Search found 59 matches
- Sun Jul 24, 2016 9:39 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: DECORATE RepeatFunction
- Replies: 11
- Views: 923
Re: DECORATE RepeatFunction
Better do: Repeat TNT1 A 10 // 10 times { A_SpawnItemEx("BFGImpactVapor",3,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),0,SXF_NOCHECKPOSITION,128); A_Something(...); } and Repeat TNT1 A 10 A_SpawnItemEx("BFGImpactVapor",3,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),0,SXF_NOCHECKPOSITION,128) or ...
- Fri Jul 08, 2016 1:42 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: GZDoom ShadowMap for DynamicLight
- Replies: 6
- Views: 752
Re: GZDoom ShadowMap for DynamicLight
over 10 seconds..Graf Zahl wrote:but building such a thing for larger maps takes forever.
- Tue Feb 09, 2016 10:21 am
- Forum: ZDoom (and related) News
- Topic: ZDoom 2.8.0 and ACC 1.55 released
- Replies: 75
- Views: 22331
Re: ZDoom 2.8.0 and ACC 1.55 released
I love these linux users who are saying: "all works for me!!!" But I don't believe in magic like this. Plus, not all of PCs have 4 core 3.2ghz processors.Csonicgo wrote:I never noticed any "framerate dips" or loss of performance - I saw an increase in performance.
- Tue Feb 09, 2016 9:35 am
- Forum: ZDoom (and related) News
- Topic: ZDoom 2.8.0 and ACC 1.55 released
- Replies: 75
- Views: 22331
Re: ZDoom 2.8.0 and ACC 1.55 released
Oh, yes. This will probably fix this issue!!!Graf Zahl wrote:Conclusion: Intelligent > Monsterovich
So tell us, smartass, how are we supposed to do anything about such a problem if you keep it secret?
You should've tested it before release.
- Tue Feb 09, 2016 9:17 am
- Forum: ZDoom (and related) News
- Topic: ZDoom 2.8.0 and ACC 1.55 released
- Replies: 75
- Views: 22331
Re: ZDoom 2.8.0 and ACC 1.55 released
Because ZDoom has "great" quality control.Edward-san wrote:Why didn't you do that earlier?
- Tue Feb 09, 2016 8:48 am
- Forum: ZDoom (and related) News
- Topic: ZDoom 2.8.0 and ACC 1.55 released
- Replies: 75
- Views: 22331
Re: ZDoom 2.8.0 and ACC 1.55 released
Linux now uses SDL2 which can produce less frame jitter with high frame rates, has some vsync support, and fullscreen is now a "desktop fullscreen" mode. So.. - SDL_FULLSCREEN_DESKTOP is a crap that works 3x times slower than normal fullscreen. Feel the difference between zdoom 2.8 (SDL2.0) and ...
- Tue Jan 12, 2016 11:06 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Bitmask exclude sectors from dynamic lights
- Replies: 10
- Views: 1830
Re: Bitmask exclude sectors from dynamic lights
So I'm not sure if this was ever addressed (I'm not around much), but a little over a year ago, there was a short discussion where Graf mentioned it might be possible to use bitmasking to exclude certain parts of a level from certain dynamic lights. SHADOWS! Please. https://iamjoe.files.wordpress ...
- Sat Jan 09, 2016 10:15 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Actor collision rules
- Replies: 9
- Views: 1824
Re: Actor collision rules
An efficient alternative to this system that would allow to change collision types and groups of every actor during the game would be to store two bitfields in every actor: int CollisionTypes; int CollisionGroups; And use a->CollisionTypes & b->CollisionGroups to check whether these two actors may ...
- Sat Jan 09, 2016 9:50 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Actor collision rules
- Replies: 9
- Views: 1824
Actor collision rules
This feature is a replacement for +GHOST +THRUGHOST in situations that are complex and need more than +GHOST and +THRUGHOST, but where actors don't change their collision rules over time. CollisionType <string> - actor that goes through actors with group <string>, an actor has only one collision ...
- Wed Dec 09, 2015 6:55 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: New Hit detection boxes?
- Replies: 10
- Views: 1586
Re: New Hit detection boxes?
What about cylinders instead of shitboxes.
- Tue Dec 23, 2014 8:35 am
- Forum: General
- Topic: Which mapping Editor do you use?
- Replies: 16
- Views: 1350
Re: Which mapping Editor do you use?
Slade 3, I'm waiting for slopes support and I still want to see 3D floors support there. 

- Tue Oct 21, 2014 6:34 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Wall portals
- Replies: 429
- Views: 37916
Re: Wall portals
Sweeeeeet.Actors teleport
Hitscan teleports
Railgun teleports

- Mon Oct 20, 2014 2:13 pm
- Forum: General
- Topic: crash with GZDoom 2.x or higher
- Replies: 88
- Views: 5688
Re: crash with GZDoom 2.x or higher
It's harder to implement and it's also not a free pass to better performance. But it is not an impossible way to render levels. Yes, but if you look at GZDoom benchmark output, you'll see that at least on NVidia, rendering polygons one by one is not a performance issue, even for a map like Frozen ...
- Mon Oct 20, 2014 10:27 am
- Forum: General
- Topic: crash with GZDoom 2.x or higher
- Replies: 88
- Views: 5688
Re: crash with GZDoom 2.x or higher
Please do some investigation first, before making any further suggestions. What investigations should I make? I don't say "implement this in gzdoom right now". Even if some problems could be solved... What other problems are not solved? you'd still have to account for a lot of factors that would ...
- Mon Oct 20, 2014 6:37 am
- Forum: General
- Topic: crash with GZDoom 2.x or higher
- Replies: 88
- Views: 5688
Re: crash with GZDoom 2.x or higher
LOL so much talk but not even a hint of his work. If you want to know how hard it is to implement: try implementing it yourself. Show your work. Where did I say I am going to implement this? I am not, but not because "IT'S IMPOSSIBLE!111", but because it's hard to implement. All I want is to stop ...