Search found 92 matches
- Tue May 14, 2019 9:37 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.1.2 Released
- Replies: 24
- Views: 11264
Re: GZDoom 4.1.2 Released
"made setting actor TID more explicit" - What does this mean?
- Mon Apr 08, 2019 4:09 am
- Forum: Closed Bugs [GZDoom]
- Topic: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal error
- Replies: 6
- Views: 520
Re: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal e
Ack no, please disregard that! SLADE was misbehaving and not updating the compiled script, and I didn't realise it until much later. I'm very sorry, I was hastily trying to figure out what was going on, I didn't mean to give misinformation. I think APROP_ViewHeight is the only one that has an issue.
- Mon Apr 08, 2019 1:27 am
- Forum: Closed Bugs [GZDoom]
- Topic: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal error
- Replies: 6
- Views: 520
Re: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal e
Yeah uh, it's always worked for me, with two PlayerPawn inherited actors with differing viewheights defined. I just tried getting the actors' Player.JumpZ by the same method and was perfectly successful in 3.7.2 and prior versions, though this also crashes in 4.0.0. I thought since the parameter was ...
- Sun Apr 07, 2019 5:24 pm
- Forum: Closed Bugs [GZDoom]
- Topic: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal error
- Replies: 6
- Views: 520
Re: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal e
I'm not sure how else to grab the default view height if it's been changed midgame? I didn't think it was incorrect due to always successfully retrieving the property.
- Sun Apr 07, 2019 11:43 am
- Forum: Closed Bugs [GZDoom]
- Topic: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal error
- Replies: 6
- Views: 520
(4.0.0) GetActorProperty APROP_ViewHeight causes fatal error
So the mod that I've worked on for years through different GZDoom versions now just straight up crashes GZDoom, and it turns out it's because I'm spawning the player class' actor and getting its viewheight from it. I've simplified it down to a small script showcasing the error. In versions earlier ...
- Tue Mar 05, 2019 9:15 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Projectiles XDeath on +NOBLOOD actors (unsure if bug)
- Replies: 1
- Views: 256
Projectiles XDeath on +NOBLOOD actors (unsure if bug)
Try using this .wad and shooting an explosive barrel with the rocketlauncher, the rockets should go into their XDeath states and turn into health bonus sprites briefly. I also replaced zombiemen and imps with +NOBLOOD versions so the bug can be observed on them, too. This behaviour seems to have ...
- Thu Feb 28, 2019 2:55 am
- Forum: TCs, Full Games, and Other Projects
- Topic: F3 Stuff (Fallout 3\ New Vegas in DooM)
- Replies: 8
- Views: 5157
Re: F3 Stuff (Fallout 3\ New Vegas in DooM)
Playing this in GZDoom 3.7.2, the DeadMarineNew actor causes my game to crash most of the time on load, It seems to be something about the RandomSpawners being spawned with A_CustomMissile. Using A_SpawnItem instead fixes the crashing, at any rate.
- Thu Feb 14, 2019 8:26 pm
- Forum: Closed Bugs [GZDoom]
- Topic: (3.7.2) Monsters react to silent DamageFactor 0.0 attacks
- Replies: 7
- Views: 630
Re: (3.7.2) Monsters react to silent DamageFactor 0.0 attack
Did monsters wake up when actually damaged with NOPAIN flag, assuming they weren't alerted? I made a +NOPAIN zombieman and tested both normal and ambush flagged versions of them, they seem to behave the same in 2.4.0, 3.4.1, and 3.7.2, being that they notice they're taking damage and retaliate if ...
- Wed Feb 13, 2019 9:19 pm
- Forum: Closed Bugs [GZDoom]
- Topic: (3.7.2) Monsters react to silent DamageFactor 0.0 attacks
- Replies: 7
- Views: 630
Re: (3.7.2) Monsters react to silent DamageFactor 0.0 attack
From 2.4.0 to 3.4.1.Major Cooke wrote:What versions were you using previously where it worked like this?
The next version that I downloaded after 3.4.1 is 3.7.0, and turns out the bug is present there, so it's not specific to 3.7.2.
- Wed Feb 13, 2019 5:58 am
- Forum: Closed Bugs [GZDoom]
- Topic: (3.7.2) Monsters react to silent DamageFactor 0.0 attacks
- Replies: 7
- Views: 630
(3.7.2) Monsters react to silent DamageFactor 0.0 attacks
I don't know how recent this bug is, but it didn't exist in older versions of GZDoom that I've used. Normally if an idle monster is attacked with a silent weapon that does 0 damage, they won't react to it at all. However currently if they're hit by an attack that's reduced to 0 by DamageFactor (in ...
- Sat Jan 26, 2019 12:15 am
- Forum: Closed Bugs [GZDoom]
- Topic: A_FireProjectile does not handle FPF_NOAUTOAIM
- Replies: 5
- Views: 694
Re: A_FireProjectile does not handle FPF_NOAUTOAIM
I know it's a deprecated function but A_FireCustomMissile has this problem as well.
- Thu Jul 12, 2018 3:38 am
- Forum: Levels
- Topic: The Joy of Mapping 5: Winter Weekend - FINAL.
- Replies: 43
- Views: 12654
Re: The Joy of Mapping 5: Winter Weekend - BETA 2 RELEASED!
Wow, I feel stupid now, I hadn't checked the previous page of the thread since I felt it was a more recent, unreported bug at the time.Gutawer wrote:Guys:

- Fri Jul 06, 2018 9:00 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4
- Replies: 1255
- Views: 255378
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
I found the big boss of world 8 to be extremely easy if you just pummel it with the (upgraded, in this case) star shooter's alt fire, it stunlocks and does massive damage and the big boss goes down without even managing a single attack.
- Wed Jun 20, 2018 4:29 pm
- Forum: Abandoned/Dead Projects
- Topic: [0.5A Release] ZRift - Chasm in Doom and Heretic
- Replies: 215
- Views: 51905
Re: [0.1a Release] ZRift - Chasm in Doom (DL link in OP)
The ZScript spawners don't seem to be accounting for actor angle, so all of the imp/demon replacements spawn facing the same direction. (should probably track spawn flags, tags and action specials too!)
- Mon May 28, 2018 3:22 pm
- Forum: Levels
- Topic: The Joy of Mapping 5: Winter Weekend - FINAL.
- Replies: 43
- Views: 12654