
Search found 357 matches
- Mon Jan 09, 2017 5:50 am
- Forum: ZDoom (and related) News
- Topic: ZDoom is Dead. Long live ZDoom.
- Replies: 232
- Views: 74170
Re: ZDoom is Dead. Long live ZDoom.
Instead of saying goodbyes, I say thank you for what you have done in all these years. The door will be always open for you, if you ever decide to reclaim your rightful throne here 

- Wed Sep 07, 2016 7:44 am
- Forum: Editing (Archive)
- Topic: ZDBSP binary map format SSECTORS/SEGS limit?
- Replies: 8
- Views: 657
Re: ZDBSP binary map format SSECTORS/SEGS limit?
That explains it. I had to fix some problems with 1 unit wide sectors where bounding vertexes overlapped to other adjacent sectors after building the map with Zennode. Other than that the map looks fine, just used less SEGS on the cost of precision.
- Tue Sep 06, 2016 10:54 am
- Forum: Editing (Archive)
- Topic: ZDBSP binary map format SSECTORS/SEGS limit?
- Replies: 8
- Views: 657
Re: ZDBSP binary map format SSECTORS/SEGS limit?
I could build the nodes with Zen Node and it appears there are "only" ~59200 SEGS. Doesn't that mean that ZDBSP's automatic extended node building triggers too early? Or it might mean that SEGS are split differently, resulting greater number with ZDBSP?
- Tue Sep 06, 2016 6:48 am
- Forum: Editing (Archive)
- Topic: ZDBSP binary map format SSECTORS/SEGS limit?
- Replies: 8
- Views: 657
Re: ZDBSP binary map format SSECTORS/SEGS limit?
Thank you for the detailed answer 

- Tue Sep 06, 2016 4:10 am
- Forum: Editing (Archive)
- Topic: ZDBSP binary map format SSECTORS/SEGS limit?
- Replies: 8
- Views: 657
ZDBSP binary map format SSECTORS/SEGS limit?
I keep hitting some limit while mapping in binary map format. The SSECTORS and SEGS of the map does not get built. Map statistics: 21013 Vertices 25853 Linedefs 48082 Sidedefs 5808 Sectors With these statistics, it is working. Getting somewhat above these though causes SSECTORS and SEGS to be 0 byte ...
- Tue Aug 30, 2016 9:48 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590473
Re: GZDoom Builder 2.3
Hello,
A tiny feature idea: Let us specify ranges for Find and Replace mode. Eg.:
The above would list things which have thing tag falling inside the interval (inclusive endpoints).
Thx in advance
A tiny feature idea: Let us specify ranges for Find and Replace mode. Eg.:
Code: Select all
Search Type: Thing Tag | Find what: 1-60
Thx in advance

- Thu Sep 03, 2015 10:18 am
- Forum: Closed Bugs [GZDoom]
- Topic: [latest] Crash : multiple inheritance in state jumps
- Replies: 17
- Views: 1111
Re: [latest] Crash : multiple inheritance in state jumps
Why not call them like dehacked does:Gez wrote:That's because the state itself does not have a name.
Code: Select all
Spawn:
Code: Select all
TROO A 1
In other words: A state of an actor has one or more frames.
- Sun Apr 12, 2015 5:15 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590473
Re: GZDoom Builder 1.14
Could you replace the script editor with something else, or fix the issue I am having with it? Years ago I reported this to CodeImp over his forum but nothing was done about it. He told me that the script editor comes from some external source and he does not intend to touch it in any way. I have ...
- Tue Nov 25, 2014 2:48 am
- Forum: Editing (Archive)
- Topic: How to edit SNDCURVE?
- Replies: 2
- Views: 346
How to edit SNDCURVE?
Hello, After a bit of research, I found out that a modified SNDCURVE is needed for a stuff I want to achieve. Slade, however, is only able to view that file, but not modify it. Is there any tool capable of writing SNDCURVE? If you are wondering why I need to modify it: I need a sound which gets ...
- Mon Nov 24, 2014 11:32 am
- Forum: Creation, Conversion, and Editing
- Topic: [tool] TEXTURES Creator 1.4
- Replies: 37
- Views: 17298
Re: [tool] TEXTURES Creator 1.4
hi, I still use this program a lot, and I think this might be a useful feature: -make a checkbox named "Ignore file extension" to parse all files in working directory regardless of their extension (When I use this program, only the needed files can be found there anyway) I extracted my paletted ...
- Sun Oct 05, 2014 5:32 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Fixed point angle parameter for SpawnProjectile?
- Replies: 0
- Views: 412
Fixed point angle parameter for SpawnProjectile?
While SpawnProjectile is really customizable, the ability to provide only byte angles is a limiting factor. Byte angles are a lot less precise than fixed point angles. Maybe add SpawnProjectile2 with fixed point angle parameter instead of byte angle?
- Sun Oct 05, 2014 2:57 am
- Forum: Editing (Archive)
- Topic: How to limit actor turning angle?
- Replies: 14
- Views: 1053
Re: How to limit actor turning angle?
GetPlayerInput YAW also returns false values if you move the mouse really fast. I managed to get positive values for turning right, and negative for turning left, which is exactly the opposite of what the wiki says. For most cases it returns good values, but it fails with fast mouse swings.
- Sat Oct 04, 2014 3:40 pm
- Forum: Editing (Archive)
- Topic: How to limit actor turning angle?
- Replies: 14
- Views: 1053
Re: How to limit actor turning angle?
I think I came up with the best possible solution for this problem. I store the previous and current tic's X coordinate, then subtract them from each other. If the resulting number is too big (eg. 350-600), that means the cursor tried to jump from one edge of the screen to the other, so reset it to ...
- Sat Oct 04, 2014 1:39 pm
- Forum: Editing (Archive)
- Topic: How to limit actor turning angle?
- Replies: 14
- Views: 1053
Re: How to limit actor turning angle?
Hm the example wad does not seem to work right. I can easily get stuck view while trying to look around. BTW what I need is almost the same as that keypad demo I posted earlier. Lets say I have a 640x480 hud field and I need to move the cursor inside it. The x movement is done with checking angle ...
- Sat Oct 04, 2014 10:33 am
- Forum: Editing (Archive)
- Topic: How to limit actor turning angle?
- Replies: 14
- Views: 1053
Re: How to limit actor turning angle?
Nah, just simply frozen. Totally frozen wouldn't allow to look around at all. do you think that helps to lower the turning momentum?