Search found 15942 matches

by Nash
Tue May 06, 2025 3:43 am
Forum: Off-Topic
Topic: Is GZQuake possible?
Replies: 28
Views: 951

Re: Is GZQuake possible?

I think this can be solved with the creation of a format called UQMF (Universal Quake Map Format). So that there are no conflicts with other mods on maps with code changes. Besides this hypothetical UQMF could be compatible with most Quake source ports, including this hypothetical GZQuake. That is ...
by Nash
Mon May 05, 2025 4:28 am
Forum: Off-Topic
Topic: Is GZQuake possible?
Replies: 28
Views: 951

Re: Is GZQuake possible?

Between Ironwail, VkQuake and FTEQW, Quake source port enjoyers are eating good, IMO - I don't really see the immediate need to make yet another Quake port. I mean, SURE? I guess a Quake engine with the GZDoom backend (mouse code + video output) would be nice, but again - Ironwail absolutely crushes ...
by Nash
Sat Apr 19, 2025 12:00 pm
Forum: Scripting
Topic: Best way to give player explosion tinnitus?
Replies: 12
Views: 457

Re: Best way to give player explosion tinnitus?

Yeah, to my ears, to get the effect to sound really convincing, the lowpass part is needed. Otherwise you'll just be playing a high-pitched ringing noise over the normal sounds, which, uh, I guess might sound even more annoying/hurtful...
by Nash
Sat Apr 19, 2025 11:51 am
Forum: Scripting
Topic: Best way to give player explosion tinnitus?
Replies: 12
Views: 457

Re: Best way to give player explosion tinnitus?

The exact implementation in other (commercial) games that have this effect can't be done in accurately in ZDoom, anyway, at least not easily. There's two components to it: 1 - a lowpass filter applied over EVERY other sound 2 - the actual high-pitched ringing noise (2) can be easily done by just ...
by Nash
Mon Mar 17, 2025 12:09 pm
Forum: Bugs [GZDoom]
Topic: 4.14.1 Footsteps Sound Menu Entry
Replies: 2
Views: 892

Re: 4.14.1 Footsteps Sound Menu Entry

It was discovered that Jay mistakenly labeled the entry in the Google sheet as SNDMENU_FOOTSTEPVOLUME instead of SNDMNU_FOOTSTEPVOLUME. I've fixed it in the sheet.
by Nash
Sat Mar 15, 2025 11:20 am
Forum: Technical Issues
Topic: Controller problem
Replies: 6
Views: 407

Re: Controller problem

desert_doomer: Which PS4 controller specifically are you using, and what do I need (besides the controller itself) to get it all set up on the PC?

I don't have a PS4 controller but I'm willing to purchase one, because it's the only way I'm able to actually debug/test this stuff.
by Nash
Fri Feb 28, 2025 5:31 am
Forum: Launchers
Topic: Doom Runner (yet another graphical Doom launcher)
Replies: 180
Views: 152231

Re: Doom Runner (yet another graphical Doom launcher)

DoomRunner has been my permanent launcher for a very long time now. I even use it on the Steam Deck to run GZDoom from game mode. I've been working on a GZDoom on Steam Deck tutorial that revolves around DoomRunner.
by Nash
Sat Feb 22, 2025 4:22 pm
Forum: Graphic/Audio Patches
Topic: Raven CBLOOD Ultimate Edition definitions
Replies: 4
Views: 3079

Re: Raven CBLOOD Ultimate Edition definitions

Wonderful. The next version of GZDoom is coming out REALLY soon, and due to my limited time, I had to frontload a bunch of stuff ahead of time. Sorry for the inconvenience!
by Nash
Sat Feb 22, 2025 1:17 am
Forum: Assets (and other stuff)
Topic: Model displays weird surface effect, but only when scaled
Replies: 12
Views: 1656

Re: Model displays weird surface effect, but only when scaled

If anyone is interested in looking at it to see if it happens for them, I just threw together this quick demo pk3. Just load it in GZDoom and start map01. It'll be interesting to see if it happens with other people and, if not, what the difference in settings are. As I mentioned before, I have ...
by Nash
Fri Feb 21, 2025 7:36 am
Forum: Assets (and other stuff)
Topic: Model displays weird surface effect, but only when scaled
Replies: 12
Views: 1656

Re: Model displays weird surface effect, but only when scaled

That kind of looks like Z-fighting, like as if two of the models are occupying the same spot. Hard to say for sure, though.
by Nash
Sat Feb 15, 2025 5:48 am
Forum: Graphic/Audio Patches
Topic: CBLOOD Ultimate Edition! [2025 Update for GZDoom 4.14.1]
Replies: 35
Views: 32364

Re: CBLOOD Ultimate Edition! [2025 Update for GZDoom 4.14.1]

I have updated the mod to use improvements that will debut in GZDoom 4.14.1 (and onwards). In short, CBLOOD used to do things very inefficiently by temporarily spawning an intermediate Actor to do the blood color changing. Updates to CopyBloodColor for GZDoom 4.14.1 means I no longer have to spawn ...
by Nash
Sat Feb 15, 2025 5:43 am
Forum: Graphic/Audio Patches
Topic: Raven CBLOOD Ultimate Edition definitions
Replies: 4
Views: 3079

Re: Raven CBLOOD Ultimate Edition definitions

Note that with the next update of CBLOOD, this won't work anymore as the format has changed. The tutorial has been updated: viewtopic.php?p=1162133#p1162133
by Nash
Sat Feb 15, 2025 5:07 am
Forum: Graphic/Audio Patches
Topic: NashBar
Replies: 4
Views: 4149

Re: NashBar

v0.91 released, fixes VM abort with GZDoom 4.14 and adds toggle for the built-in HP bar
by Nash
Sat Feb 15, 2025 4:08 am
Forum: Launchers
Topic: Doom Runner (yet another graphical Doom launcher)
Replies: 180
Views: 152231

Re: Doom Runner (yet another graphical Doom launcher)

how is the load order handled? Like are items at the TOP of the "add mods" list loaded first or last? Like say I have a mod, and a patch file to load after it... is that above or below? Top to bottom. That is to say, winning mods go to the bottom. You can also open the console after GZDoom has ...

Go to advanced search