Search found 46 matches
- Sat Apr 24, 2021 2:50 pm
- Forum: Gameplay Mods
- Topic: Hell Crusher 0.5 - Skilled based overpowered gameplay mod
- Replies: 84
- Views: 95739
Re: Hell Crusher - Skilled based overpowered gameplay mod
Looks good. Any good maps/map sets recommendations where the jumping and grabing is fun?
- Thu Aug 27, 2020 9:13 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159345
Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!
I compiled it and now it's working. I guess I have some leftover gzdoom installed somewhere, sry ^ ^
- Thu Aug 27, 2020 7:35 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159345
Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!
Hey, I am getting 126 zscript errors and a segfault when I try to run this on gzdoom 4.4.2 on linux. Any ideas why? reelism2_v0.6_earlyexcess.pk3:actors/player/splot_morph.zsc, line 29: Attempt to override non-existent virtual function PostUnmorph reelism2_v0.6_earlyexcess.pk3:zscript/slots/core.zsc ...
- Tue Apr 14, 2020 4:38 pm
- Forum: Mapping
- Topic: Stacked Portals and One Sided Lines
- Replies: 0
- Views: 299
Stacked Portals and One Sided Lines
Hey, I wanted to put a huge tree in the middle of the map, stretching over all sectors to block the view and improve the framerate. It didn't help at all. So I started to wonder how gzdoom works with one sided lines and stacked sectors. So I removed the textures from those one sided lines of that ...
- Sat Apr 11, 2020 2:48 pm
- Forum: Scripting
- Topic: Actor performance problem
- Replies: 1
- Views: 244
Actor performance problem
Hey everybody, I have a performance issue I don't really get – well actually I have a lot of those, but let's focus on one xD. I have this roof which is a 3d model. It seems to have a big impact on the performance. When I remove the whole actor, performance is much better. Just disabling the 3d m ...
- Wed Feb 26, 2020 12:58 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Vulkan draws an "arrow"
- Replies: 7
- Views: 701
Re: Vulkan draws an "arrow"
Thanks for the clarification. Is there any way to avoid it? Are the portals too complex? Too tall? Too big? One more little video that shows an odd behaviour: emZkQFVe8ow And it doesn't happen with OpenGL. There are errors on the portal right now, but this is due to me trying to find a workaround by ...
- Mon Feb 17, 2020 9:40 am
- Forum: Closed Bugs [GZDoom]
- Topic: Vulkan draws an "arrow"
- Replies: 7
- Views: 701
Re: Vulkan draws an "arrow"
OK.
On my map it does not happen with OpenGL, tho. I couldn*t find no thread to it, I guess I am just missing the words to search for it. Should I append this map to some existing thread?
On my map it does not happen with OpenGL, tho. I couldn*t find no thread to it, I guess I am just missing the words to search for it. Should I append this map to some existing thread?
- Mon Feb 17, 2020 9:36 am
- Forum: Closed Bugs [GZDoom]
- Topic: Vulkan draws an "arrow"
- Replies: 7
- Views: 701
Vulkan draws an "arrow"
Hey, I don't know if this qualifies as bug, but well, it shouldn't be there: This happens only with the Vulkan renderer. Geforce 1060 on a notebook I am running linux with nvidia-440. I just upgraded my graphic drivers from 410. My GZDoom version is: GZDoom g4.3pre-335-gfec280a5f I made a Hexen map ...
- Thu Jan 23, 2020 4:34 pm
- Forum: Levels
- Topic: Hexen hub: Realms of Cronos [v1.0 updated]
- Replies: 18
- Views: 6967
- Thu Dec 05, 2019 8:08 am
- Forum: Mapping
- Topic: Synchronize invisible polyobject rotation with 3d model
- Replies: 0
- Views: 345
Synchronize invisible polyobject rotation with 3d model
0DhFOwm6-Mc As you can see I have polyobjects rotating with crush and some 3d model blades. The polyobjects are meant to be transparent. But whenever I touch a polyobject, it gets slowed down, losing sync with the 3d model. AFAIK I cannot get a polyobjects angle. Nor can I set a polyobjects ...
- Tue Nov 12, 2019 3:39 pm
- Forum: Levels
- Topic: Hexen hub: Realms of Cronos [v1.0 updated]
- Replies: 18
- Views: 6967
Re: Realms of Cronos: Hexen Community Project
I am working on a mysterious east-asian watermill:
http://www.matyy.de/doom/hex1.jpg
http://www.matyy.de/doom/hex2.jpg
http://www.matyy.de/doom/hex1.jpg
http://www.matyy.de/doom/hex2.jpg
- Thu Oct 31, 2019 5:17 pm
- Forum: Levels
- Topic: WIP Maps for Guncaster - a dragon’s journey to hell
- Replies: 3
- Views: 1641
- Sun Oct 27, 2019 3:51 pm
- Forum: Levels
- Topic: WIP Maps for Guncaster - a dragon’s journey to hell
- Replies: 3
- Views: 1641
Re: WIP Maps for Guncaster - a dragon’s journey to hell
Yeah, I totally agree. And while I don't know how to actually put Guncaster weapons/pickups without randomization into my map, at least there is enough space to use it's jumping and gliding capabilities. And I might actually get sth done. At least this map ^^ http://www.matyy.de/doom/hell1.png http ...
- Sat Oct 26, 2019 6:06 pm
- Forum: Levels
- Topic: WIP Maps for Guncaster - a dragon’s journey to hell
- Replies: 3
- Views: 1641
WIP Maps for Guncaster - a dragon’s journey to hell
Building sth for guncaster, since I love it and I want the space to jump and glide ^^ I plan to make this a 7 map pack: a journey from the dragons home deep into hell. Right now I’m working on map five. Have a look. No monsters for less spoilers. ymw64iQyMJc Besides of guncaster (vindicated) I’m usi ...
- Mon Jul 16, 2018 5:22 pm
- Forum: Levels
- Topic: Yet to be named DOOM 2 campagne
- Replies: 10
- Views: 2208
Re: Yet to be named DOOM 2 campagne
Parenting keeps me busy, but I managed to make a little progress:
Please excuse the darkness in the end.
Please excuse the darkness in the end.