speak for a buffer overrun or something like that. Something about the mod is causing the engine to access the computer's memory badly in a way the zscript or decorate parser cannot detect or maybe loading a bad WAD. I found the other day that passing a literal "" to -file causes the ...
by MartinHowe
Wed Jun 24, 2026 9:34 am
Forum: Scripting
Topic: How to correct the real problem casuing a VM abort message?
Replies: 8
Views: 106

Re: How to correct the real problem casuing a VM abort message?

And if not null, maybe add if (Owner.bDestroyed) return;
by MartinHowe
Wed Apr 08, 2026 1:51 am
Forum: General
Topic: [ SOLVED ] Doom Editing on Linux
Replies: 16
Views: 497

Re: Doom Editing on Linux

If you're OK with the command line and package manager, you can also get SLADE from DRDTeam; they build nightly builds from SLADE's GitHub and also offer a release repository.
by MartinHowe
Tue Feb 17, 2026 4:20 am
Forum: Scripting
Topic: what's an enum??? and A_CheckSolidFooting
Replies: 2
Views: 44

Re: what's an enum??? and A_CheckSolidFooting

There's no special lump for enums; they mean make the enum visible in your script at top level; so if there's only one script put it at the top of that one; if you are writing multiple scripts that include some main script, put it in the main script.
by MartinHowe
Sat Jan 24, 2026 6:01 am
Forum: Resources
Topic: Birds
Replies: 6
Views: 483

Re: Birds

I have some crow sprites and sounds. I think the sprites were edited from another game, originally by NeoWorm, and I've done a bit of work.

https://www.dropbox.com/scl/fi/2l86vfh6 ... usr08&dl=0
by MartinHowe
Fri Jan 23, 2026 1:17 pm
Forum: General
Topic: Why 0x7FFFFFFF but no infinity
Replies: 4
Views: 190

Re: Why 0x7FFFFFFF but no infinity


These are all the constants defined for double :

double.Min_Normal
double.Max
double.Epsilon
double.Equal_Epsilon
double.NaN
double.Infinity

double.Min_Denormal
double.Dig
double.Min_Exp
double.Max_Exp
double.Mant_Dig
double.Min_10_Exp
double.Max_10_Exp



Thanks, PB, didn't know about those ...
by MartinHowe
Thu Jan 22, 2026 6:03 am
Forum: General
Topic: Why 0x7FFFFFFF but no infinity
Replies: 4
Views: 190

Re: Why 0x7FFFFFFF but no infinity

Floating point values can have infinities; however, constants.zs doesn't define an M_POSINFINITY or M_NEGINFINITY and I'm not sure how you could get the value into a double as that requires direct access to the FPU, which ZScript doesn't expose.

The 'spare' INT value 0x80000000 is used for bit ...
by MartinHowe
Sat Dec 27, 2025 4:29 pm
Forum: General
Topic: ZDoom project ideas you have
Replies: 5377
Views: 698636

Re: ZDoom project ideas you have


A mod that adds XDeaths to the Heretic and Hexen enemies that don't have one would be cool

Given that many normal deaths in those games are kinda gory already, I'd rather see a mod that gives each bad guy a normal death and an exploding death, with a clear distinction between them. Same for Doom ...
by MartinHowe
Mon Dec 08, 2025 6:18 am
Forum: Scripting
Topic: A_SpawnProjectile spawn the projectile in front of the actor?
Replies: 2
Views: 105

Re: A_SpawnProjectile spawn the projectile in front of the actor?

I had this also; I just have a few TNT1 A 1 in the first few frames of the projectile.
by MartinHowe
Mon Dec 08, 2025 5:50 am
Forum: Gameplay Mods
Topic: HeXen Weapons for All (HexenAll)
Replies: 5
Views: 1413

Re: HeXen Weapons for All (HexenAll)

Thanks :D

The relative strengths are estimated based on human physiques and military training, especially for Marine and Heretic. Never thought to base the existing ones on the menu info card stats as I always thought them more for show than realistic. Something to look into for a future release.
by MartinHowe
Sun Dec 07, 2025 4:13 pm
Forum: Gameplay Mods
Topic: HeXen Weapons for All (HexenAll)
Replies: 5
Views: 1413

Re: HeXen Weapons for All (HexenAll)

Maintenance release 1.011

* Change Log *

0.0 1 Commencement.

1.0 1 All melee weapons for all actors except Mage.

1.01 1 Mage has scratch attack.
2 Berserk flask and vial added.

1.011 1 Fix: Formal change log started.
2 Fix: Firing states use "Goto" instead of "A_Jump(256"; doesn't
need to ...
by MartinHowe
Tue Nov 25, 2025 2:26 pm
Forum: Scripting
Topic: Unknown rumble mapping
Replies: 3
Views: 115

Re: Unknown rumble mapping

Yeah, I have the same issue and the same feeling. Modders should not have to make disproportionate effort to support niche edge cases. At the very least there should be default mappings in the stock SNDINFOs for the stock sounds, and any that *ZDoom defines. For custom sounds, perhaps warnings for ...
by MartinHowe
Mon Nov 24, 2025 3:49 pm
Forum: Gameplay Mods
Topic: HeXen Weapons for All (HexenAll)
Replies: 5
Views: 1413

Re: HeXen Weapons for All (HexenAll)

It's official - the Mage now scratches demons like a feral cat* :D

https://i.postimg.cc/L4Q4C9V4/Mage-Preview-800.png

Version 1.01 is now available. The Mage has a melee attack at last. There is also a docs subfolder with information generated from each class to aid people using them.

Dropbox ...
by MartinHowe
Sat Nov 15, 2025 3:26 pm
Forum: Requests
Topic: Resource Request thread *Read 1st post*
Replies: 5976
Views: 668017

Re: Resource Request thread *Read 1st post*

IMCR8Z wrote: Sat Nov 15, 2025 10:15 am Requesting dynamite from Blood being held by and thrown by the Hexen Fighter's hand.
I have a feeling such a thing does exist, and am sure I've seen it recently. I'm cherry picking stuff from a lot of HeXen mods right now, so will post it here if it shows up again.

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