Search found 61 matches

by Yarn366
Mon Dec 26, 2022 8:00 pm
Forum: Closed Bugs [GZDoom]
Topic: [4.8.0+] "Sound in Background" does nothing
Replies: 1
Views: 766

[4.8.0+] "Sound in Background" does nothing

Specifically, I'm referring to Sound Options -> Advanced options -> Sound in Background. Starting with GZDoom 4.8.0, changing this option to On has no effect; the sound is still paused when the game window is minimized or otherwise loses focus. I managed to narrow the problem down to commit ...
by Yarn366
Mon Dec 26, 2022 2:45 pm
Forum: Closed Bugs [GZDoom]
Topic: Default MUS channel volume is incorrect
Replies: 6
Views: 1068

Re: Default MUS channel volume is incorrect

The attached initial_volume_test.zip contains a MUS file that can be used to test for this issue. In it, a note plays for 6 seconds on channel 1 without the channel volume having been set. Midway through the note, the channel volume is set to 100; in vanilla Doom, there is no volume change. Then, a ...
by Yarn366
Sun Dec 25, 2022 9:35 pm
Forum: Closed Bugs [GZDoom]
Topic: Default MUS channel volume is incorrect
Replies: 6
Views: 1068

Default MUS channel volume is incorrect

When playing MUS files, GZDoom initially sets the volume of each MIDI channel to 127. This is incorrect; they should be set to 100, the same as the General MIDI default and the same default value that's used by vanilla Doom. An example of a song affected by this issue is Doom's D_E1M3. This song ...
by Yarn366
Mon Oct 31, 2022 2:21 pm
Forum: Creation, Conversion, and Editing
Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
Replies: 868
Views: 286010

Re: WadSmoosh - merge all official id releases into one PK3 IWAD

I can confirm the wrong texture that Death Mage has noticed.

That wall uses the SW1BRN1 texture. However, this texture differs between Doom 1 and Doom 2. In the case of TEETH.WAD, obviously the Doom 2 version should be used, but it looks like WadSmoosh uses the Doom 1 version for all maps.
by Yarn366
Fri Apr 22, 2022 12:52 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Bethesda.net support
Replies: 5
Views: 1811

Re: Bethesda.net support

Yeah, probably not. It should be fine to just undo my changes.
by Yarn366
Mon Sep 13, 2021 11:32 pm
Forum: General
Topic: Hexen 1 CD Music Question
Replies: 21
Views: 4578

Re: Hexen 1 CD Music Question

Are you only testing the main menu, or are you entering a level? The SNDINFO method that you're using only works for levels, not menus, as Gez said in an earlier post : Oh yeah, this will only replace the soundtracks during level, so you still won't hear the ripped CD music during game load, menu ...
by Yarn366
Fri Aug 20, 2021 8:58 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Bethesda.net support
Replies: 5
Views: 1811

Bethesda.net support

Pull request This adds detection for Doom-engine games downloaded via the Bethesda.net Launcher. The process works like it does for Steam, where a certain registry key containing the Bethesda.net Launcher install location is read, and then the default location of each supported game is checked. The ...
by Yarn366
Mon Aug 16, 2021 6:37 pm
Forum: Creation, Conversion, and Editing
Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
Replies: 868
Views: 286010

Re: WadSmoosh - merge all official id releases into one PK3

I just now noticed that WadSmoosh plays S_INTRO during Sigil's end text. It's supposed to play the normal Doom end music, D_VICTOR. Also, during the ending of TNT: Evilution, WadSmoosh plays T_DM2INT when it should play T_EVIL. (And don't forget about strangebit's report on basically the same issue ...
by Yarn366
Fri Jun 25, 2021 2:02 am
Forum: Technical Issues
Topic: Keyboard will not work in Heretic and Hexen
Replies: 1
Views: 392

Re: Keyboard will not work in Heretic and Hexen

You're supposed to install ZDoom and its derivatives in its own location, not in the game's folder. Try doing that using a fresh download of GZDoom/LZDoom/ZDoom and see whether your keyboard starts working again. (As a bonus, GZDoom and LZDoom automatically detect the Steam versions of Heretic and ...
by Yarn366
Wed Jun 09, 2021 1:32 am
Forum: Closed Bugs [GZDoom]
Topic: Increased menu spacing messes with some mods
Replies: 1
Views: 1270

Increased menu spacing messes with some mods

The increased spacing between menu items in Doom (which I understand was done to accommodate localized text) is slightly messing up the episode selection and difficulty selection menus in some WADs. Here are examples from REKKR . Here, the graphics that normally serve as the "Which Episode?" and ...
by Yarn366
Tue Jun 01, 2021 2:10 am
Forum: Closed Bugs [GZDoom]
Topic: [GZDoom 3.0.0+] BEX lumps don't change Doom II par times
Replies: 2
Views: 652

[GZDoom 3.0.0+] BEX lumps don't change Doom II par times

GZDoom supports loading par times from BEX lumps, but only for E#M# maps--not for MAP## maps for some reason. Only GZDoom 3.0.0 and later seem to be affected; version 2.4.0 reads par times for both formats as expected. For instance, this lump sets the par time for E1M1 to 10 minutes, and it works in ...
by Yarn366
Thu May 20, 2021 1:31 pm
Forum: Closed Bugs [GZDoom]
Topic: Hexen: LFEDGE/RTEDGE drawn too high
Replies: 18
Views: 3580

Re: Hexen: LFEDGE/RTEDGE drawn too high

Actually, the entire status bar is drawn one pixel too high. Really? For me at least, both the DOS version and GZDoom place the status bar at the same position; only LFEDGE and RTEDGE are placed higher in GZDoom. I have attached an animated GIF that better illustrates the issue. Notice how most of ...
by Yarn366
Wed May 19, 2021 11:52 pm
Forum: Closed Bugs [GZDoom]
Topic: Hexen: LFEDGE/RTEDGE drawn too high
Replies: 18
Views: 3580

Hexen: LFEDGE/RTEDGE drawn too high

In GZDoom, The Hexen status bar's LFEDGE and RTEDGE graphics (which are displayed on either side of the health chain) are displayed one pixel too high (before scaling, of course). This results in a thin black bar at the very bottom edge that moves with the health chain. This appears to happen ...
by Yarn366
Sun May 16, 2021 4:38 pm
Forum: TCs, Full Games, and Other Projects
Topic: REKKR - V1.16
Replies: 223
Views: 82922

Re: REKKR - V1.16

The combination for opening the freezer room (where the dog is) in E1M3 doesn't work properly in GZDoom. I explained how (along with a workaround) in this post : Regarding REKKR E1M3 : To open the door to the freezer room, you're supposed to press the middle button, then the left button, then the ...
by Yarn366
Sun May 16, 2021 4:19 pm
Forum: Closed Bugs [GZDoom]
Topic: Automap doesn't display item or monster kill count
Replies: 3
Views: 1003

Re: Automap doesn't display item or monster kill count

It appears you have the alternative HUD enabled, which uses a different automap and displays those three stats in the main HUD instead of the automap. You can configure alternative HUD settings in HUD Options -> Alternative HUD. Note that counts on the alternative HUD use abbreviated labels: K for ...

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