Search found 57 matches

by Ghostrider231
Tue Jul 28, 2020 10:10 pm
Forum: Closed Bugs [GZDoom]
Topic: 4.4.2 Looping Ambient sounds stops playing
Replies: 2
Views: 510

Re: 4.4.2 Looping Ambient sounds stops playing

Can confirm I am getting this issue as well during play testing on my project. Tried Save/Loading and it did not fix the issue. Reactivating the ambient sound things via acs fixes the issue temporary . (You'll need to have this in your RETURN script, otherwise the bug comes back) A workaround like ...
by Ghostrider231
Thu Feb 20, 2020 11:41 pm
Forum: Closed Bugs [GZDoom]
Topic: (4.3.3) GUS Midi Audio issue
Replies: 1
Views: 249

Re: (4.3.3) GUS Midi Audio issue

I got anti-spammed and logged out when I posted this, feel free to delete this report, sorry guys!


The real bug report here: viewtopic.php?f=2&t=67566
by Ghostrider231
Thu Feb 20, 2020 11:34 pm
Forum: Closed Bugs [GZDoom]
Topic: (4.3.3) Gus midi Audio Issues
Replies: 2
Views: 1332

(4.3.3) Gus midi Audio Issues

When I was launching gzdoom 4.3.3 with gus as my midi device... Any midi that is played under GUS will either be very deafeningly loud and glitchy or just plain mute. Also yes, I've tested this in the latest dev builds, and it still happens there. However If I launch an older version of gzdoom (ex ...
by Ghostrider231
Thu Feb 20, 2020 7:38 pm
Forum: Closed Bugs [GZDoom]
Topic: (4.3.3) Emulated Music won't change tracks without stopmus
Replies: 1
Views: 295

(4.3.3) Emulated Music won't change tracks without stopmus

This issue occured in gzdoom 4.3.3 (aka the latest stable build) I've also tried this in the latest dev build, and the same thing happens. Update: just did this with nsf files, and the same issue occurs. I've included the nsf file in the demo. (labeled under nesmus) For the sake of the demo, I'm ...
by Ghostrider231
Thu Feb 11, 2016 3:03 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.8.0 and later] Instant Floor not so instant
Replies: 3
Views: 286

Re: [2.8.0 and later] Instant Floor not so instant

There is no need for savegames, because this can be reproduce-able with anything that uses the, "floor_lowerinstant", or "floor_raiseinstant".

Batman doom was taken from map30.

Massmouth 2 was taken from map06, before the bus.
by Ghostrider231
Thu Feb 11, 2016 2:07 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.8.0 and later] Instant Floor not so instant
Replies: 3
Views: 286

[2.8.0 and later] Instant Floor not so instant

Instant floor raising in previous versions of zdoom were instant. I've also tried searching around here in the forums and i don't see threads about this. I've tried in zdoom 2.8.0 and later dev builds and still this issue still persists. In zdoom 2.7.1 and previous versions, this problem didn't ...
by Ghostrider231
Thu Feb 05, 2015 11:59 pm
Forum: Abandoned/Dead Projects
Topic: [RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Replies: 78
Views: 27998

Re: [WIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Updated Description. It has been a while, so don't expect anything new yet. I am going to show whats new in a youtube video. I'm not dead, i'm just slow because a lot of thing to get out of the way. =P UPDATE: Geez, a lot of things to go through. Anyways, Updated the description and the, "Whats New ...
by Ghostrider231
Sun Sep 21, 2014 6:50 pm
Forum: Abandoned/Dead Projects
Topic: [RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Replies: 78
Views: 27998

Re: [WIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Been a month right now, sorry for the delay. Updated the description! Votes has been submitted! All of the future updates of this mod will now make use of the newer features! G/ZDoom only now. (i only made use of the newer features already.) I did add/change some things in the mod, however, they are ...
by Ghostrider231
Thu Aug 28, 2014 10:49 pm
Forum: Abandoned/Dead Projects
Topic: [RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Replies: 78
Views: 27998

Re: [WIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

i never really got to see the first version of ffdoom2. I'm thinking it was much worst then the most recent one.

(well, that's why this is what this mod is for, kinda like a remake and remastered? of the ffdoom2.)
by Ghostrider231
Thu Aug 28, 2014 10:41 pm
Forum: Abandoned/Dead Projects
Topic: [RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Replies: 78
Views: 27998

Re: [WIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

yeah, the levels i disliked were e2m8, and mostly e3m9.
by Ghostrider231
Thu Aug 28, 2014 10:36 pm
Forum: Abandoned/Dead Projects
Topic: [RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Replies: 78
Views: 27998

Re: [WIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Ed, what did you think about the original ffdoom2?
by Ghostrider231
Thu Aug 28, 2014 6:35 pm
Forum: Abandoned/Dead Projects
Topic: [RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Replies: 78
Views: 27998

Re: [WIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Made a little change on the title, and removed the, "Released" name.
by Ghostrider231
Thu Aug 28, 2014 1:08 pm
Forum: Abandoned/Dead Projects
Topic: [RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Replies: 78
Views: 27998

Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Added a batch launcher, if some of you don't feel like making them yourself.

Two version of the batch files: zdoom or gzdoom.

if you don't have the feeling for editing the bat files, than move on to ZDL.
by Ghostrider231
Thu Aug 28, 2014 12:58 pm
Forum: Abandoned/Dead Projects
Topic: Unserious pain/death replacements
Replies: 4
Views: 857

Re: Some pain/death replacements

Uhh, what is this mod about?

A little something would be nice.
by Ghostrider231
Thu Aug 28, 2014 12:30 pm
Forum: Abandoned/Dead Projects
Topic: [RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Replies: 78
Views: 27998

Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Took out some description flaws and made some changes due to errors on grammer, i hope it's more readable.

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