Solution: Disregard copyright law.
Be a pirate.
Pirates are fucking awesome.
Search found 381 matches
- Thu Jan 12, 2023 7:51 pm
- Forum: Off-Topic
- Topic: Revocation of Doom GPL, A Possibility?
- Replies: 59
- Views: 5446
- Wed Mar 10, 2021 9:18 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Map option to extend the sky hack to lower textures
- Replies: 2
- Views: 743
Re: Map option to extend the sky hack to lower textures
... So it does.
Nevermind.
EDIT: Oh, actually there's an issue with that. If your viewpoint height is below the higher floor, it makes a HOM. https://i.imgur.com/50rJ5iy.png
Nevermind.
EDIT: Oh, actually there's an issue with that. If your viewpoint height is below the higher floor, it makes a HOM. https://i.imgur.com/50rJ5iy.png
- Wed Mar 10, 2021 8:30 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Map option to extend the sky hack to lower textures
- Replies: 2
- Views: 743
Map option to extend the sky hack to lower textures
The issue in a nutshell: https://i.imgur.com/6IxSbDZ.png The two floors with F_SKY1 don't connect through the lower texture the way the ceilings do with the upper texture, which is how the sky hack has always worked. Some way of enabling it to work on the lower texture as well would be great. I'm ...
- Tue Nov 10, 2020 8:24 pm
- Forum: Off-Topic
- Topic: I am making MAP23 for HacX 2.0 but there is one problem
- Replies: 9
- Views: 1919
Re: I am making MAP23 for HacX 2.0 but there is one problem
Very carefully.Pancho_Pancho1228 wrote:How am I supposed to make a capitol building in UDB
- Tue Apr 30, 2019 5:10 pm
- Forum: On Hold Suggestions
- Topic: Any chance of brightmaps becoming compatible with SW mode?
- Replies: 7
- Views: 11737
Any chance of brightmaps becoming compatible with SW mode?
I had this thought when trying to replicate brightmaps in a software-compatible way using A_Overlay. Is it as unlikely as it's always been or could it happen in the future? I figured it'd be worth asking in case the answer was "Oh that might actually happen", as implementing them properly would be ...
- Thu Oct 05, 2017 10:40 am
- Forum: Closed Bugs [GZDoom]
- Topic: [3.2.0] Looking at a midtexture close up reduces FPS
- Replies: 1
- Views: 719
[3.2.0] Looking at a midtexture close up reduces FPS
In the test level I attached, standing on the red square next to the line with the midtexture and looking at it so it takes up the whole screen demonstrates the problem. There's also a set of 8 midtextured lines after that which shows the problem even more. (I go down to 12 fps while looking at that)
- Sun Apr 23, 2017 2:06 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165148
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Sure thing. I'll send it via PM.ZZYZX wrote:No idea, can you send the wad?

- Fri Apr 21, 2017 4:05 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165148
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
For some reason the DoomImp replacement I've made doesn't show up in the editor with the appropiate sprite . What am I doing wrong? This is the Decorate code: ACTOR Troop : DoomImp replaces DoomImp { PainChance "Serrated", 255 Obituary "%o was burned." HitObituary "%o was slashed." States { Death ...
- Wed Apr 12, 2017 4:30 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165148
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
For some reason the DoomImp replacement I've made doesn't show up in the editor with the appropiate sprite . What am I doing wrong? The editor inserts the A2A8 rotation to show the DoomImp. Since you did not make a full set of rotations it seems to me that you should not replace the DoomImp, but ...
- Wed Apr 12, 2017 3:31 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165148
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
For some reason the DoomImp replacement I've made doesn't show up in the editor with the appropiate sprite . What am I doing wrong? This is the Decorate code: ACTOR Troop : DoomImp replaces DoomImp { PainChance "Serrated", 255 Obituary "%o was burned." HitObituary "%o was slashed." States { Death ...
- Fri Jan 27, 2017 7:08 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165148
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
R2847 | f4947a2: Added: more magic to the autoalign/select neighbours logic; These functions should not anymore wrap around to the opposite side of two-sided linedefs, allowing you to select back and front sides separately using shift+click, and reducing infinite broken autoalign loops. I love this ...
- Wed Jan 25, 2017 9:25 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165148
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
That did it. Thanks.
- Wed Jan 25, 2017 6:54 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165148
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
It appears that the default sector sound sequences aren't listed in the Edit Sector window, which they used to be. They're still available to use, just not listed in the Sound Sequence menu.
- Sat Jan 07, 2017 7:02 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 588915
Re: GZDoom Builder 2.3
Ah, there we go. Didn't see the option for it at first. Thanks.Xabis wrote:This is already in GZDB for AmbientSound and AmbientSoundNoGravity.Da Spadger wrote:What if the AmbientSound actor showed how far away it could be heard from?
- Fri Jan 06, 2017 10:42 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 588915
Re: GZDoom Builder 2.3
Hey Max, got an idea from the thing Xabis posted above. What if the AmbientSound actor showed how far away it could be heard from? There seems to be three values relevant here, as can be seen in the article.