Search found 82 matches
- Wed May 02, 2018 3:22 am
- Forum: Closed Bugs [GZDoom]
- Topic: Abnormally high GPU usage while alt tabbed
- Replies: 18
- Views: 1299
Re: Abnormally high GPU usage while alt tabbed
Sounds good. Will you do it? I'll be quite busy with the renderer for at least two more weeks - and I want to get that to a state where I can test multithreading realistically.
- Wed May 02, 2018 3:19 am
- Forum: Closed Bugs [GZDoom]
- Topic: Clicking on GZDoom can disable mouse cursor globally
- Replies: 19
- Views: 2535
Re: Clicking on GZDoom can disable mouse cursor globally
The main problem on Windows with an in-game mode change is that it requires a complete teardown of all video resources and rebuilding them afterward. And that's already causing some problems. True fullscreen is so crappy that even Apple recommends to avoid it since ~2010. For once I agree with Apple ...
- Fri Apr 27, 2018 7:58 am
- Forum: Off-Topic
- Topic: Reviving video game rentals: A though experiment
- Replies: 15
- Views: 1255
Re: Reviving video game rentals: A though experiment
Scripten wrote:Steam already has a two-week return window
Wanna bet that you'll be kicked out if using that too often?
- Fri Apr 27, 2018 4:33 am
- Forum: Off-Topic
- Topic: Reviving video game rentals: A though experiment
- Replies: 15
- Views: 1255
Re: Reviving video game rentals: A though experiment
I don't think that game studios will support this. They are thoroughly happy that they finally have a means to sell games where the consumer has little chance to check out the game before buying and no chance to sell it after having played it. Who cares if they alienate half of their potential user ...
- Fri Apr 27, 2018 1:35 am
- Forum: Closed Bugs [GZDoom]
- Topic: *Gasp sound is not played
- Replies: 7
- Views: 632
Re: *Gasp sound is not played
I don't think the current default should be kept. It just sounds wrong.
- Thu Apr 26, 2018 4:12 am
- Forum: Scripting
- Topic: Making the lite amp not suck
- Replies: 22
- Views: 1853
Re: Making the lite amp not suck
Isn't that just a different color scheme for the existing 'enhanced Nightvision' mode?Jimmy wrote: - A "thermal visor" shader that colors the enemies (and possibly hazards) in red/yellow and the rest of the terrain in blue/purple.
- Thu Apr 26, 2018 1:00 am
- Forum: Scripting
- Topic: *DECORATE* New Doom Barrel Damages Monsters But Not Player
- Replies: 6
- Views: 627
Re: *DECORATE* New Doom Barrel Damages Monsters But Not Play
In case you ask, why the setup is like this, you'll have to go back 25 years and ask the people who made the original Doom. Changing this stuff to be more intuitive now would only make things worse.
- Thu Apr 26, 2018 12:36 am
- Forum: General
- Topic: ZDoom, XCode and the indent setting
- Replies: 5
- Views: 574
ZDoom, XCode and the indent setting
Every time I have to let CMake regenerate the project it will reset XCode's indent to use spaces instead of tabs, so I have to manually reset it. Is there any way to tell it to set it to tabs, as is the default for the GZDoom source? Unfortunately the CMake documentation is no help here, as usual ...
- Thu Apr 26, 2018 12:17 am
- Forum: Closed Bugs [GZDoom]
- Topic: "skill" is not saved in save games
- Replies: 5
- Views: 439
Re: "skill" is not saved in save games
Are you sure that this isn't just a printout mismatch? I guess if this wasn't working it would have been discovered long, long ago, because the consequences would be too obvious.
- Mon Apr 23, 2018 5:27 am
- Forum: Scripting
- Topic: Zscript PhysX/Havok/Bullet
- Replies: 4
- Views: 498
Re: Zscript PhysX/Havok/Bullet
Not according to vanilla Doom "physics"...Gutawer wrote:not mass * velocity - that's momentum.

- Mon Apr 23, 2018 1:45 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165457
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Such a feature does not exist. You can set a color directly but there is no transfer function. Why do you need one?
- Tue Apr 17, 2018 5:28 am
- Forum: Off-Topic
- Topic: Watch me Struggle: Attempting to use Old DOOM Map Editors!
- Replies: 9
- Views: 1008
Re: Watch me Struggle: Attempting to use Old DOOM Map Editor
Dumb question: Have you ever tried the DOS editors with 'cd'ing into their directories? Lots of software of that vintage cannot possibly be run like you tried. If it does not find its data in the current working directory it'll just fail.
- Tue Apr 17, 2018 5:14 am
- Forum: General
- Topic: Brainstorming a GZDoom menu revamp
- Replies: 104
- Views: 12307
Re: Brainstorming a GZDoom menu revamp
One thing I find absolutely necessary here is that switching between simple and advancecd menus should be remembered for the next time the options menu is opened. While I appreciate the effort to make the menus more accessible, I have to admit that I felt completely lost in the simpler ones because ...
- Thu Apr 12, 2018 1:21 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: 3D Floors which are Transparent AND Sloped
- Replies: 14
- Views: 1587
Re: 3D Floors which are Transparent AND Sloped
My guess is that outright 'no'ing it may be translated into 'Don't hold your breath.'
- Wed Apr 11, 2018 7:50 am
- Forum: General
- Topic: Brainstorming a GZDoom menu revamp
- Replies: 104
- Views: 12307
Re: Brainstorming a GZDoom menu revamp
I see you still have separate entries for Rendering and Truecolor Software. These have been merged in the 2D Refactor branch which the next minor release will probably be based on.