Search found 1460 matches

by m8f
Wed Aug 27, 2025 7:01 am
Forum: Gameplay Mods
Topic: [WIP][0.7.3] Typist.pk3: Type to shoot
Replies: 43
Views: 17354

Re: [WIP][0.7.3] Typist.pk3: Type to shoot

Fixed and updated the file on the releases page: https://github.com/mmaulwurff/typist.pk ... v0.7.3.pk3

(the fix is not in the repository, it's currently in broken state, sorry)
by m8f
Mon Aug 25, 2025 10:20 am
Forum: Technical Issues
Topic: Issues Loading .WAD Files in GZDoom on Linux (20.04)
Replies: 13
Views: 1188

Re: Issues Loading .WAD Files in GZDoom on Linux (20.04)

Are you running GZDoom from a terminal or from a launcher? Which one?

What happens if you try to specify the wad file via shell autocompletion? Like this, in a terminal:

Code: Select all

gzdoom -file ~/Games/Doom/So[tab]
Will the shell autocomplete the file name? What will it suggest you?
by m8f
Wed Aug 20, 2025 9:57 am
Forum: Technical Issues
Topic: Raspberry Pi 5
Replies: 2
Views: 107

Re: Raspberry Pi 5

If you are running Raspberry Pi OS or other Debian-based distribution, have you tried installing GZDoom from the repository?
https://debian.drdteam.org/
by m8f
Wed Aug 06, 2025 9:18 pm
Forum: Gameplay Mods
Topic: [minimod][v1.0.0-beta] Final Custom Doom
Replies: 50
Views: 55320

Re: [minimod][v1.0.0-beta] Final Custom Doom

Ultimate Custom Doom is rewritten as Final Custom Doom. Some options are gone (most notably, randomization), some are added. This release is not publicly tested. Bug reports and feature suggestions are welcome. If any old bugs are still present, please resubmit them. Final Custom Doom v1.0.0 beta ...
by m8f
Mon Jul 14, 2025 10:16 am
Forum: General
Topic: ZDoom Community Top Works of All Time
Replies: 413
Views: 170941

Re: ZDoom Community Top Works of All Time

Doctrine Gamer, combolynch, thanks for voting! Tally and labels updated. yum13241, that's how the ranking system worked in the original Doomworld Top. If two or more entries are tied, they all display the highest rank, but they occupy multiple ranks, and the following entries continue from the first ...
by m8f
Sat Jun 21, 2025 7:28 am
Forum: Bugs [GZDoom]
Topic: CTD when findFunction with non-existent class passed indirectly
Replies: 0
Views: 71

CTD when findFunction with non-existent class passed indirectly

1. Load this zscript.zs: version 4.14.2 class Crash : Zombieman replaces Zombieman { override void beginPlay() { super.beginPlay(); string nope = "Nope"; let f = findFunction(nope, "Nope"); } } 2. Start a map with a zombie (e.g. Doom II MAP01). Expected result: the game is playable. Not detectable ...
by m8f
Sat Jun 21, 2025 3:37 am
Forum: Closed Bugs [GZDoom]
Topic: Hang when function pointer in a mixin [user error]
Replies: 0
Views: 78

Hang when function pointer in a mixin [user error]

User error. It seems that we cannot have a function pointer in a mixin. Steps to reproduce: 1. Load this zscript.zs: version 4.14.2 class C { private Function<play void(void)> f; // OK } mixin class M { private Function<play void(void)> f; // not OK } class CM { mixin M; } Expected result: GZDoom ...
by m8f
Sun May 11, 2025 2:13 am
Forum: General
Topic: ZDoom Community Top Works of All Time
Replies: 413
Views: 170941

Re: ZDoom Community Top Works of All Time

yum13241, thanks for updating your votes!
mattecrowd0488, thanks for voting!

Tally and labels updated.
by m8f
Tue Apr 08, 2025 2:07 am
Forum: Gameplay Mods
Topic: [minimod][v1.6.2] Autoautosave
Replies: 145
Views: 48323

Re: [minimod][v1.6.2] Autoautosave

Text message announcements can be disabled entirely: Autoautosave options -> Log to console -> nothing. At the moment you cannot disable text messages individually. You can work around this by editing the .pk3: language.txt -> AAS_EVENT_TELEPORT, make it look like AAS_EVENT_TELEPORT = ""; (note that ...
by m8f
Wed Apr 02, 2025 8:56 am
Forum: Graphic/Audio Patches
Topic: [minimod][v2.0.0-beta] Nomina - enemy name fixes
Replies: 7
Views: 8891

Re: [minimod][v2.0.0-beta] Nomina - enemy name fixes

v2.0.0-beta

Nomina is rewritten from scratch.
by m8f
Wed Apr 02, 2025 8:37 am
Forum: Gameplay Mods
Topic: [minimod][v0.11.1] 10.5x - enemy number multiplier (+divider)
Replies: 68
Views: 37329

Re: [minimod][v0.11.1] 10.5x - enemy number multiplier (+divider)

v0.11.1

Fixes:
- missing icon;
- cloned enemies where-to-spawn position.

Edit: removed beta status, repackaged the pk3, updated the link.
by m8f
Fri Mar 28, 2025 11:28 pm
Forum: Gameplay Mods
Topic: [minimod][v0.11.1] 10.5x - enemy number multiplier (+divider)
Replies: 68
Views: 37329

Re: [minimod][v0.11.0-beta] 10.5x - enemy number multiplier (+divider)

v0.11.0-beta This is a beta release, meaning that it may contain bugs. Bleeding edge! If you find a bug, please let me know! New: - kill marker: when the multiplier is < 1.0, the enemies that are about to die when alerted now have a special icon above their heads. - per type multipliers: if main ...
by m8f
Sat Mar 08, 2025 3:16 am
Forum: Gameplay Mods
Topic: [minimod][v1.6.2] Autoautosave
Replies: 145
Views: 48323

Re: [minimod][v1.6.2] Autoautosave

bLUEbYTE wrote: Fri Apr 07, 2023 10:27 pm I'm wondering if it'd be possible to add an option...
Maybe some day.

aJynks wrote: Tue Feb 18, 2025 2:20 am fantastic mod.... if I just replace the wav file with my own can I make a custom voice?
Yes.

Brohnesorge wrote: Sun Mar 02, 2025 7:56 pm Broke in GZ 4.14.1
Zhs2 wrote: Mon Mar 03, 2025 9:18 am Change line 44 of zscript/aas_token.zs to read:
Thanks! Fixed in v1.6.3.
by m8f
Fri Feb 21, 2025 10:55 pm
Forum: Gameplay Mods
Topic: IDCLEVer Starter, Armament Tuning, Laser Sight, m_Gizmos
Replies: 57
Views: 45018

Re: IDCLEVer Starter, Armament Tuning, Laser Sight, m_Gizmos

Zoom function assumes that the weapon doesn't change zoom itself. Probably the weapon in question, when fired, changes zoom (FOV) for a graphical shake-like effect. In this case, I don't think I can do anything besides saying that Zoom isn't designed for such cases.
by m8f
Tue Dec 24, 2024 7:29 am
Forum: Gameplay Mods
Topic: [minimod][v0.7.3] Gearbox - weapon/inventory handling
Replies: 249
Views: 127123

Re: [minimod][v0.7.3] Gearbox - weapon/inventory handling

Thanks! Gearbox v0.7.3 released.

Fixes include:
- TextureID type fixes for GZD 4.14 (thanks to jekyllgrim).
- Fix VM Abort when externalSelectedIndexInModel is not set (thanks to UndeadZeratul).

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