Search found 215 matches
- Mon Sep 10, 2018 5:25 am
- Forum: On Hold Bugs
- Topic: turn180 command causes view to stutter with cl_capfps 0
- Replies: 3
- Views: 7146
turn180 command causes view to stutter with cl_capfps 0
Continued from 0003418: (3.1 alpha) Stuttering ingame There's currently some bugs fixed and readjustments being made to Zandronum's unlagged system, which required changing some time functions and make them similar to GZDoom. There was some stuttering caused by a bug which was fixed later, however ...
- Tue Oct 18, 2016 12:30 pm
- Forum: Closed Bugs [GZDoom]
- Topic: RandomSpawner needs consistent spawn/respawn behavior too
- Replies: 1
- Views: 518
RandomSpawner needs consistent spawn/respawn behavior too
Continued from http://forum.zdoom.org/viewtopic.php?f=7&t=47454&p=804810 It needs to be adapted to 3D floor/midtexture combinations as well. thingz_spawnrespawn_09.wad 1. zdoom -iwad doom2.wad -file thingz_spawnrespawn_09.wad +sv_itemrespawn 1 +map map01 2. Go down to the chainguns on the leftmost ...
- Sun Oct 16, 2016 3:46 am
- Forum: Closed Bugs [GZDoom]
- Topic: Lowest value on menu sliders is not 0 at first with arrows
- Replies: 6
- Views: 480
Re: Lowest value on menu sliders is not 0 at first with arro
This also affects GZDoom's vid_brightness "Brightness" slider when setting it back to 0 in the middle of the slider.
- Sun Oct 16, 2016 3:24 am
- Forum: Closed Bugs [GZDoom]
- Topic: Lowest value on menu sliders is not 0 at first with arrows
- Replies: 6
- Views: 480
Lowest value on menu sliders is not 0 at first with arrows
When using the left arrow key to move a slider to its lowest value, it first sets the value to some different number like 7.45058e-10, then sets it properly to 0 when you use left arrow key again, so you have to use left arrow key one extra time when it's at 0 to really set it to 0. I noticed this ...
- Sun Oct 16, 2016 1:19 am
- Forum: Closed Bugs [GZDoom]
- Topic: Some menu sliders need 2 decimals when incrementing by 0.05
- Replies: 1
- Views: 282
Some menu sliders need 2 decimals when incrementing by 0.05
The number on the slider is not necessarily representative of the true value of the variable if it only shows one decimal when incrementing by 0.05, potentially leading to some confusion. I found these as I went through the menus: "Team Damage Scalar" in "Gameplay Options" "Prediction Leap Scale" in ...
- Wed Oct 12, 2016 5:38 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Can select/cycle certain weapons with empty ammo
- Replies: 5
- Views: 1000
Re: Can select/cycle certain weapons with empty ammo
For the AltFire issue, AmmoUse2 is 0 by default. I see, so you have to explicitly define "Weapon.AmmoUse1/2 1" as the engine assumes "Weapon.AmmoUse1/2 0" by default if omitted. As for the "Weapon.AmmoUse1/2 0" case, some mods such as Zombie Horde set these to 0 and use A_Jump* combined with A_Give ...
- Tue Oct 11, 2016 12:55 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Can select/cycle certain weapons with empty ammo
- Replies: 5
- Views: 1000
Can select/cycle certain weapons with empty ammo
0002880: cl_noammoswitch switches to empty weapons if Weapon.AmmoUse is 0 or when AltFire state is present I was testing some mods and got confused wondering why the client was able to switch over to weapons without any ammo despite having cl_noammoswitch set to false. I investigated the issue ...
- Fri Oct 07, 2016 8:41 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: pickup_fade_scalar and blood_fade_scalar
- Replies: 7
- Views: 1472
Re: pickup_fade_scalar and blood_fade_scalar
Confirmed to be working. Thanks a lot, Eruanna and Graf. Appreciate it, cheers!
- Thu Oct 06, 2016 6:04 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Console memory lag issue
- Replies: 24
- Views: 2677
Re: Console memory lag issue
Graf, would it be possible to at least have a text displayed somewhere in the error window that says "Generating crash report, please wait." or something like that? I think the average, casual user would find it very confusing to just see a bunch of text streaming down the window fast without any ...
- Thu Oct 06, 2016 5:41 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: pickup_fade_scalar and blood_fade_scalar
- Replies: 7
- Views: 1472
Re: pickup_fade_scalar and blood_fade_scalar
Personally I never cared for "blood brightness" or blood_fade_scalar as the names always sounded very ambiguous to me. Something like pickupflash_intensity with a "pickup flash intensity" menu entry and damageflash/painflash_intensity with a "damage/pain flash intensity" menu entry would sound very ...
- Thu Oct 06, 2016 3:52 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: pickup_fade_scalar and blood_fade_scalar
- Replies: 7
- Views: 1472
pickup_fade_scalar and blood_fade_scalar
0000342: pickup_fade_scalar Since blood_fade_scalar exists, would it be possible to have a similar control for pick-up flashes? Zandronum has something called bood_fade_scalar that determines how intense the pain flash is displayed when receiving damage. I asked the Zandronum developers many yeas ...
- Sun Aug 09, 2015 2:07 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Console memory lag issue
- Replies: 24
- Views: 2677
Re: Console memory lag issue
Graf, several of the Zandronum developers are wondering whether you're going to improve the fix? Apparently it's not good enough for backporting in its current state. It took around 36 seconds for it to generate the report when crashing after having copy-pasted the command in the OP. They're not too ...
- Thu Jul 16, 2015 7:50 am
- Forum: Closed Bugs [GZDoom]
- Topic: Console memory lag issue
- Replies: 24
- Views: 2677
Re: Console memory lag issue
It took around 36 seconds for it to generate the report when crashing after having copy-pasted the command in the OP. That's the equivalence of having played for around 1.5-2 hours on a high-intensity Zandronum CTF server I think.
- Thu Jul 16, 2015 5:05 am
- Forum: Closed Bugs [GZDoom]
- Topic: Console memory lag issue
- Replies: 24
- Views: 2677
Re: Console memory lag issue
Ok, using zdoom-2.8pre-1669-gadd52d4.7z I was able to confirm that the issue has been resolved. However, it takes ages for it to generate an error report now if the console was full of stuff before the crash occurred. But I suppose it's fine for most cases though. It'll only take a while if it ...
- Wed Jul 15, 2015 7:52 am
- Forum: Closed Bugs [GZDoom]
- Topic: Console memory lag issue
- Replies: 24
- Views: 2677
Re: Console memory lag issue
I'll need someone to supply me with a test build again. Or I could wait for the next build at DRD (which could take days).Graf Zahl wrote:I'm waiting for confirmation now.