Search found 15942 matches
- Tue May 13, 2025 3:31 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Added ExtraDepletionBehavior for Inventory items
- Replies: 2
- Views: 3320
- 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 ...
- 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 ...
- 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...
- 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 ...
- 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.
- 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.
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.
- 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.
- 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!
- 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 ...
- 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.
- 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 ...
- 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
- 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
- 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 ...