Search found 80 matches
- 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 ...
- 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
- 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 ...
- 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 !
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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.
I have not seen polymorphism explicitly mantioned with practical examples.
- 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 ...
- 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.
- 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 ...
- 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 at the end of ListMenu ?
Code: Select all
Size Clean- 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 !