Hello. I really love your work. I have an old version of your mod and recently discovered (as in now) that it has been updated. Thanks for the update.
Could I please also have the MegaWAD as well?
Search found 8 matches
- Fri Sep 11, 2020 1:34 am
- Forum: Abandoned/Dead Projects
- Topic: BRUTAL HEXEN RPG (ZDL Edition) v4.7
- Replies: 392
- Views: 119726
- Tue Jan 07, 2020 9:47 am
- Forum: Technical Issues
- Topic: Debugging HDR in Vulkan and Opengl
- Replies: 6
- Views: 2820
Re: Debugging HDR in Vulkan and Opengl
I don't know what broke, but I made a thread about this when nVidia released a driver set that broke HDR in GZDoom. There was 1 or 2 other games with this issue as well, but everywhere else HDR works fine. There can be any number of reasons why it broke, and why it works on some machines but doesn't ...
- Thu Aug 22, 2019 7:57 am
- Forum: Technical Issues
- Topic: [INFO] nVidia 436.02 breaks HDR in QZDoom
- Replies: 3
- Views: 709
Re: [INFO] nVidia 436.02 breaks HDR in QZDoom
I used both in testing.
This issue also applies to Heroes of Hammerwatch. Monster Hunter World is fine, but needs HDR to be enabled prior to going in game, as does Divinity Original Sin 2.
This issue also applies to Heroes of Hammerwatch. Monster Hunter World is fine, but needs HDR to be enabled prior to going in game, as does Divinity Original Sin 2.
- Thu Aug 22, 2019 7:31 am
- Forum: Technical Issues
- Topic: [INFO] nVidia 436.02 breaks HDR in QZDoom
- Replies: 3
- Views: 709
[INFO] nVidia 436.02 breaks HDR in QZDoom
Just letting people know in case they have the same issue. It was working fine the previous day, but after upgrading my drivers I find that previous and current GZDoom versions have the same issue, but nVidia has not broken HDR as such because I can view HDR videos via Microsoft Edge just fine ...
- Tue Apr 30, 2019 7:38 am
- Forum: Scripting
- Topic: Dynamic Array Efficiency?
- Replies: 60
- Views: 4618
Re: Dynamic Array Efficiency?
I would like to know if there is a nice way to profile my code.
I will create my own data structures based on measuring the performance of my code.
I will create my own data structures based on measuring the performance of my code.
- Sun Apr 28, 2019 10:40 pm
- Forum: Scripting
- Topic: ZScript: Tournament between monsters; works but janky
- Replies: 0
- Views: 119
ZScript: Tournament between monsters; works but janky
Pastebin: https://pastebin.com/vEXbnDS3 and embedded: class Main : EventHandler { const TEAM_A = 65001; const TEAM_B = 65002; Actor player; Actor aSpawner; Actor bSpawner; int totalSpawns; private int getEnemyTid(Actor a) { return a.TID == TEAM_A ? TEAM_B : TEAM_A; } private Actor SpawnTeamMember ...
- Sat Apr 27, 2019 6:11 am
- Forum: Tutorials
- Topic: Your first PK3 project with ZScript
- Replies: 1
- Views: 2002
Your first PK3 project with ZScript
It took me 2 days to cobble the information together to create my first ZScript PK3 project. I will now present it here so future users can benefit. You need 3 files (no file extensions unless added): MAPINFO zscript.txt script.zs The bare data you need in these files are as follows: MAPINFO ...
- Sat Apr 27, 2019 3:48 am
- Forum: Scripting
- Topic: Dynamic Array Efficiency?
- Replies: 60
- Views: 4618
Re: Dynamic Array Efficiency?
because something like that would surely get misused - for example as a quick and dirty way to, say, find all imp fireballs at run-time and make them spawn sparks - ugh! Some modders have abused the thinker iterators for such things - and then wondered why their mod ran like shit... :mrgreen: I ...