Search found 15945 matches
- Sat Jun 28, 2025 3:59 am
- Forum: Graphic/Audio Patches
- Topic: Billboarder (XY billboarding for missiles & more - UPDATED)
- Replies: 15
- Views: 13605
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: 13605
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.
- Sat Jun 21, 2025 12:45 pm
- Forum: General
- Topic: Blood and gore in shadow warrior
- Replies: 3
- Views: 151
Re: Blood and gore in shadow warrior
No. Shadow Warrior in Raze does not have near the same amount of modability that the games in GZDoom have, not even close. At best you could run custom maps, that's about it. It's simply not possible to make mods for the game that change the gameplay, the special effects, and all that fancy stuff ...
- Tue May 13, 2025 3:31 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Added ExtraDepletionBehavior for Inventory items
- Replies: 2
- Views: 3323
- Tue May 06, 2025 3:43 am
- Forum: Off-Topic
- Topic: Is GZQuake possible?
- Replies: 28
- Views: 1025
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: 1025
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: 463
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: 463
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: 902
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: 418
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: 152632
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: 3169
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: 1665
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: 1665
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: 33039
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 ...