Search found 80 matches

by vsonnier
Sun Jan 07, 2024 4:32 am
Forum: Gameplay Mods
Topic: LiveReverb - dynamic reverb for all Doom maps!
Replies: 55
Views: 35903

Re: LiveReverb - dynamic reverb for all Doom maps!

Thanks Sunbeam and Caligari87 for this mod and the explanation. Here is my port in "pure" Zscript. Use it at will, Improvements and suggestions welcome. Turns out, looking for the SoundEnvironement actor in GZDoom leads to a very short implementation in Zscript, which in turns simply goes to calling ...
by vsonnier
Sun Dec 31, 2023 4:28 am
Forum: Closed Bugs [GZDoom]
Topic: Folder loading mostly broken
Replies: 2
Views: 900

Re: Folder loading mostly broken

I've seen the same issue as yours, and made a Github issue out of it : https://github.com/ZDoom/gzdoom/issues/2334
by vsonnier
Tue Jan 24, 2023 12:33 pm
Forum: Script Library
Topic: Slaughter Map Performance Booster
Replies: 50
Views: 21191

Re: Slaughter Map Performance Booster

Hello Rachael, this is an interesting piece of code you have here. I have a question, if I may : As far as I understand, the ThinkerIterator covers every Actor of the level, and you simply test the euclidian distance (squared) for all of them, not too often though ( tic % swlowdown speed) and it ...
by vsonnier
Thu Jan 12, 2023 12:16 pm
Forum: Closed Bugs [GZDoom]
Topic: [fb33a294] Broken shader after Raze backend update
Replies: 2
Views: 875

Re: [fb33a294] Broken shader after Raze backend update

Commit 81e7d77b44 apparently fixed the problem. Thanks !
by vsonnier
Fri Jan 06, 2023 10:30 am
Forum: Closed Bugs [GZDoom]
Topic: [fb33a294] Broken shader after Raze backend update
Replies: 2
Views: 875

[fb33a294] Broken shader after Raze backend update

Hello Graf and all, It looks like I encountered a problem likely similar to Nash's which happened (most likely) after the Raze backend update. That is, this particular shader is working, showing effects with automated build zdoom-x64-g4.11pre-12-g0d4d5587b.7z, but do not show the expected FX with ...
by vsonnier
Wed Nov 30, 2022 12:21 am
Forum: Closed Bugs [GZDoom]
Topic: [4.9+]Sporadic start-up crashes
Replies: 8
Views: 1026

Re: [4.9+]Sporadic start-up crashes

I'm getting sporadic crashes when starting the game up with some mods attached. This one crashed after catching errors and aborting. I got it too using Brutal Doom Black Edition, from a few last master versions, glad I'm not alone :) Can happen 1/2 of the time on my side. Was too lazy too run a ...
by vsonnier
Tue Nov 08, 2022 12:20 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.9.0 released
Replies: 61
Views: 31915

Re: GZDoom 4.9.0 released

Fortunately, the '-config' command line parameter is still there: I have several .ini depending of which mod I'm runing, loaded through the '[Global.Autoload]' section together with additional dedicated settings. I do hope this system will stay.
by vsonnier
Wed Jun 08, 2022 11:37 am
Forum: Closed Bugs [GZDoom]
Topic: [6f694260] Crash at map start with Vulkan
Replies: 5
Views: 833

Re: [6f694260] Crash at startup in Vulkan

You are right, I investigated further, and it turns out it has nothing to do with a TITLEMAP, it crashes simply at loading a simple DOOM2 MAP01. Since the TITLEMAP was automatically played, that was the first thing I saw :) I likely resolves around my particular Vulkan configuration, because ...
by vsonnier
Tue Jun 07, 2022 12:09 pm
Forum: Closed Bugs [GZDoom]
Topic: [6f694260] Crash at map start with Vulkan
Replies: 5
Views: 833

[6f694260] Crash at map start with Vulkan

Hi Graf and all, I just noticed that on the most recent master (post 4.8) the mod I play with, Brutal Doom Black Edition (https://www.moddb.com/mods/brutal-doom/addons/brutal-doom-v20b-black-edition) crashes at startup with a message "Could not create vulkan image: initialization failed". It works ...
by vsonnier
Mon May 02, 2022 10:25 am
Forum: Scripting
Topic: [ZScript] Polymorphism of child actors ?
Replies: 2
Views: 328

Re: [ZScript] Polymorphism of child actors ?

Great ! Thanks for the answer. I asked because although inheritance was described in the various tutorials and documentations out there,
I have not seen polymorphism explicitly mantioned with practical examples.
by vsonnier
Mon May 02, 2022 5:28 am
Forum: Scripting
Topic: [ZScript] Polymorphism of child actors ?
Replies: 2
Views: 328

[ZScript] Polymorphism of child actors ?

Question: I have a piece of code I've made that works, involving polymorphism behaviour and I'm actually suprised it works out of the box. So, I would like to know if it is normal behaviour or if I'm very lucky here. I have a base actor : class Z_Headshot : Actor { ... } And a child class of Z ...
by vsonnier
Fri Jul 02, 2021 12:37 pm
Forum: Script Library
Topic: [ZScript] Port of DaZombieKiller's footsteps
Replies: 21
Views: 9552

Re: [ZScript] Port of DaZombieKiller's footsteps

So, either convert your player class in Zscript (which is rather simple, ex : https://zdoom.org/wiki/Converting_DECOR ... to_ZScript ) or use the "plug-in" way using the Event handler method which should work even if your PlayerPawn-derived class is in DECORATE.
by vsonnier
Fri Jul 02, 2021 10:31 am
Forum: Script Library
Topic: [ZScript] Port of DaZombieKiller's footsteps
Replies: 21
Views: 9552

Re: [ZScript] Port of DaZombieKiller's footsteps

Looking at Kinsie's MetaDoom as an example and Brutal Doom Black Edition , you can do something like that: class MyDoomPlayer : Replaces DoomPlayer // Here MyDoomPlayer is your replacement of the Doom player { ... // Footsteps Code Footsteps fsteps; // Stuff that happens the moment the player is ...
by vsonnier
Sat Jun 19, 2021 6:07 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Proper support for size property in SkillMenu
Replies: 3
Views: 2593

Re: Proper support for size property in SkillMenu

What happens if you put a

Code: Select all

 Size Clean
at the end of ListMenu ?
by vsonnier
Mon May 31, 2021 2:31 pm
Forum: Closed Bugs [GZDoom]
Topic: Pulsating lights not smooth
Replies: 4
Views: 798

Re: Pulsating lights not smooth

Yeah ! Working again, thanks Graf !

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