Search found 1457 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
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: 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 ...
- 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
- 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.
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: 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 ...
- 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
- 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.
- 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).
Fixes include:
- TextureID type fixes for GZD 4.14 (thanks to jekyllgrim).
- Fix VM Abort when externalSelectedIndexInModel is not set (thanks to UndeadZeratul).
- 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 ...
- 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.
- 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 ...