Search found 66 matches

by Dark Pulse
Wed Jan 25, 2023 9:40 pm
Forum: Technical Issues
Topic: Picking up Invisibility Sphere in Doom crashes GZDoom while using Vulkan Renderer (4.10.0)
Replies: 1
Views: 336

Re: Picking up Invisibility Sphere in Doom crashes GZDoom while using Vulkan Renderer (4.10.0)

Possibly PEBCAK - I had a two year-old GPU driver for my 1080 (457.51 - Dec. 02, 2020); upgraded to the latest driver and the problem seems to have stopped.

Could also have been I hadn't rebooted my PC in some time.
by Dark Pulse
Sat Jan 21, 2023 4:59 pm
Forum: Technical Issues
Topic: Picking up Invisibility Sphere in Doom crashes GZDoom while using Vulkan Renderer (4.10.0)
Replies: 1
Views: 336

Picking up Invisibility Sphere in Doom crashes GZDoom while using Vulkan Renderer (4.10.0)

I actually first encountered this problem in 4.8.2, but I updated to 4.10.0 and the problem still remains. Some hardware basics: Ryzen 9 5900X, GeForce 1080, Windows 10. In short, a PC that has no problem running GZDoom, or the Vulkan renderer. I encountered the crash while using a mod (Guns Bonzai ...
by Dark Pulse
Mon Jul 11, 2022 10:26 pm
Forum: Scripting
Topic: ZScript questions for a TC I am doing (weapons/respawn/etc.)
Replies: 9
Views: 979

Re: ZScript questions for a TC I am doing (weapons/respawn/e

Since the actor is just a dummy and you never see it, the visual attributes aren't important and you can re-use them for your own purposes. For example, angle will never be used for anything. So in your Activate() function, check angle, multiply it by 35, then set the timer to that value. Now you ...
by Dark Pulse
Mon Jul 11, 2022 3:46 pm
Forum: Scripting
Topic: ZScript questions for a TC I am doing (weapons/respawn/etc.)
Replies: 9
Views: 979

Re: ZScript questions for a TC I am doing (weapons/respawn/e

Apologies in advance for this postwall, but I'm replying to like four people! The key thingy should be easy to do using Puzzle Items . This is used by Hexen puzzles, where you need an item that is held in player's inventory once picked up (in your case, your "keys") and it's automatically taken away ...
by Dark Pulse
Mon Jul 11, 2022 1:26 am
Forum: Scripting
Topic: ZScript questions for a TC I am doing (weapons/respawn/etc.)
Replies: 9
Views: 979

ZScript questions for a TC I am doing (weapons/respawn/etc.)

I've been working on-again, off-again, on a TC of another game into the GZDoom engine. It's quite a nice game, and one where I've even seen some sprite rips floating around here in this very forum. :) I've got a fair bit of stuff set up - working on the maps, textures are all in, custom playerclass ...
by Dark Pulse
Sat Dec 12, 2020 3:55 am
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 190182

Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

As canonically the Demolitionist is not involved in those missions, there is no story text for them. I don't get what you mean about the story changing, it's just the same exact progression as vanilla. Well, the lore mentions that your target is D'Sparil. Which, of course, is correct for Heretic ...
by Dark Pulse
Sat Dec 12, 2020 3:14 am
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 190182

Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

One more issue then: In Heretic, picking up keys says you've picked up (for example) T_YELLOWKEY. Very impressed with your multifaceted Doom/Heretic/Hexen support though! Totally new ways to play those games is always my jam, and a LOT of mods don't even bother to try supporting Heretic or Hexen ...
by Dark Pulse
Fri Dec 11, 2020 3:10 pm
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 190182

Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Marisa Kirisame wrote:Addressed this. I don't know how I didn't notice.
Sehr gut. :)
Marisa Kirisame wrote:Even if you can't reproduce it, a screenshot of the crash is still useful, you know.
Soitenly then. Image linked since IMG BBCode is off.
by Dark Pulse
Fri Dec 11, 2020 12:14 am
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 190182

Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

I've been doing some playing around with this. Not sure if this has been mentioned or not; if so, apologies in advance. The Wallbuster shell load menu is, well... either slightly wrong, or assumes hardcoded bindings that aren't accounting for user changes. It says Page Up is to add five ammo, Page ...
by Dark Pulse
Wed Dec 09, 2020 11:38 pm
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 190182

Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Captain J wrote:Oh yeah, about Cacowards, i do hope this one gets awarded as well.
Request granted.
by Dark Pulse
Tue Feb 19, 2019 5:07 pm
Forum: Feature Suggestions [GZDoom]
Topic: Embeddable Soundfonts in WADs/PK3s/PK7s
Replies: 8
Views: 1664

Re: Embeddable Soundfonts in WADs/PK3s/PK7s

Like I said, you can already set a soundfont for single MIDI files, in fact you can also set the MIDI synth to be used with the sound font. I don't like a blanket general override just because the file is present. This needs the more fine grained control the SNDINFO option offers. I think the only ...
by Dark Pulse
Sun Feb 17, 2019 12:20 pm
Forum: Feature Suggestions [GZDoom]
Topic: Embeddable Soundfonts in WADs/PK3s/PK7s
Replies: 8
Views: 1664

Re: Embeddable Soundfonts in WADs/PK3s/PK7s

I can see a good use case for, say, the Doom 64 soundtrack. It'd take far less space to have the sound font appear only once in the data, than to include the sample data with every single song. For 32+ songs, that'd add up fast. That's a good example, yes. Another would be Team GEC's Playstation ...
by Dark Pulse
Sat Feb 16, 2019 3:19 pm
Forum: Feature Suggestions [GZDoom]
Topic: Embeddable Soundfonts in WADs/PK3s/PK7s
Replies: 8
Views: 1664

Embeddable Soundfonts in WADs/PK3s/PK7s

I've been kicking around soundfont-related stuff in my head over the last few days. Normally, users are allowed to select their own sound fonts. This is good for when a WAD has general (or no) custom music that's MIDI-based, but not intended to be only played with a specific soundfont. However, this ...
by Dark Pulse
Thu Dec 27, 2018 6:07 pm
Forum: ZDoom (and related) News
Topic: GZDoom 3.7.0 Released
Replies: 68
Views: 27261

Re: GZDoom 3.7.0 Released

Don't expect any miracles from Vulkan. It cannot overcome the main problem of the renderer, i.e. that major parts of it need to be run in sequence. The entire renderer has two barriers where each side can run independently of each other. I was able to multithread one of these barriers, the second ...
by Dark Pulse
Thu Dec 27, 2018 5:03 pm
Forum: ZDoom (and related) News
Topic: GZDoom 3.7.0 Released
Replies: 68
Views: 27261

Re: GZDoom 3.7.0 Released

Actually, the GPUs we are talking about are Intel's GMA chips from 2010. They are another magnitude worse than those real GL 2 cards. Unfortunately a lot of them was sold to unsuspecting customers back in the day when GL2 had long been obsolete. Those old real GL 2 hardware only makes up one ...

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