Search found 1457 matches

by m8f
Wed Aug 06, 2025 9:18 pm
Forum: Gameplay Mods
Topic: [minimod][v1.0.0-beta] Final Custom Doom
Replies: 50
Views: 54350

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: 170091

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: 58

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: 58

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: 170091

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: 48013

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: 8752

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: 37064

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: 37064

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: 48013

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: 44830

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: 126125

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).
by m8f
Tue Sep 03, 2024 8:53 pm
Forum: Gameplay Mods
Topic: [minimod][v2.0.1] Target Spy: Health Bar on Steroids
Replies: 199
Views: 119718

Re: [minimod][v2.0.1] Target Spy: Health Bar on Steroids

Hello! "Only on target" option was lost somewhere or was deliberately removed, I don't remember. Sorry for that. At the moment I'm trying to make some tooling that will help writing GZDoom add-ons more reliably. If I succeed, there is a chance that Target Spy and my other minimods will receive bug ...
by m8f
Fri Dec 08, 2023 10:24 am
Forum: Gameplay Mods
Topic: [minimod][v2.0.1] Target Spy: Health Bar on Steroids
Replies: 199
Views: 119718

Re: [minimod][v2.0.1] Target Spy: Health Bar on Steroids

The simplest way to tell if an add-on works with a game is to try it. Besides that, one can inspect the source code and look for game-specific classes (e.g. from this directory). But even if there are none, an add-on may not take into account some mechanics, that vary from game to game.
by m8f
Wed Nov 29, 2023 10:27 am
Forum: Graphic/Audio Patches
Topic: [minimod][v1.3.1] Mod Menu: puts mod options to a menu
Replies: 9
Views: 12977

Re: [minimod][v1.3.1] Mod Menu: puts mod options to a menu

Mod Menu updated to v1.3.1 ! Changelog From 1.2.0 to 1.3.0: - Added Portuguese Translation by generic name guy; - Implemented extensibility: add undetected menus by more-menus.json (see more-menus.json for an example). From 1.3.0 to 1.3.1: - Fixed: handling mods that use `AddListMenu` with `after ...

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