Search found 387 matches
- Sat May 31, 2025 8:11 pm
- Forum: Technical Issues
- Topic: Unable to launch ray tracing Doom.
- Replies: 4
- Views: 955
Re: Unable to launch ray tracing Doom.
though, is it likely that GzDoom could get support for it? I did try the GzDoom RTX Mod - and it works really well.. I imagine if GzDoom would get support for it internally, pbr materials are already in, so are model support - and if we could define sky light per sky or sector, as well as dynamic ...
- Mon May 26, 2025 6:26 pm
- Forum: Shaders
- Topic: Liquid Texture Pack V7.0.1 (Updated = 8/6/2025)
- Replies: 7
- Views: 10458
Re: Liquid Texture Pack V7.0
Thanks, I will test it more later, thanks for the new version 

- Mon Sep 30, 2024 9:12 am
- Forum: Bugs [GZDoom]
- Topic: Restart command wipes out all custom cvars in a players config!
- Replies: 3
- Views: 1694
Restart command wipes out all custom cvars in a players config!
So, mid playtesting I had one of my playtesters wanting to test something, so he changed some variable in the console and wanted to restart the map, so he tried Restart in the console. This restarted the engine, and swapped from Doom2 straight into Ultimate Doom. But what's worse it everything was ...
- Fri Sep 27, 2024 10:31 am
- Forum: Bugs [GZDoom]
- Topic: Shader textures on floor bugged on automap
- Replies: 0
- Views: 389
Shader textures on floor bugged on automap
The automap is able to show shader textures on the automap like shader liquids etc. However it is currently bugged. when having textured automap turned on and for instance looking at a yellow lava - the lava floor will simply render as a plain yellow fill instead of showing any texture-data. but, if ...
- Fri Sep 27, 2024 10:19 am
- Forum: Bugs [GZDoom]
- Topic: cvar latch
- Replies: 1
- Views: 421
cvar latch
https://zdoom.org/wiki/CVARINFO this states that: latch: Changes to this CVAR only take effect upon starting a new game. This is only the case when changing it from the console, however. is this wrong? when I use this and change the latched cvar with ACS script - it will not change until I start a ...
- Wed Jul 03, 2024 11:50 am
- Forum: Scripting
- Topic: Ensuring a sound will play during PowerTimeFreezer
- Replies: 12
- Views: 1362
Re: Ensuring a sound will play during PowerTimeFreezer
Just make a New actor with +Notimefreeze flag and use It to play ALL your sound The +NOTIMEFREEZE flag won't play ALL sounds during "PowerTimeFreezer", as I tested in the latest GZDoom 4.6.0. Only creating a new TimeFreezer powerup in ZScript and using/editing S_ResumeSound/S_PauseSound can play ...
- Mon Mar 11, 2024 4:22 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Pitch/Roll settings for "Skybox Viewer"
- Replies: 7
- Views: 1938
Re: Pitch/Roll settings for "Skybox Viewer"
I'd like to jump in on this one too, there are quite a few situations where a Skybox is the best fit for a camera due to how it's handled - and it these situations it's quite limiting to not have the pitch and roll being accessible - it'd be really nice if someone was able to add this.
- Sat Oct 07, 2023 5:28 am
- Forum: Feature Suggestions [GZDoom]
- Topic: An Extra +UseSpecial Flag to Check Height
- Replies: 6
- Views: 2293
Re: An Extra +UseSpecial Flag to Check Height
was this ever "solved"? I need to be able to make checkrange on actors that has +UseSpecial 

- Thu Sep 28, 2023 2:52 pm
- Forum: Bugs [GZDoom]
- Topic: Crash during playtesting - skytexture load?
- Replies: 9
- Views: 1161
Re: Crash during playtesting - skytexture load?
I think it's a bit weird that 5-6 steps of floor with reflective surface causes a drop to 90 fps .. and 10 steps cause a crash - is there something in gzdoom that causes small sectors close to eachothers with reflective floor / ceiling to cause a mayham? or is it perhaps something that happens when ...
- Thu Sep 28, 2023 2:49 pm
- Forum: Bugs [GZDoom]
- Topic: Crash during playtesting - skytexture load?
- Replies: 9
- Views: 1161
Re: Crash during playtesting - skytexture load?
Hi sorry, no need to look at those... I figured out the issue... I had by mistake made each of the steps reflective...
The vent before and after is reflective - but when each step also is that crashes things..
The vent before and after is reflective - but when each step also is that crashes things..
- Thu Sep 28, 2023 2:35 pm
- Forum: Bugs [GZDoom]
- Topic: Crash during playtesting - skytexture load?
- Replies: 9
- Views: 1161
Re: Crash during playtesting - skytexture load?
Crash log is also now found in the same link
- Thu Sep 28, 2023 2:20 pm
- Forum: Bugs [GZDoom]
- Topic: Crash during playtesting - skytexture load?
- Replies: 9
- Views: 1161
Re: Crash during playtesting - skytexture load?
https://norconsult365-my.sharepoint.com ... A?e=a58sni
files here - MAP01 - crash4 will crash
MAP01 - crash5 will not crash - but looking towards the ladder will lower FPS a lot at least if on high res
files here - MAP01 - crash4 will crash
MAP01 - crash5 will not crash - but looking towards the ladder will lower FPS a lot at least if on high res
- Thu Sep 28, 2023 2:10 pm
- Forum: Bugs [GZDoom]
- Topic: Crash during playtesting - skytexture load?
- Replies: 9
- Views: 1161
Re: Crash during playtesting - skytexture load?
edit: it has nothing to do with the new sky.. it seem to be caused by a series of 10 sectors in a row being 1 unit apart- they make a ladder.. and it seem this triggers the crash - I tried remaking the ladder in an empty map - and only these 10 sectors alone crash the game I just posted the map ...
- Thu Sep 28, 2023 1:20 pm
- Forum: Bugs [GZDoom]
- Topic: Crash during playtesting - skytexture load?
- Replies: 9
- Views: 1161
Crash during playtesting - skytexture load?
So I just did some playtesting on levels I've played many times before - close to the end of one map it just suddenly crashed with Code: C0000005 (Access Violation - tried to write address 0000023E97898000) Adress: 00007FF6BB9E1DEF The only thing new on the map would be the skytexture.. and it ...
- Thu Jun 15, 2023 1:25 pm
- Forum: Scripting
- Topic: Using Mugshot xdeath and animated god mode
- Replies: 2
- Views: 446
Re: Using Mugshot xdeath and animated god mode
this is a late reply, but others might also wonder about this. Agent Ash informed me that you could do like this: DrawTexture(GetMugShot(5,Mugshot.XDEATHFACE|Mugshot.ANIMATEDGODMODE),x,y for instance. other Mugshot.*** inputs that is available is: STANDARD DISABLEGRIN DISABLEOUCH DISABLEPAIN ...