
Search found 43 matches
- Sat Sep 05, 2020 3:06 pm
- Forum: Technical Issues
- Topic: [Linux] Vulkan renderer not showing menus/HUD correctly
- Replies: 7
- Views: 584
Re: [Linux] Vulkan renderer not showing menus/HUD correctly
Upgraded to newest version (450.66-1) and the problem seems to be gone. Thread can be safely closed 

- Sat Sep 05, 2020 12:58 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GZD 4.4.2 and devbuild crash on Paradise MAP04 and MAP05
- Replies: 1
- Views: 393
GZD 4.4.2 and devbuild crash on Paradise MAP04 and MAP05
I've been having crashes on MAP04 and 05 from the GZDoom mapset "Paradise" (found here: https://www.doomworld.com/forum/topic/106058-paradise-v2-multiplayer-beta-on-page-3-4122020/). I have not seen these sorts of problems reported before, so I have to assume that there's something wrong with my own ...
- Fri Aug 28, 2020 1:05 pm
- Forum: Technical Issues
- Topic: [Linux] Vulkan renderer not showing menus/HUD correctly
- Replies: 7
- Views: 584
Re: [Linux] Vulkan renderer not showing menus/HUD correctly
Just an update - I have found that the culprit is probably somewhere in version 450.57-2 of the debian sid nvidia drivers. Reverting back to the immediate previous one in sid (440.100-2) solves the issue. I will have to do more digging to do my bug reporting with the package maintainers, but I ...
- Mon Aug 24, 2020 7:16 am
- Forum: Technical Issues
- Topic: [Linux] Vulkan renderer not showing menus/HUD correctly
- Replies: 7
- Views: 584
Re: [Linux] Vulkan renderer not showing menus/HUD correctly
Thank you for the suggestion. Something that may be relevant to mention is that Mint is derived from Ubuntu, and Ubuntu is derived from Debian Sid. So it does worry me a bit that eventually this vulkan package will make it downstream to both of those, and the same problem will crop up with users of ...
- Sun Aug 23, 2020 1:03 pm
- Forum: Technical Issues
- Topic: [Linux] Vulkan renderer not showing menus/HUD correctly
- Replies: 7
- Views: 584
Re: [Linux] Vulkan renderer not showing menus/HUD correctly
Hello - just wondering, are there any linux users that can replicate this, or is it squarely a 'me' problem? I realize in all likelihood it's the updated vulkan package, but I'd like to understand why it's having this specific issue with GZDoom's vulkan renderer. Haven't had any other problems with ...
- Sun Aug 16, 2020 1:25 pm
- Forum: Technical Issues
- Topic: [Linux] Vulkan renderer not showing menus/HUD correctly
- Replies: 7
- Views: 584
[Linux] Vulkan renderer not showing menus/HUD correctly
System info: - OS: Debian Sid (GNU/Linux) amd64, kernel 5.7.0-2 - GPU: NVIDIA GTX 760 - CPU: i5 4440 - nvidia-driver: 450.57-2 - gzdoom: g4.4.2 If I use the Vulkan renderer, menus/in-game HUD don't appear as you would expect them on the screen. Instead most of the time they are invisible, and for ...
- Thu Mar 26, 2020 4:18 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Adding a Strict MBF compat profile
- Replies: 2
- Views: 867
Adding a Strict MBF compat profile
I started playing Valiant recently (megawad for MBF-compatible source ports) and I noticed that GZDoom currently does not have an "MBF (strict)" profile, as is exhibited by "Doom (strict)" and "Boom (strict)". Selecting the currently available "MBF" option will get you the MBF-specific things, but ...
- Thu Oct 31, 2019 1:14 am
- Forum: Gameplay Mods
- Topic: Smooth Weapons Enhanced [v3.2.1]
- Replies: 338
- Views: 154764
Re: PerK's Smooth Weapons Enhanced [v3.0]
@Nash:
Would you consider releasing an intermediate version that contains your fix for the IDCLEVer bug we discussed a few months back? I would really like to play around with it, but if you prefer to wait until all the features you guys want are implemented for the new version that's also your call
Would you consider releasing an intermediate version that contains your fix for the IDCLEVer bug we discussed a few months back? I would really like to play around with it, but if you prefer to wait until all the features you guys want are implemented for the new version that's also your call
- Fri Sep 13, 2019 9:54 am
- Forum: Gameplay Mods
- Topic: Vanilla Essence 4.3: 320x200p support! More bugfixes.
- Replies: 124
- Views: 75309
Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
I see! Thank you for answering my questions, and for rc2. As for the "leapfrogging" and "ammo dogaflop" options, would you consider maybe separating them into a different toggle below the compat mode? So that we can also have "Boom (strict) + leapfrogging + dogaflop" for example, and it doesn't end ...
- Fri Sep 13, 2019 7:22 am
- Forum: Graphic/Audio Patches
- Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
- Replies: 399
- Views: 181420
Re: Fullscreen Statusbar Mod [v5.0.1]
Makes a lot of sense to reject them. I'm still embarrassed I was one of the people who suggested it without having checked the first pages of the thread first. In case it makes things any better, I didn't mean to annoy you guys. Thanks again, been really enjoying the latest release, and the move to ...
- Thu Sep 12, 2019 11:28 pm
- Forum: Gameplay Mods
- Topic: Vanilla Essence 4.3: 320x200p support! More bugfixes.
- Replies: 124
- Views: 75309
Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
Hi PixelEater! Thank you so much for this release candidate you posted above. Gave it a download and here are some initial observations: - It correctly resets compat settings on exit now! - Monster interpolation toggle now works correctly! - Autoaim toggle stopped using cl_doautoaim! So mods (like ...
- Sat Sep 07, 2019 1:59 pm
- Forum: Gameplay Mods
- Topic: Vanilla Essence 4.3: 320x200p support! More bugfixes.
- Replies: 124
- Views: 75309
Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
Another thing I noticed: VanillaEssence seems to set the cl_doautoaim CVAR to True when we tell it to use autoaim, but this isn't necessary. Just toggling the autoaim from 0 to 35 should correctly activate autoaim by itself. If the cl_doautoaim is used, it can result in unintended behavior (for ...
- Sat Sep 07, 2019 12:02 am
- Forum: Gameplay Mods
- Topic: [minimod][1.4.1] Precise Crosshair
- Replies: 59
- Views: 54508
Re: [minimod][1.3] Precise Crosshair
Btw m8f, regarding the issue you posted above with regards to coloring the crosshair based on monster health (white on no target - green to red on target): How will this interact with TargetSpy? Will it be just an option in the Precise Crosshair menu, or will it be a new default?
- Fri Sep 06, 2019 6:56 am
- Forum: Graphic/Audio Patches
- Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
- Replies: 399
- Views: 181420
Re: Fullscreen Statusbar Mod [v5.0.1]
This is fantastic. Thank you guys so much for this! And also for putting up the project on github. Makes updating even easier for me now 

- Wed Sep 04, 2019 11:41 pm
- Forum: Gameplay Mods
- Topic: Vanilla Essence 4.3: 320x200p support! More bugfixes.
- Replies: 124
- Views: 75309
Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
I believe I may have found another small bug. Bear with me, because it can be a bit confusing (it was for me, at least) Under the "Appearance" menu of VanillaEssence, we have the "No Monster Interpolation" option. This corresponds (I assume) to the ZDoom cvar "nomonsterinterpolation", whose engine ...