Search found 2203 matches
- Fri Mar 30, 2018 5:03 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Default Keybindings Presets
- Replies: 76
- Views: 11208
Re: Default Keybindings Presets
I'd also like the ability to start with absolutely no bindings set besides show console. Usually when I do a fresh start of an INI, I go through and delete all the existing binds and then bind only the one key I want to do the thing. The only key really that I never change is the console key, if you ...
- Fri Mar 30, 2018 4:59 pm
- Forum: General
- Topic: Brainstorming a GZDoom menu revamp
- Replies: 104
- Views: 12298
Re: Brainstorming a GZDoom menu revamp
I think the menus are fine as they stand. Changing them now would only confuse me to a point of having to relocate everything again.
- Mon Mar 12, 2018 12:10 am
- Forum: Resources
- Topic: MAPINFO/DEHACKED for some Doom WADs [v1.32]
- Replies: 24
- Views: 13539
Re: [Mapinfo] ZDoom pack for some Doom WADs
Also forgive the double bump, but I needed to upload a fixed version of the MM2 MAPINFO with the right map names and re-assigned the CWILV graphics to the intermissions. In the original fix WAD, it looks like you used the music track names instead. 

- Mon Feb 26, 2018 4:04 pm
- Forum: Audio/Music Bugs
- Topic: Sound effects play back differently between GZDoom versions
- Replies: 31
- Views: 22632
Re: Sound effects play back differently between GZDoom versi
These are from 2.2.0:
Underwater Cutoff: 250
Output System: Default
Output Format: 16-bit
Speaker Mode: Auto
Resampler: Linear
HRTF Filter: Off
Buffer Size: Default
Buffer Count: Default
Underwater Cutoff: 250
Output System: Default
Output Format: 16-bit
Speaker Mode: Auto
Resampler: Linear
HRTF Filter: Off
Buffer Size: Default
Buffer Count: Default
- Fri Feb 23, 2018 8:55 pm
- Forum: Audio/Music Bugs
- Topic: Sound effects play back differently between GZDoom versions
- Replies: 31
- Views: 22632
Re: Sound effects play back differently between GZDoom versi
Feel free to not care because you're too lazy to investigate yourself when you know engine stuff and the rest of us cavemen don't.
- Fri Feb 23, 2018 8:53 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: NEXT_TRACK audio tag
- Replies: 18
- Views: 2330
Re: NEXT_TRACK audio tag
Well the map in question is the titlemap, so it can't be paused with escape or console. If you must utterly insist on using broken and flawed methods to accomplish timing "tricks" with your music, don't come crying to us when it breaks. And it will. Then what magic method do you suggest for ...
- Fri Feb 23, 2018 11:41 am
- Forum: Feature Suggestions [GZDoom]
- Topic: NEXT_TRACK audio tag
- Replies: 18
- Views: 2330
Re: NEXT_TRACK audio tag
Well the map in question is the titlemap, so it can't be paused with escape or console. My target compatibility for the mod to at least run in, maybe not every little thing working like multi tag sectors (which I don't use because of this) is 1.8.6. People expressed interest in running my mod in ...
- Fri Feb 23, 2018 10:26 am
- Forum: Audio/Music Bugs
- Topic: Sound effects play back differently between GZDoom versions
- Replies: 31
- Views: 22632
Re: Sound effects different with OpenAL
Gotcha. Edited the thread title so it's more right, I hope._mental_ wrote:Topic is titled 'Sound effects different with OpenAL'. I pointed out that this is wrong. I didn't say that it's not a bug.
- Fri Feb 23, 2018 10:24 am
- Forum: Feature Suggestions [GZDoom]
- Topic: NEXT_TRACK audio tag
- Replies: 18
- Views: 2330
Re: NEXT_TRACK audio tag
So that means if I shorten the duration, then it will be cutting off early in old versions? That's fantastic! I suppose I'll fix it for the newest version since most people will be using the latest... or wait, I could do a CVAR to control the duration depending on the version the player is on. If it ...
- Fri Feb 23, 2018 10:20 am
- Forum: Audio/Music Bugs
- Topic: Sound effects play back differently between GZDoom versions
- Replies: 31
- Views: 22632
Re: Sound effects different with OpenAL
If I got the bug report right it sounds differently to me since 2.3.0 regardless of sound backend. It certainly has nothing to do with switch to OpenAL. Basically, yes. I wasn't sure if it was OpenAL, I only said that because I only use FMOD in 2.2.0 and am forced to use OpenAL in 3.2.5, these are ...
- Fri Feb 23, 2018 9:56 am
- Forum: Audio/Music Bugs
- Topic: Sound effects play back differently between GZDoom versions
- Replies: 31
- Views: 22632
Re: Sound effects different with OpenAL
This also warrants the standard line: Please post a minimal runnable example. It's not fun to test such issues with a large mod. Are you serious? My mod is like 23 MB when zipped. The issue is easily demonstrated within the mod as-is. I'm not going to take out only the Chaingun and it's code just ...
- Fri Feb 23, 2018 9:52 am
- Forum: Feature Suggestions [GZDoom]
- Topic: NEXT_TRACK audio tag
- Replies: 18
- Views: 2330
Re: NEXT_TRACK audio tag
Another thing I'd love is to change music based on the length of the currently playing audio file or MIDI. For example, for some reason there is a difference in tics for a MIDI in older versions of GZDoom than in the latest. What I mean is, if I delay by 57 seconds, the MIDI cuts off too late on 3.2 ...
- Fri Feb 23, 2018 3:07 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Hitbox height property and enhanced NV glow flag
- Replies: 1
- Views: 393
Hitbox height property and enhanced NV glow flag
Two requests in one, hope that's ok... even though I'm pretty sure both are about to get No'd . Regardless... 1) Control the height of a thing's hitbox for damage separately from the hitbox for world collision. This would, for example, allow you to properly give the Revenant the correct height for ...
- Fri Feb 23, 2018 2:56 am
- Forum: Audio/Music Bugs
- Topic: Sound effects play back differently between GZDoom versions
- Replies: 31
- Views: 22632
Sound effects play back differently between GZDoom versions
I have noticed that the end result of firing a rapid fire weapon as far as the overall blended sound effect goes, it sounds like there is a cutoff or repeat of some kind happening between some versions of GZDoom, namely the ones I use (2.2.0 and 3.2.5). What I mean is, if you fire a rapid firing gun ...
- Tue Feb 20, 2018 1:54 am
- Forum: Scripting
- Topic: Confusion with A_CheckFlag
- Replies: 1
- Views: 377
Confusion with A_CheckFlag
Someone suggested adding the see sound replaying when a monster finishes infighting to my mod, which I have decided to look into but I am having some confusion here. I know the PSX TC did something like it to reproduce the effect so I looked into the DECORATE for the monsters and I'm trying to make ...