Search found 24679 matches
- Thu Nov 13, 2025 9:33 am
- Forum: Scripting
- Topic: Two quick questions about actor flags
- Replies: 0
- Views: 29
Two quick questions about actor flags
The +SMASHABLE flag isn't explained in the Wiki. As far as I can see, in the original games, it's only used on the Hexen pottery items. I think all it does is make it so that if the item falls, when it hits the floor it gets damaged (to the point of destruction). The relevant code seems to be here ...
- Thu Nov 13, 2025 9:19 am
- Forum: Scripting
- Topic: Add a message to an in-use item (Scanner)?
- Replies: 5
- Views: 68
Re: Add a message to an in-use item (Scanner)?
Thank you for both the code and the explanation. I've got it working now. A scanner in the inventory will play a bleep and put a message on screen if you try to use it when one is already active. Embarrassingly, the code I had been trying didn't look much like what you posted. I had looked at ...
- Thu Nov 13, 2025 5:40 am
- Forum: Scripting
- Topic: Add a message to an in-use item (Scanner)?
- Replies: 5
- Views: 68
Re: Add a message to an in-use item (Scanner)?
Thanks for the input, I appreciate it. Unfortunately, with anything more complicated than DECORATE-like levels of ZScript, I'm struggling. I'm at the stage where everything that has been said makes sense to me: I can follow the logic; I know the words and I understand the principles. However ...
- Wed Nov 12, 2025 6:49 pm
- Forum: ZDoom (and related) News
- Topic: UZDoom 4.14.3 Pre-release
- Replies: 36
- Views: 4241
Re: UZDoom 4.14.3 Pre-release
I'm glad you got it sorted and thanks for reporting back. It could be useful information for someone else - the HTRF option is quite deep in the sound menu. I don't know why it is causing you problems (it's on "auto" for me too, and the sound is fine) but at least you have tracked it down to that ...
- Wed Nov 12, 2025 5:19 pm
- Forum: Gameplay Mods
- Topic: Damage HUD Indicators v1.0 (09/01/2023)
- Replies: 24
- Views: 6551
Re: Damage HUD Indicators v1.0 (09/01/2023)
Right, understood. Thanks for the clarification. 
- Wed Nov 12, 2025 5:15 pm
- Forum: ZDoom (and related) News
- Topic: UZDoom 4.14.3 Pre-release
- Replies: 36
- Views: 4241
Re: UZDoom 4.14.3 Pre-release
I'm not stupid.. I did everything you wrote here. I deleted everything and downloaded a brand new UZDoom, which I unpacked into a folder and everything I need is there. I didn't do anything with the settings, everything is on default. I didn't say you were stupid. However, I'm not a mind reader ...
- Wed Nov 12, 2025 3:49 pm
- Forum: Gameplay Mods
- Topic: Damage HUD Indicators v1.0 (09/01/2023)
- Replies: 24
- Views: 6551
Re: Damage HUD Indicators v1.0 (09/01/2023)
I guess the additional question to that is, how should the mod_id field be used? Like, is it intended to be used if someone changes this mod to be something else? Or does the name come from other mods that might be loaded with this (and, if so, how should that be done)? Sorry if it's a daft question ...
- Wed Nov 12, 2025 3:38 pm
- Forum: ZDoom (and related) News
- Topic: UZDoom 4.14.3 Pre-release
- Replies: 36
- Views: 4241
Re: UZDoom 4.14.3 Pre-release
I tried everything Whatever you did, you didn't try "everything" because it can and does work. ;) If it was actually broken, a lot more people would be complaining about it. Before you give up, do you have: sndfile.dll soft_oal.dll zmusic.dll in your UZDoom install folder? They come in the zip file ...
- Wed Nov 12, 2025 3:25 pm
- Forum: Scripting
- Topic: Add a message to an in-use item (Scanner)?
- Replies: 5
- Views: 68
Add a message to an in-use item (Scanner)?
I have made a modified version of the Strife scanner powerup so that I can use it in a Doom map. It's not vastly changed from the original, but there are a few differences, like duration, the sprite sequence, the fact it plays a sound if you try to use it without an allmap active etc. etc. However ...
- Wed Nov 12, 2025 1:34 am
- Forum: Gameplay Mods
- Topic: Damage HUD Indicators v1.0 (09/01/2023)
- Replies: 24
- Views: 6551
Re: Damage HUD Indicators v1.0 (09/01/2023)
That's a very thorough solution. It will certainly cover my problem and then some. 
- Tue Nov 11, 2025 8:07 pm
- Forum: ZDoom (and related) News
- Topic: UZDoom 4.14.3 Pre-release
- Replies: 36
- Views: 4241
Re: UZDoom 4.14.3 Pre-release
Have you checked that your sound settings are identical?
Have you made sure to install all the correct dll files that come with UZDoom?
GZDoom and UZDoom sound the same for me.
Have you made sure to install all the correct dll files that come with UZDoom?
GZDoom and UZDoom sound the same for me.
- Tue Nov 11, 2025 1:55 pm
- Forum: Gameplay Mods
- Topic: Damage HUD Indicators v1.0 (09/01/2023)
- Replies: 24
- Views: 6551
Re: Damage HUD Indicators v1.0 (09/01/2023)
I have just noticed something with the current release version and a specific set of circumstances that I wonder if it could be improved on. Specifically, I am using it with a mod that has a system to "wake up" enemies that witness the death of a comrade, rather than standing around apparently ...
- Tue Nov 11, 2025 4:53 am
- Forum: Feature Suggestions [GZDoom]
- Topic: The ability to differentiate sectors with the same id
- Replies: 2
- Views: 64
Re: The ability to differentiate sectors with the same id
It'll be interesting to see how this one pans out because I'm not sure what you are asking about is accurate. (I assume that you are also Captaindando on GitHub as there is a very similar suggestion there). The reason I said I'm not sure about the accuracy of what you are asking about is because you ...
- Mon Nov 10, 2025 4:37 pm
- Forum: General
- Topic: "I Can't Find This WAD" thread
- Replies: 62
- Views: 34711
Re: "I Can't Find This WAD" thread
I have a recollection that there is a mod that makes normal Doom levels look and feel like Doom64 ones. It changes textures to D64-ified equivalents, replaces the weapons and monsters with their D64 counterparts and also changes sound effects and (probably) music too. However, I can't find it - so ...
- Sun Nov 09, 2025 12:59 pm
- Forum: General
- Topic: Regarding UZDoom Before Release
- Replies: 1
- Views: 164
Re: Regarding UZDoom Before Release
Now that the RC is out, there's little need for publicly distributed personal builds (as you have obviously worked out). However, even prior to that, it was possible to get builds directly from the GitHub Actions page anyway. Any time a commit is made that affects the code, GitHub provides a new ...