Knowing that this kind of feature is planned for GZDoom makes me happy. Can't wait to stop using -stdout and logs for that.
Search found 89 matches
- Sun Sep 28, 2025 1:01 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Retroachievement for GZDoom ?
- Replies: 4
- Views: 209
Re: Retroachievement for GZDoom ?
- Mon Sep 01, 2025 10:50 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Canvas Texture with transparency
- Replies: 0
- Views: 101
Canvas Texture with transparency
As far as I understand canvas textures can't have transparency. I can draw semi-transparent pixels onto it but they will always be drawn on top of completely opaque background. So I can't for example make a midtexture with holes in it if I'm using canvas texture. Is this a hard limitation or can it ...
- Sun Aug 31, 2025 7:10 am
- Forum: General
- Topic: 20 years of GZDoom!
- Replies: 11
- Views: 733
Re: 20 years of GZDoom!
I think I've joined the forums at around GZDoom v3.2.5 to ask a question about ACS. Since then interacting with engine and community around it built confidence in me that allowed me to shoot for a job way outside my comfort zone and triple my income. I don't have any big releases to my name but I've ...
- Thu Aug 14, 2025 10:51 pm
- Forum: General
- Topic: MAKING A MELEE-BASED COMPANION WITH SLADE
- Replies: 2
- Views: 209
Re: MAKING A MELEE-BASED COMPANION WITH SLADE
You can access actor's velocity vector directly and you can modify it which is perfect for dashes in any direction. To dash towards the target you need vector difference between target position and companion position. To dash sideways you'll need to get previous vector and rotate it 90 degrees (swap ...
- Sat Jul 05, 2025 6:34 am
- Forum: General
- Topic: Build gdx on Android
- Replies: 1
- Views: 118
Re: Build gdx on Android
Search "Zeta Touch" for Raze + EDuke32 on android
- Wed Jun 18, 2025 11:03 am
- Forum: TCs, Full Games, and Other Projects
- Topic: RELEASE: Wolfenstein 3D TC Version 3.1
- Replies: 1545
- Views: 351336
Re: RELEASE: Wolfenstein 3D TC Version 3.1
I'm currently working on a mod using this TC. Does anyone know how I would go about porting Second Encounter or any fan map packs? I have half of a converter: I can read GAMEMAPS into data that can be worked with. I wrote it first in TypeScript then re-wrote it to ZScript: https://forum.zdoom.org ...
- Tue Jun 10, 2025 2:04 pm
- Forum: General
- Topic: Looking for a SLADE PK3/ZDoom "example project"
- Replies: 2
- Views: 140
Re: Looking for a SLADE PK3/ZDoom "example project"
Also try this guide: ZScript Basics: A Guide for Non-Programmers (from a non-programmer)
Or at least add it to bookmarks to check it out later. At the beginning it goes over differences between wad and pk3 and how to work with them.
Or at least add it to bookmarks to check it out later. At the beginning it goes over differences between wad and pk3 and how to work with them.
- Fri Jun 06, 2025 12:40 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.14.2]Vanilla Essence error
- Replies: 5
- Views: 343
Re: [4.14.2]Vanilla Essence error
VM execution aborted: tried to read from address zero. Called from StretchHandler.WorldThingSpawned at vanilla essence 4.3.pk3:zscript.zc, line 144 I've downloaded Vanilla Essence from here tried it in GZDoom 4.12.2 with no other mods and it worked just fine. Are you sure that your vanilla essence ...
- Wed May 28, 2025 5:37 pm
- Forum: Assets (and other stuff)
- Topic: Making a little buddy [Answered]
- Replies: 3
- Views: 505
Re: Making a little buddy [Answered]
I wondered if it's possible to make a script that spawns an NPC next to the player that can't be hurt by the player, and shoots enemies for you. Ideally, he sticks around in the space around the player. Is this possible in any version of Doom Builder? There is a thread Looking for a companion mod ...
- Tue May 06, 2025 1:04 am
- Forum: Scripting
- Topic: EDITING COMPANION MOD ZSCRIPT AND ACS
- Replies: 3
- Views: 329
Re: EDITING COMPANION MOD ZSCRIPT AND ACS
Okay, I've downloaded files and opened FriendSoapMactavish.pk3 and I can't seem to access the .o file within the code. This is because .o file is compiled ACS. When you right click on .acs file in Slade and go Script -> Compile ACS it will create .o file. From the looks of it all ACS script does in ...
- Sun Apr 20, 2025 9:31 am
- Forum: Gameplay Mods
- Topic: ajynksed Level Info - dsda-Doom Style levelinfo exHUD for gzDoom [my 1st ever mod!!] (zscript)) [UPDATED : 31/03/25]
- Replies: 4
- Views: 2065
Re: ajynksed Level Info - dsda-Doom Style levelinfo exHUD for gzDoom [my 1st ever mod!!] (zscript)) [UPDATED : 31/03/25]
I have a feature request if you don't mind: a cvar that controls if this widget is visible or not so that it would be possible to toggle it on/off for the purpose of taking screenshots.
- Mon Mar 31, 2025 8:24 pm
- Forum: General
- Topic: has anyone seen a replay mod like Minecraft's replay mod
- Replies: 2
- Views: 182
Re: has anyone seen a replay mod like Minecraft's replay mod
Not replay mod but since you're looking for machinima tools there was a Cameraman Mod which should work great together with demo recording feature to achieve your goals.
- Tue Mar 11, 2025 7:52 am
- Forum: Gameplay Mods
- Topic: ajynksed Level Info - dsda-Doom Style levelinfo exHUD for gzDoom [my 1st ever mod!!] (zscript)) [UPDATED : 31/03/25]
- Replies: 4
- Views: 2065
Re: aJynksed Level Info Mod (My 1st ever mod!) [UPDATED : 11/03/25]
Thank you for the mod. I'm going to try it because my usual issue is that I have strange compulsive desire to check kills/secrets right after I save the game and notification that game is saved usually completely covers this information. With this mod I can just move it down where I can always see it.
- Sun Mar 09, 2025 7:39 pm
- Forum: Gameplay Mods
- Topic: [0.3.1] Archipelago Multiworld Randomizer support for GZDoom!
- Replies: 2
- Views: 1696
Re: [0.3.1] Archipelago Multiworld Randomizer support for GZDoom!
Curious: how do you get information in and out of GZDoom? Previously I've used -stdout to get information out of GZD and feed it into screen readers but no idea how to pass information back into GZD. Can this technology be used to revive Twitchy Doom ? Previously it relied on GZD reading loaded ...
- Sun Mar 02, 2025 10:56 am
- Forum: Levels
- Topic: RAMP - A community+ project [DOWNLOAD!]
- Replies: 33
- Views: 17628
Re: RAMP - A community+ project [DOWNLOAD!]
I've finally played through all RAMP 2021 maps. I've started playing on January 12, 2024 and finished on March 1, 2025. A little over a year to play all 200 maps. If RAMP is yearly event and I'm playing only RAMP I will never ran out of maps to play. This is crazy. Massive thank you to Doom ...