Search found 193 matches
- Fri Apr 29, 2022 2:48 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Expose vileghosts to CVAR/MAPINFO
- Replies: 7
- Views: 1060
Re: Expose vileghosts to CVAR/MAPINFO
Any MAPINFO lump using the compat_corpsegibs parameter previously will now throw an error (though this doesn't prevent the game or level from starting up). Minor concern, but since previous mapsets have used this flag and it was correct at the time, this particular parameter should either not give ...
- Wed Apr 20, 2022 8:39 pm
- Forum: Graphic/Audio Patches
- Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
- Replies: 399
- Views: 182776
Re: Fullscreen Statusbar Mod [v5.1.10]
Gez nailed it, it's a matter of symmetry (the alignment thing Nightfright mentioned is a different issue). The standard HUD in Heretic actually is offset to the left (by 2.5 pixels, as per the comment) from the center. While this isn't really super noticeable/distracting with the original HUD, with ...
- Thu Apr 07, 2022 9:58 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Expose vileghosts to CVAR/MAPINFO
- Replies: 7
- Views: 1060
Expose vileghosts to CVAR/MAPINFO
I understand that Graf is against new maps using ghost monsters which is why it hasn't been exposed yet. However, it can be replicated fairly easily using an event handler and the WorldThingGround event. Given that ZScript allows hacking in the vileghosts behaviour (and you even have to use MAPINFO ...
- Sun Dec 19, 2021 1:08 am
- Forum: Graphic/Audio Patches
- Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
- Replies: 399
- Views: 182776
Re: Fullscreen Statusbar Mod [v5.1.10]
I'll second that, such a thing is beyond the scope of this mod. That being said, making a mod to do this yourself shouldn't be hard, as you'd just need to provide the font and statusbar graphics and name things appropriately.
- Mon Dec 13, 2021 6:43 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Improve FPS counter positioning
- Replies: 3
- Views: 1501
Re: Improve FPS counter positioning
The auto-adjustment should still be improved though, all it does is move the elements down ten pixels. If the HUD scale is large enough, it can still block it, and if it's small enough, it leaves a large gap (in the nature of what Ash is experiencing). It should at least take the HUD scaling into ...
- Sat Dec 11, 2021 4:18 pm
- Forum: Closed Bugs [Raze]
- Topic: [1.3.0][Duke Nukem 3D] Game crash on opening textured map
- Replies: 6
- Views: 812
Re: [1.3.0][Duke Nukem 3D] Game crash on opening textured ma
Quick test of current devbuild 10c6fde8d still crashes when opening the textured automap. I noticed two things on this build though: 1. It crashes immediately on opening the textured automap. On 1.3.0 I would need to move around a bit and open the map multiple times before it would crash sometimes ...
- Sat Dec 11, 2021 3:55 pm
- Forum: Closed Bugs [Raze]
- Topic: [1.3.0][Duke Nukem 3D] Game crash on opening textured map
- Replies: 6
- Views: 812
Re: [1.3.0][Duke Nukem 3D] Game crash on opening textured ma
So I'd appreciate if you could check once a devbuild or CI artifact becomes avaiable. Tried the 64-bit release build of the CI artifact of commit 014c6bb3b231da3d8fcd8262185ecbf3c059b217, but it wouldn't let me load the save as it's from a different version, and unfortunately this is so esoteric I ...
- Sat Dec 11, 2021 2:52 am
- Forum: Closed Bugs [Raze]
- Topic: [1.3.0][Duke Nukem 3D] Game crash on opening textured map
- Replies: 6
- Views: 812
[1.3.0][Duke Nukem 3D] Game crash on opening textured map
Steps to reproduce: Load the save file (for E4L1) and immediately press tab twice to open the textured automap. The game immediately crashes with the error bad array new length I'm unfortunately unable to reproduce this now for some reason, but it was consistently crashing on opening the textured ...
- Wed Sep 29, 2021 7:02 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.7.0] GZDoom doesn't recognize INDEXFON
- Replies: 7
- Views: 1515
Re: [4.7.0] GZDoom doesn't recognize INDEXFON
Supposing that compatibility is restored (which it should, since it effects major mods no longer worked on like Samsara and High Noon Drifter), it would be easy enough to do it, no? Either duplicate INDEXFONT into a font called INDEXFON, or (probably better), just make INDEXFON an alias for ...
- Tue Jul 20, 2021 9:38 pm
- Forum: General
- Topic: Questions reguarding difference in script languages.
- Replies: 6
- Views: 943
Re: Questions reguarding difference in script languages.
Regarding DECORATE, there is one particular thing worth mentioning. Zandronum supports DECORATE (and a very old version of it at that, it lacks a lot of functions and capabilities added in GZDoom, in particular anonymous functions), but not ZScript, and for reasons that are beyond the scope of this ...
- Sat Jun 05, 2021 11:43 pm
- Forum: General
- Topic: Is it possible to enable Arch-Vile ghosts through console?
- Replies: 1
- Views: 553
Re: Is it possible to enable Arch-Vile ghosts through consol
No, that particular compat setting is deliberately locked out for modders/mappers (I believe that Graf has made it clear before that he will never expose this setting, as he doesn't want people relying on this bug). With that being said, it isn't hard to restore the bug through ZScript, I've done so ...
- Thu Apr 08, 2021 1:34 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Version dependent code
- Replies: 15
- Views: 2627
Re: Version dependent code
I think the way to do it would be to add/use some kind of name string in the source code (i.e. GZDoom or LZDoom), and use that as the name of the filtered folder. The main benefit of this would be future proofing it for other forks of GZDoom, so the that if some other port comes around, say, YZDoom ...
- Fri Jan 29, 2021 10:16 pm
- Forum: Gameplay Mods
- Topic: [Universal] Pistol Starter - More Inventory [Up 2/4/2021]
- Replies: 23
- Views: 14783
Re: ZScript Universal Pistol Start
The point of it is that you can play "continuously" while still starting every map with pistol start. You can quickly and smoothly blast through without interupting by opening up the console. A niche mod, for sure, but it has it's usage; I myself wrote a similar mod for myself that I've been using ...
- Thu Jan 28, 2021 4:26 pm
- Forum: Off-Topic
- Topic: The "Fresh Free Game Deals" Thread
- Replies: 698
- Views: 178798
Re: The "Fresh Free Game Deals" Thread
Ultimate Epic Battle Simulator is free til Feb 1 on Steam.
- Fri Jan 22, 2021 6:30 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: ZScript π
- Replies: 5
- Views: 1721
Re: ZScript π
I think in addition to properly exposing Pi natively in ZScript, it would be good to somehow expose/implement radian argument trigonometric functions as well.