This happens to me playing Lithium 1.6.3 on GZDoom 4.3.3, and I use a NVIDIA GeForce RTX 2070 SUPER. So this crash isn't exclusive to AMD GPUs.Marrub wrote:Might be an issue that only happens on AMD cards then. I know it's not a driver issue since it happens on Windows and Linux.
Search found 120 matches
- Sun May 03, 2020 9:03 pm
- Forum: Vulkan Renderer Bugs
- Topic: Overlay map can crash in particular circumstances
- Replies: 7
- Views: 8302
Re: Overlay map can crash in particular circumstances
- Mon Oct 21, 2019 7:01 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: DSTAUNT sound parameter in S_SKIN
- Replies: 0
- Views: 447
DSTAUNT sound parameter in S_SKIN
So I attempted to recreate the Skulltag/Zandronum taunt function with ZScript and was able to get the basic functionality nailed, however, I have run into a dead end. There is seemingly no way for ZScript or SNDINFO to access the DSTAUNT parameter of the in-game selected skin's S_SKIN lump in order ...
- Sun Aug 04, 2019 3:23 pm
- Forum: Gameplay Mods
- Topic: If Bethesda Bought Out Modern Doom Source Ports
- Replies: 18
- Views: 5862
Re: If Bethesda Bought Out Modern Doom Source Ports
Guess it'd be time for the user to open Task Manager and terminate the process, then.Gezzdt wrote:Imagine you have to login to quit a game...
- Wed Jun 12, 2019 5:20 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Shader Menu
- Replies: 3
- Views: 805
Re: Shader Menu
I suspect that this would be considered a different suggestion from the current one, and would require a new thread to be made.Zenon wrote:In fact, why stop at adding a shader category for the menu and do the same for universal mods that are made for autoload?
- Sat Jun 08, 2019 6:13 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Shader Menu
- Replies: 3
- Views: 805
Re: Shader Menu
I was looking through Feature Suggestions to make sure I wouldn't create a duplicate thread, and here it is. As someone who has been adding more and more shaders to their autoload over time, it's becoming a bit cluttered near the bottom of the options list. If there could be a new dedicated submenu ...
- Sat Jun 08, 2019 5:44 pm
- Forum: Gameplay Mods
- Topic: [MINIMOD] Stop music on death
- Replies: 5
- Views: 2035
Re: [MINIMOD] Stop music on death
A custom sound function would be amazing, in general. Imagine if all you had to do was open the archive and import your own sounds to use.Zenon wrote:A scare-chord function would be neat, like something from Clock Tower
- Wed Apr 10, 2019 5:04 pm
- Forum: Off-Topic
- Topic: What was the first use of the sound file you hear at 4:58?
- Replies: 15
- Views: 5609
Re: What was the first use of the sound file you hear at 4:5
Something I seldom see mentioned: Doomguy and Corvus' pain sounds (and by extension the Hexen protags) are from the same sample. Hell, it's not just those two that are in the same sound clip. Duke Nukem's exert noise is also in it, too. And I had always thought all along that it was Jon St. John's ...
- Sun Mar 10, 2019 7:50 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Refresh rate list
- Replies: 5
- Views: 708
Re: Refresh rate list
Can you recommend any tools for this?Rachael wrote:The refresh rate and actual resolution now must be set with an external tool.
- Sun Sep 23, 2018 2:06 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Compatibility for Discord Overlay
- Replies: 9
- Views: 2303
Re: Compatibility for Discord Overlay
Assuming that the OpenGL implementation is the issue here, will this be possible with Vulkan when it's in by any chance?
- Tue Aug 21, 2018 8:40 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Camera offset vector for actors
- Replies: 4
- Views: 1318
Re: Camera offset vector for actors
I'm not entirely sure if this has much to do with what is being suggested here. While the ViewZ can currently be toyed around with, the up-and-down motion when the player lands from a jump/fall is hardcoded. The intensity of that motion seen is automatically determined by taking the player's ...
- Tue Aug 21, 2018 1:29 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Camera offset vector for actors
- Replies: 4
- Views: 1318
Re: Camera offset vector for actors
I second and favor this strongly. I have been waiting on this for quite some time now.
- Fri Aug 10, 2018 1:11 am
- Forum: Feature Suggestions [GZDoom]
- Topic: New Summon Parameter
- Replies: 0
- Views: 456
New Summon Parameter
I think that adding a "quantity" parameter to the summoning commands could be incredibly useful and would save the user from having to spam a summon command via the console or a bind. I'm sure there could also be a limit in the options along with a default limit set to prevent users from spawning ...
- Tue Jul 31, 2018 4:22 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Update XBRZ filter to 1.6?
- Replies: 12
- Views: 1906
Re: Update XBRZ filter to 1.6?
Would it be possible to add with a warning on the "Modern" GZDoom? That sounds like a good idea. Perhaps, an even better approach would be to check how much VRAM is available, and if it's sufficient enough, the modes are enabled. And if there isn't enough VRAM available in the check, the modes are ...
- Sat Jul 28, 2018 1:53 pm
- Forum: Off-Topic
- Topic: Is newstuff chronicles over at Doomworld dead?
- Replies: 22
- Views: 1969
Re: Is newstuff chronicles over at Doomworld dead?
Please stop putting the same thing at the bottom of all your posts. Forum signatures are annoying and that's why they're disabled. Caligari87 has been doing the same thing for ages and nobody really seems to have a problem with it. Just saying that so you aren't accidentally creating a double ...
- Thu Apr 12, 2018 1:12 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: 3D Floors which are Transparent AND Sloped
- Replies: 14
- Views: 1584
Re: 3D Floors which are Transparent AND Sloped
Wait! So shouldn't this be put on hold, instead?Graf Zahl wrote:For the time being this is a 'no'.