Search found 30 matches
- Wed Apr 18, 2018 12:21 pm
- Forum: ZDoom (and related) News
- Topic: The GZDoom 3.3.0 survey's results
- Replies: 12
- Views: 10848
Re: The GZDoom 3.3.0 survey's results
I reckon most of the users of the 32-bit versions on 64-bit platforms are doing so because a lot of 64-bit open-source software back in the day was *way* more crash-prone. I have in the past run into an issue that only appeared in 64-bit GZDoom and not 32-bit GZDoom (which I reported and you fixed ...
- Thu May 18, 2017 10:52 am
- Forum: General
- Topic: The "problem" with most mods
- Replies: 28
- Views: 2140
Re: The "problem" with most mods
No, he's saying that it's terrible that gameplay mods are... gameplay mods.
- Tue May 16, 2017 7:31 pm
- Forum: General
- Topic: The "problem" with most mods
- Replies: 28
- Views: 2140
Re: The "problem" with most mods
I hacked D4D and Doom Roguelike Arsenal to work together pretty well a long while back (whenever GZDoom had just added ZScript to the dev builds via a command line parameter and D4D had just released a ZScript version for testing). The main problem was that glory kills wouldn't give you the ammo for ...
- Thu Apr 27, 2017 6:22 pm
- Forum: Scripting
- Topic: "How do I ZScript?"
- Replies: 1451
- Views: 199847
Re: "How do I ZScript?"
Oh, right, I tried so many things that I forgot that was the problem. I get a "Numeric type expected" error when I do something like:
or
Code: Select all
invoker.LabelFlash.Push('BFG9000_Flash');Code: Select all
invoker.LabelFlash.Push(ResolveState('BFG9000_Flash'));- Thu Apr 27, 2017 3:14 pm
- Forum: Scripting
- Topic: "How do I ZScript?"
- Replies: 1451
- Views: 199847
Re: "How do I ZScript?"
Is it possible to convert a string into a StateLabel at runtime? Since you can't have an array of StateLabels in ZScript, I have an array of strings. But unlike the StateLabel variables that I use ResolveState on to turn them into States, ResolveState rejects strings, and there doesn't seem to be ...
- Thu Apr 27, 2017 3:08 pm
- Forum: Scripting
- Topic: ZScript Discussion
- Replies: 1838
- Views: 226268
Re: ZScript Discussion
Whoops, got this thread confused for that one. ResolveState doesn't work, BTW. It only accepts strings at compile time, not runtime.
- Wed Apr 26, 2017 8:16 pm
- Forum: Scripting
- Topic: ZScript Discussion
- Replies: 1838
- Views: 226268
Re: ZScript Discussion
How do you convert a String to a StateLabel? I need an array of state labels, and ZScript doesn't support arrays of StateLabels.
- Wed Apr 26, 2017 2:08 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 672333
Re: Smooth Doom (NOW HAS A THEME SONG!)
Could you add an option to mute the bullet-casing sounds? I love the visual effects, but I hate the sound effects.
- Wed Apr 19, 2017 2:57 pm
- Forum: Developer Blog
- Topic: GPL transition complete.
- Replies: 59
- Views: 14587
Re: GPL transition complete.
Awesome work, ya'll!
Enjay, regarding the audio, how does GZDoom+OpenAL compare to the audio from other source ports? Do any of them have sound comparable to FMOD EX to your ears?
Enjay, regarding the audio, how does GZDoom+OpenAL compare to the audio from other source ports? Do any of them have sound comparable to FMOD EX to your ears?
- Wed Apr 12, 2017 11:18 am
- Forum: Editing (Archive)
- Topic: Build errors
- Replies: 75
- Views: 4553
Re: Build errors
It appears all the headers were, but dxguid.lib wasn't. I installed the redistributable listed on the "Compile ZDoom on Windows" wiki page.
- Wed Apr 12, 2017 10:15 am
- Forum: Editing (Archive)
- Topic: Build errors
- Replies: 75
- Views: 4553
Re: Build errors
DX_dxguid_LIBRARY only seems to be shown if you're building with Windows XP support enabled (when CMAKE is set to use VS2015 x64 as the compiler, at least; haven't tested VS2015 x86 or any other VS versions). It should probably be shown no matter what for VS2015.
- Fri Dec 16, 2016 3:13 am
- Forum: Editing (Archive)
- Topic: Are there any command-line .vox to .kvx converters?
- Replies: 0
- Views: 565
Are there any command-line .vox to .kvx converters?
As far as I can tell, the only things in the world that can convert .vox to .kvx is SLAB6. Considering every other part of my voxel-creation workflow is command-line based, it's rather annoying to have to go into SLAB6 for every single voxel I create. SLAB6 doesn't seem to have a command-line ...
- Thu Dec 15, 2016 8:07 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [2.9pre-2120-x64] Crash : RandomSpawner as StartItem
- Replies: 2
- Views: 245
- Thu Dec 15, 2016 5:07 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [2.9pre-2120-x64] Crash : RandomSpawner as StartItem
- Replies: 2
- Views: 245
[2.9pre-2120-x64] Crash : RandomSpawner as StartItem
ZDoom Version: zdoom-2.9pre-2120-gc3cb9d2 , x64 WAD: StartItemRandomSpawner.pk7 Reports: MSInfo32 , DXDiag I thought that the way DRLA gave the player a random starting weapon was using a RandomSpawner (it actually uses some clever decorate code in the player spawn state). I'd like to request that ...
- Sun Feb 21, 2016 3:11 am
- Forum: Abandoned/Dead Projects
- Topic: [REL/FINAL] GZDoom-GPL 2.4 - now with software renderer
- Replies: 213
- Views: 42535
Re: [source] GZDoom-GPL - GPL'ed GZDoom for indies
ZDoom does, and so does GZDoom. GZDoom-GPL doesn't, because it axed the software renderer that had all the Build code in it.