Search found 51 matches
- Sat Feb 05, 2022 9:39 am
- Forum: Closed Bugs [Raze]
- Topic: [1.4.0/1.4.1] Random Menu Flickering
- Replies: 6
- Views: 2729
Re: [1.4.0/1.4.1] Random Menu Flickering
I can confirm that the same issue is happening with me as well. Oddly enough I didn't notice it yet in Duke3D or SW, but I noticed it in Blood. The flickering happens when navigating the menus using Vulkan renderer. The flickering only happens when not in game. When the game is started and I open ...
- Tue Jan 18, 2022 9:10 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.7.0 released
- Replies: 126
- Views: 57725
Re: GZDoom 4.7.0 released
GZDoom 5.0 dropping OpenGL altogether is quite a revelation. I reckon quite a few folks will be unhappy about it. Then again, better Vulkan performance is something that I wouldn't mind at all.
Also hi Seed. Long time since I saw you :')
Also hi Seed. Long time since I saw you :')
- Tue Sep 28, 2021 5:27 am
- Forum: Closed Bugs [GZDoom]
- Topic: [4.7.0] rendering bug - large sprites being cut-off
- Replies: 1
- Views: 369
[4.7.0] rendering bug - large sprites being cut-off
While I haven't checked this bug myself, some folks on Doomworld noticed this:
https://www.doomworld.com/forum/post/2391210
https://www.doomworld.com/forum/post/2391210
- Sat Apr 17, 2021 1:07 pm
- Forum: Closed Bugs [Raze]
- Topic: [1.0.2] Screen Flash bug
- Replies: 4
- Views: 586
Re: [1.0.2] Screen Flash bug
Ok so I checked the DRDTeam builds and only the build "raze-x64-1.0.0pre-88-gcd58b1d05.7z" (17 April 2021) has this bug. Previous builds do not exhibit this bug.
- Sat Apr 17, 2021 11:24 am
- Forum: Closed Bugs [Raze]
- Topic: [1.0.2] Screen Flash bug
- Replies: 4
- Views: 586
[1.0.2] Screen Flash bug
So in 1.0.2, I have a bug regarding screen flashing. Whenever I pickup something or take damage, my screen shows very slightly dark/black flash (in case of Duke and SW) or no flash at all (in case of Blood) instead of showing proper colors for the flashes This bug was not in 1.0.0 (or even 1.0.1 I ...
- Sat Apr 17, 2021 11:16 am
- Forum: Closed Bugs [Raze]
- Topic: [1.0.0] Pressing ESC on Duke3D intermission can hardlock
- Replies: 5
- Views: 718
Re: [1.0.0] Pressing ESC on Duke3D intermission can hardlock
I tested Raze 1.0.2 and the bug seems to be fixed now.
- Fri Apr 09, 2021 2:02 pm
- Forum: Closed Bugs [Raze]
- Topic: [1.0.0] Pressing ESC on Duke3D intermission can hardlock
- Replies: 5
- Views: 718
Re: [1.0.0] Pressing ESC on Duke3D intermission can hardlock
I tried Raze 1.0.1 and the latest DRD team build "raze-x64-0.8.0_beta-264-gc8c8635b4" and the bug is still present
- Thu Apr 08, 2021 10:13 am
- Forum: Closed Bugs [Raze]
- Topic: [1.0.0] Visual Artifacting in Vulkan mode
- Replies: 42
- Views: 2850
Re: [1.0.0] Visual Artifacting in Vulkan mode
So it happens with both palette emulation on and off? Can you make a few screenshots? The more images we see, the better the chance to get an idea what's up. Ok wait let me get some screenshots One thing I have noticed is that the color artifacts start appearing at a larger distance when the ...
- Thu Apr 08, 2021 8:59 am
- Forum: Closed Bugs [Raze]
- Topic: [1.0.0] Visual Artifacting in Vulkan mode
- Replies: 42
- Views: 2850
Re: [1.0.0] Visual Artifacting in Vulkan mode
I just tested this bug on my laptop with AMD Radeon 530 and I can confirm that there are visual artifacts in Vulkan renderer.
EDIT: I also tried turning off palette emulation and the bug still exists.
EDIT2: Posted my .ini file
EDIT: I also tried turning off palette emulation and the bug still exists.
EDIT2: Posted my .ini file
- Thu Apr 08, 2021 8:57 am
- Forum: Closed Bugs [Raze]
- Topic: [1.0.0] Pressing ESC on Duke3D intermission can hardlock
- Replies: 5
- Views: 718
Re: [1.0.0] Pressing ESC on Duke3D intermission can hardlock
I checked and can confirm that this bug exists.
- Wed Apr 07, 2021 4:51 am
- Forum: Closed Bugs [Raze]
- Topic: [0.9.1] [Duke3D] Intermission screen bug
- Replies: 2
- Views: 420
[0.9.1] [Duke3D] Intermission screen bug
In Duke3D, I noticed that when I enter the intermission screen and then press enter and immediately (as in when the screen goes black but you didn't enter next map) try to go to the menu. You will notice that the menu becomes laggy and if you start a new game, the game becomes becomes corrupted. I ...
- Wed Jan 13, 2021 2:29 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Allow Ghost Monsters as a compatibility and MAPINFO option
- Replies: 0
- Views: 716
Allow Ghost Monsters as a compatibility and MAPINFO option
This is something that has been pointed out by some people in the past. Right now, the mappers have no control to set this option in MAPINFO and neither do the compatibility options in GZDoom's settings have this option. The only option in GZDoom compatibility settings related to this is "crushed ...
- Thu Nov 05, 2020 10:44 am
- Forum: Scripting
- Topic: Some editing questions for Hexen's weapons
- Replies: 3
- Views: 307
Re: Some editing questions for Hexen's weapons
In Hexen, it is annoying to be forced to switch to another weapon when I freeze enemies using frostshards. This could be solved by setting the [wiki=Actor_flags#ICESHATTER]ICESHATTER[/wiki] flag on the shard projectile actor. Thanks. This seems more or less the type of solution I was looking for ...
- Tue Nov 03, 2020 1:55 am
- Forum: Scripting
- Topic: Some editing questions for Hexen's weapons
- Replies: 3
- Views: 307
Re: Some editing questions for Hexen's weapons
I forgot to mention that I would ideally like to do this in Decorate/ACS, but if not then ZScript could do.
- Sat Oct 31, 2020 1:58 pm
- Forum: Scripting
- Topic: Some editing questions for Hexen's weapons
- Replies: 3
- Views: 307
Some editing questions for Hexen's weapons
I posted these questions on Doomworld some weeks ago, but couldn't get the answer there so I ask here. 1) How to make Hexen's Arc of Death not push back enemies In Hexen, Arc of Death (Mage's 3rd weapon) has a small pushback when the lighting hits an enemy. This sometimes causes the lighting to end ...