The long-overdue fix is here, sorry. No other excuses other than my own priorities are all over the place.
The kit now requires GZDoom 4.14.2 as a minimum due to the fixed engine exploits. I do not support using old versions of GZDoom for security reasons.
Search found 15958 matches
- Thu Sep 11, 2025 5:42 am
- Forum: Script Library
- Topic: PDA Starter Kit v1.2.1
- Replies: 51
- Views: 25142
- Tue Sep 02, 2025 4:11 am
- Forum: Scripting
- Topic: What is ZScript Behavior class used for?
- Replies: 2
- Views: 100
Re: What is ZScript Behavior class used for?
You know in the past, people attached Inventory items to Actors to act as "actor plugins" that modify whatever Actor is carrying it? It's basically that, that but more elegant and proper (and also lighter on performance IIRC as you aren't instantiating full-on Inventory Actors multiplied by however ...
- Sat Aug 30, 2025 8:56 am
- Forum: General
- Topic: 20 years of GZDoom!
- Replies: 11
- Views: 645
Re: 20 years of GZDoom!
Was there from the beginning. We all flocked to the DRDTeam forum where Graf posted the earliest GZDoom builds for us to try. Dynamic lights, true color and fast hardware rendering with OpenGL totally blew my mind.
- Tue Aug 19, 2025 8:58 am
- Forum: Graphic/Audio Patches
- Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]
- Replies: 407
- Views: 92588
Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]
Yeah, Nightdive forgot to fix it in the remaster - which is a bit of a shame, given how time and efforts went into "fixing" Heretic. But hey, it is cool. I am already using a sprite fix for the mace with GZDoom, i.e. my go-to way of playing Heretic. I will check out GZSprFix, though. Thanks for the ...
- Sun Aug 17, 2025 12:03 pm
- Forum: Graphic/Audio Patches
- Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]
- Replies: 407
- Views: 92588
Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]
I cannot get the GIF to display here, so here is the link to it: https://static.wikia.nocookie.net/heretic/images/8/86/Firemace.gif Ahhhh, right. Admittedly I didn't remember it initially, but it seems that Revenant100's fixes to the mace sprites (as well as the gauntlets) are already included in ...
- Tue Aug 12, 2025 3:36 am
- Forum: Graphic/Audio Patches
- Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]
- Replies: 407
- Views: 92588
Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]
Unfortunately, nothing appears to have been done about the Firemace's black pixels. :cry: What black pixels? Anyway, the original scope of my project (WidePix) was to fix widescreen-related issues (sides being abruptly cut off). Black pixels and other pixel glitchery seems to be some more up ...
- Mon Aug 11, 2025 2:07 am
- Forum: Launchers
- Topic: Doom Runner (yet another graphical Doom launcher)
- Replies: 185
- Views: 154195
Re: Doom Runner (yet another graphical Doom launcher)
DoomRunner truly is the best launcher to use in 2025. It's been extremely invaluable for testing and debugging purposes, for me. Good work, Youda0008.
- Thu Aug 07, 2025 11:04 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: HeXen update
- Replies: 26
- Views: 2379
Re: HeXen update
It's actually a little bit more involved. - The originals levels are actually modified - some to the point of being almost unrecognizable in some parts. This is to improve upon the originals' shortcomings (don't worry, the unmodified levels are still accessible via a menu option) - There's also a ...
- Thu Aug 07, 2025 1:05 pm
- Forum: Graphic/Audio Patches
- Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]
- Replies: 407
- Views: 92588
Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1
WidePix has been officially integrated into the Heretic + Hexen Remaster!
Thanks to id Software and Nightdive Studios for the opportunity! And thank you to the community for all your support and for enjoying this stuff I make in my bedroom!
Thanks to id Software and Nightdive Studios for the opportunity! And thank you to the community for all your support and for enjoying this stuff I make in my bedroom!
- Tue Jul 29, 2025 12:04 pm
- Forum: Scripting
- Topic: Hi, having trouble with checking DisplayName in custom fucntion
- Replies: 2
- Views: 49
Re: Hi, having trouble with checking DisplayName in custom fucntion
if (dplay.GetPrintableDisplayName(dplay.GetClass()) ~== "Marine") { // etc - You can't read DisplayName directly. You'll have to use the designated getter function GetPrintableDisplayName, which takes in an Actor Class argument, hence dplay.GetClass() - ~== is a case-insensitive strings comparison ...
- Sun Jul 27, 2025 12:27 pm
- Forum: Developer Blog
- Topic: Translating GZDoom's text content. Read if you want to help
- Replies: 866
- Views: 157514
Re: Translating GZDoom's text content. Read if you want to help
Those duplicates are filtered by the "Filter" column, which contains "chex" for Chex Quest. This was done this way to avoid special handling in the code. OHHH so that's how it works. I didn't pay enough attention to notice the filter column. For anyone else who's curious as to how it works: it's ...
- Sun Jul 27, 2025 2:48 am
- Forum: Developer Blog
- Topic: Translating GZDoom's text content. Read if you want to help
- Replies: 866
- Views: 157514
Re: Translating GZDoom's text content. Read if you want to help
But AMMO_CLIP is defined twice, within that one spreadsheet ("GZDoom Engine Strings"). First on line 290 (for Doom), then on line 936 for Chex. Moreover, the two AMMO_CLIP entries are actually exported into that one language.csv file. It's not using the filter folder. (additionally; I'm only using ...
- Sun Jul 27, 2025 2:08 am
- Forum: Developer Blog
- Topic: Translating GZDoom's text content. Read if you want to help
- Replies: 866
- Views: 157514
Re: Translating GZDoom's text content. Read if you want to help
How is GZdoom able to properly separate between the Doom and Chex Quest's tags? For example, both games have a AMMO_CLIP defined in the same sheet.
- Sat Jun 28, 2025 3:59 am
- Forum: Graphic/Audio Patches
- Topic: Billboarder (XY billboarding for missiles & more - UPDATED)
- Replies: 15
- Views: 13783
Re: Billboarder (XY billboarding for missiles & more - UPDATED)
Woops, my bad! Should be fixed now.
- Fri Jun 27, 2025 9:57 am
- Forum: Graphic/Audio Patches
- Topic: Billboarder (XY billboarding for missiles & more - UPDATED)
- Replies: 15
- Views: 13783
Re: Billboarder (XY billboarding for missiles & more - UPDATED)
Are you sure? Both links in the first post are still working, I just tried it before making this post.