Search found 161 matches

by Boondorl
Sun Aug 17, 2025 9:51 pm
Forum: Feature Suggestions [GZDoom]
Topic: Expose canvas texture creation to ZScript
Replies: 21
Views: 670

Re: Expose canvas texture creation to ZScript

I think a hard limit is out of the question because it becomes impossible to know what a "safe" amount of textures is. One thing I haven't seen mentioned at all is the idea that multiple mods could be allocating textures for similar purposes. Assuming we have a tiny 1gb pool, this means mod A might ...
by Boondorl
Wed Aug 13, 2025 10:03 pm
Forum: Bugs [GZDoom]
Topic: Version 4.14.1+ Random Freeze
Replies: 20
Views: 627

Re: Version 4.14.1+ Random Freeze

There was a bug where bad visual thinkers were getting into the render list after loading from a save which would also affect hubs. Not sure if it's relevant but just spitballing.
by Boondorl
Wed Aug 13, 2025 9:59 pm
Forum: Bugs [GZDoom]
Topic: Heavy monsters can softlock A_SkullAttack()
Replies: 6
Views: 165

Re: Heavy monsters can softlock A_SkullAttack()

My solution for this in my mods is to usually just save the velocity and reapply it after kickback is calculated when damaged, however I'm not against just adding an Actor flag for this because it would allow others to easily fix this in things like their Doom mods as well. As for the velocity check ...
by Boondorl
Sun Jul 27, 2025 9:42 pm
Forum: Closed Bugs [GZDoom]
Topic: Corrupted quicksaves in devbuild
Replies: 1
Views: 87

Re: Corrupted quicksaves in devbuild

Looks like quick saves are instant unlike any other form of saving/loading in the engine. This means it's now saving out the player's predicted state which causes it to crash when it loads back in because none of the prediction data is saved out. Edit: Yeah, quick save rotator was completely broken ...
by Boondorl
Sun Jul 20, 2025 1:14 am
Forum: Gameplay Mods
Topic: Lives and optional hardcore mode
Replies: 2
Views: 471

Re: Lives and optional hardcore mode

Pretty neat little mod; however, that save deletion feature caught our attention. Unfortunately we're going to have to lock that down because while we understand some restraint was shown here, it's clear this is a path for someone to do something much more asshole-ish (this also didn't work unless ...
by Boondorl
Tue Jul 08, 2025 1:06 pm
Forum: Bugs [GZDoom]
Topic: Version 4.14.1+ Random Freeze
Replies: 20
Views: 627

Re: Version 4.14.1+ Random Freeze

Does this mod use visual thinkers by chance? There was an oversight where destroyed ones were getting into the render list on load including from snapshots. It's possible it could've been this since the conditions for it were fairly random
by Boondorl
Sat Jul 05, 2025 3:38 pm
Forum: Closed Bugs [GZDoom]
Topic: [4.14.1] GZDoom crash when loading map state with Visual Thinkers
Replies: 3
Views: 1025

Re: [4.14.1] GZDoom crash when loading map state with Visual Thinkers

Have hopefully found a fix for this. For some reason on load garbage visual thinkers kept finding their way into the render list.
by Boondorl
Sun Jun 22, 2025 9:50 am
Forum: Bugs [GZDoom]
Topic: Version 4.14.1+ Random Freeze
Replies: 20
Views: 627

Re: Version 4.14.1+ Random Freeze

Realistically I think the easiest way to track this down is gonna just be hooking the debugger up to a Debug build and playing until it freezes. This is probably too difficult to find by eyeballing without shear luck playing a part
by Boondorl
Mon Jun 09, 2025 4:38 pm
Forum: Bugs [GZDoom]
Topic: Version 4.14.1+ Random Freeze
Replies: 20
Views: 627

Re: Version 4.14.1+ Random Freeze

Are you using the version of Project Brutality bundled with your mod or the latest build? If using the latest, it wouldn't hurt to test it with the bundled one to rule out a possible bug that got introduced by the mod itself
by Boondorl
Wed Mar 19, 2025 6:31 am
Forum: Bugs [GZDoom]
Topic: Teleport Doesn't Randomly Choose Destinations with Same TID
Replies: 2
Views: 241

Re: Teleport Doesn't Randomly Choose Destinations with Same TID

Can you confirm this map specifically is randomizing in vanilla Hexen? You're using map spots which, according to the teleport code, was an oversight on MAP10. You're supposed to be using teleport destinations for the randomized behavior. If this also works in Hexen then I'll update GZDoom to ...
by Boondorl
Sat Mar 15, 2025 7:26 am
Forum: Bugs [GZDoom]
Topic: Thing_Remove in ZScript causes a crash
Replies: 1
Views: 256

Re: Thing_Remove in ZScript causes a crash

I'm not sure why it aborts, but the logic is wrong here. You need to store snext before removing the Actor, otherwise the snext pointer will no longer valid by the time it sets it to the next one. It's possible something isn't getting cleaned up correctly which is why it's aborting since iirc it ...
by Boondorl
Tue Mar 11, 2025 2:41 am
Forum: Bugs [GZDoom]
Topic: Screen.DrawLineFrame won't accept color string
Replies: 3
Views: 364

Re: Screen.DrawLineFrame won't accept color string

What happens if you use "FFFF0000" as the argument? A lot of things in GZDoom ignore the alpha argument on colors so it's possible the alpha is getting actually used here.
by Boondorl
Wed Dec 18, 2024 5:03 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.14.0 Released
Replies: 13
Views: 9162

Re: GZDoom 4.14.0 Released

Here are some of the highlights of this patch I personally think are worth pointing out: Innumerable amounts of fixes for bouncing projectiles. Not doing damage when bouncing off tops/bottoms of Actors, incorrectly bouncing off 3D floors, certain flags like THRUGHOST not working, incorrect bouncing ...
by Boondorl
Wed Dec 18, 2024 4:36 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.14.0 Released
Replies: 13
Views: 9162

Re: GZDoom 4.14.0 Released

They should. Basically, when given the final assembled weapon instead of checking the exact defined weapon it'll now check if it has a valid replacement. This means if your custom weapon pieces were only there to give it a new replacement class type, they can be removed since the replaces on the ...
by Boondorl
Sun Dec 15, 2024 9:56 pm
Forum: Bugs [GZDoom]
Topic: GZDoom v4.13.2 / loading DoomII coop save with 3 players causes player mismatch
Replies: 10
Views: 2630

Re: GZDoom v4.13.2 / loading DoomII coop save with 3 players causes 'Out Of Sync' and 'Player Mismatch'

Seems some value is still getting mangled, though I'm not sure which (audio errors implies position related). I've noticed loading in general has some very odd properties when in multiplayer, however I wasn't able to actually get the above error you described in my testing. It could also be possible ...

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