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)
Search found 1460 matches
- Wed Aug 27, 2025 7:01 am
- Forum: Gameplay Mods
- Topic: [WIP][0.7.3] Typist.pk3: Type to shoot
- Replies: 43
- Views: 17354
- 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:
Will the shell autocomplete the file name? What will it suggest you?
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]
- 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/
https://debian.drdteam.org/
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
mattecrowd0488, thanks for voting!
Tally and labels updated.
- 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 ...
- 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
- 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.
Fixes:
- missing icon;
- cloned enemies where-to-spawn position.
Edit: removed beta status, repackaged the pk3, updated the link.
- 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 ...
- 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
- 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.
- 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).
Fixes include:
- TextureID type fixes for GZD 4.14 (thanks to jekyllgrim).
- Fix VM Abort when externalSelectedIndexInModel is not set (thanks to UndeadZeratul).