Search found 49 matches
- Tue Nov 03, 2020 10:27 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.5.0 released
- Replies: 44
- Views: 65208
Re: GZDoom 4.5.0 released
If there's absolutely one thing I would change, it's to add the texture scaling options to the scaling menu. Solid release though! Gratz :) I'm not sure why it took this long to implement WASD controls by default, but I'm very glad they are here now. The new options menu is quick and to the point ...
- Mon Jun 08, 2020 1:50 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.4.0 released
- Replies: 63
- Views: 47447
Re: GZDoom 4.4.0 released
Default mouselook on but also vanilla doom keyboard defaults? Madness 
- Thu Mar 19, 2020 10:49 am
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 419758
Re: MetaDoom v666 "Titan" (UPDATED!! p115)
random quibble:
Have a pop-up toast at 100% map completion and not before.
Have a pop-up toast at 100% map completion and not before.
- Mon Mar 16, 2020 3:47 am
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 419758
Re: MetaDoom v666 "Titan" (UPDATED!! p115)
Random feature suggestions An "Accelerated" randomizer mode that guarantees enemy and weapon variants as soon as you have the base weapon or killed the previous variant, which fills the gap between locust and gradual eg rather then there being a random chance for a weapon variant spawning, it'll now ...
- Thu Mar 12, 2020 2:36 am
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 419758
Re: MetaDoom v666 "Titan" (UPDATED!! p115)
being able to pick up the homing mines doesn't make too much sense now that they are on a timer (picking them up doesn't reset the timer either).
- Tue Mar 10, 2020 1:04 am
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 419758
Re: MetaDoom v666 "Titan" (UPDATED!! p115)
Hmm, the forced blood fade option doesn't seem to work as advertised.
Never had to use it until I played Eviternity xD
Never had to use it until I played Eviternity xD
- Sun Mar 08, 2020 4:03 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 419758
Re: MetaDoom v5.666 "Klave EX" (More Testing Help Needed! p1
How does Doom handle stuff like Eviternity's death exits and starting from various chapters anyway?
- Sun Mar 08, 2020 2:22 am
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 419758
Re: MetaDoom v5.666 "Klave EX" (More Testing Help Needed! p1
The "2 second countdown" is fun! I find myself using items a lot more, rather then saving them all up until I suddenly hit a roadblock. Otoh, some of these items are probably a bit too powerful to have on a 2 second countdown. Especially the healing grenade. Arguably, the cooldowns should be as such ...
- Fri Mar 06, 2020 7:39 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 419758
Re: MetaDoom v5.666 "Klave EX" (More Testing Help Needed! p1
that auto-detection of dehacked enemies does make the mod a *whole lot* cooler then it was before. And it was already very cool.
- Thu Feb 20, 2020 4:43 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1204
- Views: 452653
Re: [3.3!] FINAL DOOMER +
a set that's literally just all the pistols
- Sat Feb 15, 2020 8:19 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Support for SF3 soundfonts.
- Replies: 4
- Views: 1010
Support for SF3 soundfonts.
Fluidsynth these days supports SF3 soundfiles, but GZDoom's implementation of fluidsynth does not. SF3 is a vorbis-compressed variant of SF2. For instance, the FluidR3Mono_GM.sf2 file is 125MB. The sf3 variant is 15MB. Implementation in GZDoom would permit GZDoom itself but also mod authors to ...
- Fri Feb 07, 2020 6:34 am
- Forum: ZDoom (and related) News
- Topic: Raze officially revealed!
- Replies: 368
- Views: 112589
Re: Raze officially revealed!
the GZDoom autodetection also doesn't work for Doom, for me, when the installations are in a non-default installation path (eg, away from C:\Program Files\).
- Tue Feb 04, 2020 1:21 am
- Forum: Bugs [GZDoom]
- Topic: Maps that need compatibility settings.
- Replies: 168
- Views: 116180
Re: Maps that need compatibility settings.
So I'm a bit at a loss here, because on one hand: This broke in a more recent update but on the other hand: This works in vanilla doom and as such should work on GZDoom?
- Sun Jan 26, 2020 10:34 am
- Forum: Bugs [GZDoom]
- Topic: Maps that need compatibility settings.
- Replies: 168
- Views: 116180
Re: Maps that need compatibility settings.
The door does open but the entire setup is very volatile, it depends on alerting an actor in a hidden room so if you do not shoot in the area where this can be done, the door won't open. No matter how many rounds I fire, I can't get the door to open in GZDoom whilst I can do so in Crispy. Using ...
- Sun Jan 26, 2020 12:14 am
- Forum: Bugs [GZDoom]
- Topic: Maps that need compatibility settings.
- Replies: 168
- Views: 116180
Re: Maps that need compatibility settings.
REKKR
Expected behaviour (as per Chocolate Doom, as Rekkr is vanilla compatible):
GZDoom behaviour:
Code: Select all
-iwad DOOM.wad -file REKKR.wad -nomonsters +map e1m3 "+warp -652 1009"GZDoom behaviour: