Search found 27 matches
- Sun Feb 23, 2020 7:58 pm
- Forum: Closed Bugs [GZDoom]
- Topic: 50 Transfer Brightness above 160 Sector Set 3D Floor
- Replies: 4
- Views: 660
- Sun Feb 23, 2020 5:09 pm
- Forum: Closed Bugs [GZDoom]
- Topic: 50 Transfer Brightness above 160 Sector Set 3D Floor
- Replies: 4
- Views: 660
50 Transfer Brightness above 160 Sector Set 3D Floor
A glitch I ran across recently involving the use of 3D volume lighting effects above deep water. In GZDoom 4.3.1, the Global sector colors of the deep water would get transferred to the 3D volume of the brightness transfer, resulting in the player seeing the light and fade of the deep water while in ...
- Thu Sep 26, 2019 4:44 am
- Forum: Feature Suggestions [GZDoom]
- Topic: A_RailAttack Autoaim
- Replies: 0
- Views: 349
A_RailAttack Autoaim
Yesterday I ran into this quirk of ZDoom after adding a Railgun to my project and testing the results. That being no autoaim functionality included with A_RailAttack, which seems bizarre when every other player attack has it built in, to my knowledge. After searching around, I've uncovered a few ...
- Sun Aug 11, 2019 2:30 pm
- Forum: Mapping
- Topic: GZDoom Builder - Poly object doors stay open?
- Replies: 9
- Views: 1338
Re: GZDoom Builder - Poly object doors stay open?
For a single use switch Polyobj_Move is probably fine. However, I found Polyobj_DoorSlide to be generally more robust because it can't be accidently activated twice if using double doors.
To make Polyobj_DoorSlide doors stay open, use a delay of -1
To make Polyobj_DoorSlide doors stay open, use a delay of -1
- Sun Apr 14, 2019 9:25 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.0.0 Released
- Replies: 146
- Views: 72815
Re: GZDoom 4.0.0 Released
Ditching 320x200 and other low resolutions would sort of make sense if GZDoom only used a hardware renderer. But since there are multiple software renderers built in, it seems a questionable decision to make in order to support a bland, characterless font that no one was asking for.
- Tue Feb 26, 2019 10:18 am
- Forum: Levels
- Topic: The Realm of Z-Magic (Teaser Demo)
- Replies: 12
- Views: 2225
Re: The Realm of Z-Magic (Teaser Demo)
Yeah, I don't really know why it does that, but it sort of spooks the player so I left it in.I was somehow able to wake up the Pain Elemental under one of the raising platforms before I raised it, though.
Sweet!Can confirm, it's pretty mod compatible out of the box (so far).
- Sat Feb 23, 2019 2:47 pm
- Forum: Levels
- Topic: The Realm of Z-Magic (Teaser Demo)
- Replies: 12
- Views: 2225
Re: The Realm of Z-Magic (Teaser Demo)
Will there be an over-arching title for the series? DOOMQ This was a fun demo can't wait for the full thing. I did a video with a Quake mod. Nice! I was a bit worried that ZMagic would be a lot less mod friendly than it's Boom format prequel. Did you have to adapt the mod in anyway, or did it just ...
- Sat Feb 23, 2019 7:27 am
- Forum: Levels
- Topic: The Realm of Z-Magic (Teaser Demo)
- Replies: 12
- Views: 2225
Re: The Realm of Z-Magic (Teaser Demo)
Nice one! Thanks 

- Fri Feb 22, 2019 5:46 pm
- Forum: Levels
- Topic: The Realm of Z-Magic (Teaser Demo)
- Replies: 12
- Views: 2225
The Realm of Z-Magic (Teaser Demo)
https://imgur.com/kwGZh7Y This is a demo of the first map from The Realm of Z-Magic, a Doom2 episode for ZDoom & GZDoom in the style of Quake, and the sequel to 'Dimension of the Boomed'. Download Demo Here Jumping is required, use mouse-look if you want to. Tested in ZDoom 2.8.1 & GZDoom 3.7.2 I ...
- Fri Feb 22, 2019 5:37 pm
- Forum: Classic ("Carmack") Software Renderer Bugs
- Topic: Slope Artifacts in Doom Software Renderer
- Replies: 6
- Views: 9857
Re: Slope Artifacts in Doom Software Renderer
Probably overdue, but here's a link to the demo.
https://www.moddb.com/mods/dimension-of ... gic-teaser
https://www.moddb.com/mods/dimension-of ... gic-teaser
- Wed Jan 30, 2019 5:57 pm
- Forum: Mapping
- Topic: Rotating by set degrees in GZDoombuilder 2
- Replies: 2
- Views: 394
Re: Rotating by set degrees in GZDoombuilder 2
Select something, such as a collection of vertices. Press 'E' and open the Edit Selection tab from the righthand sidebar. Rotations can be typed in Transform box.
- Sun Jan 20, 2019 6:28 pm
- Forum: Classic ("Carmack") Software Renderer Bugs
- Topic: Slope Artifacts in Doom Software Renderer
- Replies: 6
- Views: 9857
Re: Slope Artifacts in Doom Software Renderer
It's a map I'm presently working on. Artifacts appear regardless of position or orientation.
- Sun Jan 20, 2019 10:28 am
- Forum: Classic ("Carmack") Software Renderer Bugs
- Topic: Slope Artifacts in Doom Software Renderer
- Replies: 6
- Views: 9857
Slope Artifacts in Doom Software Renderer
https://imgur.com/dFOWgor The sky in this map is a dome with a scolling texture. Vertical glitches appear in the (8bit) Doom Software Renderer in GZDoom 3.7.1 Additionally the edges of sloped surfaces sometimes have visible texture glitches. No such artifacts appear in the GL or True Colour ...
- Tue Oct 30, 2018 5:57 pm
- Forum: Levels
- Topic: Dimension of the Boomed
- Replies: 21
- Views: 7018
Re: Dimension of the Boomed
When you are saying that it "will be built for ZDoom", do you mean ZDoom specifically or do you plan to use any of the GZDoom features? The short answer is I haven't decided yet. I'm leaning towards ZDoom 2.8.1 as the default format. Otherwise Zandronum and 'QZDoom' compatibility is the upper bound ...
- Mon Oct 29, 2018 5:47 am
- Forum: Levels
- Topic: Dimension of the Boomed
- Replies: 21
- Views: 7018
Re: Dimension of the Boomed
This is great, levels are convincing despite of the limited architecture. Only complaint is lack of swimmable water in the ZDoom version. Well also DECORATE monsters aren't very sophisticated. The minigun is cool. This is a very well done mapset. Thanks :) Yeah the ZDoom version is basically just a ...