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 ...
Search found 1991 matches
- Wed Jul 08, 2026 2:37 am
- Forum: Technical Issues
- Topic: Error Code C0000005
- Replies: 7
- Views: 152
- 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 ...
- 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;
- 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.
- 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.
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
https://www.dropbox.com/scl/fi/2l86vfh6 ... usr08&dl=0
- 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 ...
- 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 ...
The 'spare' INT value 0x80000000 is used for bit ...
- 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 ...
- 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.
- 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
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.
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.
- 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 ...
* 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 ...
- 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 ...
- 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 ...
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 ...
- 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*
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.IMCR8Z wrote: Sat Nov 15, 2025 10:15 am Requesting dynamite from Blood being held by and thrown by the Hexen Fighter's hand.