What you did there: I see it.
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- Sun Nov 30, 2025 11:50 am
- Forum: ZDoom (and related) News
- Topic: What’s Happening With UZDoom?
- Replies: 88
- Views: 29254
- Fri Nov 28, 2025 7:24 pm
- Forum: Mapping
- Topic: Problem with removing unused ZDoom textures with Slade
- Replies: 20
- Views: 284
Re: Problem with removing unused ZDoom textures with Slade
You have very likely setup your flat markers incorrectly. They must be between FF_START and FF_END, any variation can run the risk of your entire wad being classified as flats as those markers are the only thing that indicates that. Could be. I've just looked inside the WAD and there is FF_START ...
- Fri Nov 28, 2025 7:15 pm
- Forum: ZDoom (and related) News
- Topic: UZDoom 4.14.3
- Replies: 6
- Views: 2249
Re: UZDoom 4.14.3
Thank you very much for the release. Quicker than I expected. I thought there might be another week or so to go. It's been a very busy time for you guys; lots going on. I hope now that UZDoom has an official release that you can all take time to breathe. [edit: FWiW, no config corruption for me.]
- Wed Nov 26, 2025 2:00 pm
- Forum: Mapping
- Topic: Problem with removing unused ZDoom textures with Slade
- Replies: 20
- Views: 284
Re: Problem with removing unused ZDoom textures with Slade
Just for the sake of the public thread - the problem was in fact that some of the maps in the WAD were too big for texspy. Details resolved via DM. It's a real shame that texspy has that limit - especially with maps getting even bigger these days. I'm sure I did mention the problem with big maps to ...
- Wed Nov 26, 2025 9:33 am
- Forum: Mapping
- Topic: Problem with removing unused ZDoom textures with Slade
- Replies: 20
- Views: 284
Re: Problem with removing unused ZDoom textures with Slade
If you want to DM me a link to the file, I'll happily take a look. Obviously, no guarantees that I'll be able to fix anything, but I can certainly look and maybe find something.
- Wed Nov 26, 2025 9:28 am
- Forum: Scripting
- Topic: Unknown rumble mapping
- Replies: 3
- Views: 75
Re: Unknown rumble mapping
I've just re-found where I saw the error mentioned on UZDoom. MajorCooke opened an issue about it a little while back. I've added my £0:02 to the comments.
https://github.com/UZDoom/UZDoom/issues/170
https://github.com/UZDoom/UZDoom/issues/170
- Wed Nov 26, 2025 8:56 am
- Forum: Mapping
- Topic: Problem with removing unused ZDoom textures with Slade
- Replies: 20
- Views: 284
Re: Problem with removing unused ZDoom textures with Slade
Oh, that's weird. I've used TexSpy on literally hundreds of UDMF maps and I haven't come across that before. Obviously there is something about your map that it doesn't like but I have no idea what it would be. I take it that the map gets a clean bill of health in the Ultimate Doom Builder error ...
- Wed Nov 26, 2025 8:46 am
- Forum: Mapping
- Topic: Problem with removing unused ZDoom textures with Slade
- Replies: 20
- Views: 284
Re: Problem with removing unused ZDoom textures with Slade
If you are at all familiar with the command line interface, then batch files are pretty straight forward. They usually mostly just contain the kinds of commands that you can type at the CLI to manipulate files. So, with the above example, once you have a text file listing all the textures in your ...
- Tue Nov 25, 2025 6:19 pm
- Forum: Mapping
- Topic: Problem with removing unused ZDoom textures with Slade
- Replies: 20
- Views: 284
Re: Problem with removing unused ZDoom textures with Slade
Fair enough on the WAD versus PK3 thing. :) If you do decide to use TexSpy, here's the command line that I used for it: texspy map01.wad >TexMap01.txt That redirects the output from texspy to a text file (in this case called TexMap01.txt). from there, you can open the text file and see all the ...
- Tue Nov 25, 2025 2:57 pm
- Forum: Scripting
- Topic: Unknown rumble mapping
- Replies: 3
- Views: 75
Re: Unknown rumble mapping
While digging into this, I did find that the stock SNDINFO files have defines for some common sounds. e.g. this is in the top level one: // define set of rumble routines to be mapped later $rumbledef INTENSE 35 .6 .6 .6 .6 $rumbledef HEAVY 4 .6 .6 .6 .6 $rumbledef MEDIUM 3 .4 .5 .4 .4 $rumbledef ...
- Tue Nov 25, 2025 12:06 pm
- Forum: Mapping
- Topic: Problem with removing unused ZDoom textures with Slade
- Replies: 20
- Views: 284
Re: Problem with removing unused ZDoom textures with Slade
I've always found converting a WAD to a PK3 reasonably straight forward - particularly if the WAD is well organised (e.g. just select everything between the first and last sprite and export to a folder called Sprites) but I understand not wanting to do it if you don't have to. As for Slade's ...
- Tue Nov 25, 2025 8:44 am
- Forum: Scripting
- Topic: Unknown rumble mapping
- Replies: 3
- Views: 75
Unknown rumble mapping
I *think* this might be a scripting issue... I keep getting a message at the console: Unknown rumble mapping follwed by the name of a sound. I assume this is something to do with mapping sounds to some controller's abilities to vibrate when certain sounds are played. I am not going to go and ...
- Mon Nov 24, 2025 3:41 pm
- Forum: Scripting
- Topic: Animated particles
- Replies: 10
- Views: 153
Re: Animated particles
Yes, I spotted on the Wiki page about the square pixels thing (or, more accurately, I noticed that there was a flag to stretch them to the normal Doom ratios - no idea how that plays with rotations though). I spotted a few of the other limitations mentioned too. So, at least I've learned a bit about ...
- Mon Nov 24, 2025 7:07 am
- Forum: Scripting
- Topic: Animated particles
- Replies: 10
- Views: 153
Re: Animated particles
There doesn't seem to be a flag for "don't make this particle synchronised" SPF_LOCAL_ANIM should do the trick. Somehow I missed that one - despite the fact that it was EXACTLY what I was looking for. In my defence, it was about 2a.m. :lol: I thought there must be something like that because ...
- Sun Nov 23, 2025 7:00 pm
- Forum: Scripting
- Topic: Animated particles
- Replies: 10
- Views: 153
Re: Animated particles
OK, I think maybe I have it this time. I *think* it's the very long duration at the end of Neoworm's ANIMDEFS. I used exactly the code as posted in the OP and provided a full set of FZFXA0.png-FZFXT0.png graphics and a DFEMPTY graphic. I assume that final graphic is invisible in Neoworm's copy, but ...