Search found 66 matches
- Mon Sep 22, 2025 5:54 pm
- Forum: Bugs [GZDoom]
- Topic: Calling methods on a temporary string uses previous string
- Replies: 3
- Views: 108
Re: Calling methods on a temporary string uses previous string
does it reproduce with the JIT off?
- Sun Sep 21, 2025 11:46 am
- Forum: Bugs [GZDoom]
- Topic: Crash with Several Big Projects and gzdoom-x64-g4.15pre-566-g65cfb976f
- Replies: 7
- Views: 157
Re: Crash with Several Big Projects and gzdoom-x64-g4.15pre-566-g65cfb976f
you should thank marcus, i'm only the messenger 
- Sat Sep 20, 2025 3:02 pm
- Forum: Bugs [GZDoom]
- Topic: Crash with Several Big Projects and gzdoom-x64-g4.15pre-566-g65cfb976f
- Replies: 7
- Views: 157
- Fri Jun 27, 2025 8:31 am
- Forum: Bugs [GZDoom]
- Topic: Gzdoom crashes with reelism 2
- Replies: 22
- Views: 503
Re: Gzdoom crashes with reelism 2
seems your GPU is returning zero for GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
does updating your drivers change anything? latest drivers for r9 200 series are 22.6.1, but from the log it seems you're on 21.5.2, so over a year old compared to the newest
does updating your drivers change anything? latest drivers for r9 200 series are 22.6.1, but from the log it seems you're on 21.5.2, so over a year old compared to the newest
- Sun Mar 23, 2025 1:46 pm
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 68
- Views: 49387
Re: Aim Assist Mod v0.8.1
if you want to turn faster than 5 degrees per tic, you can set cl_aim_assist_rot_speed (called Assist Intensity in the menu) manually with the console to whichever value you want
- Wed Feb 19, 2025 7:05 pm
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 68
- Views: 49387
Re: Aim Assist Mod v0.8.1
The only thing that bugs me in a otherwise perfect mod is that it can be hard to shoot barrels, as it auto aims to the monsters. I know you can toggle the entire aim system off and on, and that is cool, but I think maybe a good idea would be to simply have a button to switch to targeting only ...
- Tue Dec 10, 2024 1:05 am
- Forum: Developer Blog
- Topic: Translating GZDoom's text content. Read if you want to help
- Replies: 866
- Views: 157688
Re: Translating GZDoom's text content. Read if you want to help
requested write access, need to add a line for a new menu entry
- Wed Oct 23, 2024 12:09 pm
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 68
- Views: 49387
Re: Aim Assist Mod v0.8.1
Version 0.8.1 is out, now with a new "Enable Mode" feature. Download v0.8.1 10/23/24 - v0.8.1 Internal Refactoring New Feature: Enable Mode 01/05/23 - v0.8.0 !!IMPORTANT!! - CVAR names have changed, to keep using your old settings port them to the new format using the Presets->Load Old Format Config ...
- Mon Sep 09, 2024 9:02 am
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 68
- Views: 49387
Re: Aim Assist Mod v0.8.0, Now with Custom User Presets!
no, it needs zscript to function
- Thu Sep 05, 2024 10:06 pm
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 68
- Views: 49387
Re: Aim Assist Mod v0.8.0, Now with Custom User Presets!
There is the recenter options, but I can not seem to get it to work, no matter what setting I have, even if it is "always on". as long as you have recenter enabled as "on" , it should work -- you don't need to set it to always enabled, always enabled enables it while aiming at an enemy recenter.png ...
- Sun Jun 23, 2024 2:43 pm
- Forum: Bugs [GZDoom]
- Topic: gzdoom 4.11 and 4.12 do not work with opengl
- Replies: 6
- Views: 960
Re: gzdoom 4.11 and 4.12 do not work with opengl
do you have up to date graphics drivers, or are you just using the ancient version that windows installs by default?
- Sun Dec 31, 2023 3:22 pm
- Forum: Gameplay Mods
- Topic: [minimod] Universal Weapon Sway Injector
- Replies: 2
- Views: 1694
Re: [minimod] Universal Weapon Sway Injector
oh, uploaded the wrong version, i was using this to test the CVar saving that will be in 4.12 
fixed.
fixed.
- Sun Dec 31, 2023 9:20 am
- Forum: Gameplay Mods
- Topic: [minimod] Universal Weapon Sway Injector
- Replies: 2
- Views: 1694
[minimod] Universal Weapon Sway Injector
Adds weapon sway to any mod, Needs gzdoom 4.11+
(this is just the weapon sway from my eternally-wip mod extracted into its own minimod)
(this is just the weapon sway from my eternally-wip mod extracted into its own minimod)
- Wed Aug 23, 2023 2:18 pm
- Forum: Tutorials
- Topic: [DEPRECATED] [WINDOWS] Compiling GZDoom with CMake GUI, Visual Studio and vcpkg
- Replies: 11
- Views: 5107
Re: Compiling GZDoom with CMake GUI, Visual Studio and vcpkg
"compiling the new way in Linux" The "old" way isn't really going away, what this update is doing is adding vcpkg support and removing the bundled windows dependencies -- ex. on Linux you'll be free to continue using the system package manager, use vcpkg, or get the dependencies you need any other ...
- Thu Jul 06, 2023 12:26 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: [ZScript] isnot keyword?
- Replies: 5
- Views: 1584
Re: [ZScript] isnot keyword?
both of those would require significant changes, due to how zscript parses operations (isnot wouldn't require them -- it follow the same rules as any other operation like is)