Search found 547 matches
- Mon Mar 17, 2025 7:09 am
- Forum: Gameplay Mods
- Topic: Netronian Chaos V.3.57: The Final, Last, Concluding Update
- Replies: 622
- Views: 195342
Re: Netronian Chaos V.3.57: The Final, Last, Concluding Update
im been playin with this mod, and i realy like it, idk if you still taking feedback, but what about a keybind for vacumm mode (i dont know if its already a thing in the mod but in cant see anithing about that, its that possible? It already existed, you should found the option in the "mod stuff" sub ...
- Thu Jan 30, 2025 8:49 am
- Forum: General
- Topic: Automap question [Raze 1.9.1]
- Replies: 2
- Views: 1140
Re: Automap question [Raze 1.9.1]
I think that's the normal behavior of the original game, no other way to "forced on one mode" as far I know.
(Maybe I could be wrong but I remember most of Build engine games did that.)
Don't know if the devs plan to change this...
(Maybe I could be wrong but I remember most of Build engine games did that.)
Don't know if the devs plan to change this...
- Wed Dec 18, 2024 4:26 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.14.0 Released
- Replies: 13
- Views: 8830
Re: GZDoom 4.14.0 Released
The download page on zdoom.org still shows 4.13.2.
https://i.imgur.com/zf9jdMv.png
EDIT: I see right now only Windows build exists...so it make sense if waits until later when other builds to be complied.
https://i.imgur.com/zf9jdMv.png
EDIT: I see right now only Windows build exists...so it make sense if waits until later when other builds to be complied.
- Wed Apr 24, 2024 8:11 am
- Forum: Bugs [GZDoom]
- Topic: [4.12/4.12.1] Weird crash to desktop on start a new game, on True color SW with some settings.
- Replies: 0
- Views: 426
[4.12/4.12.1] Weird crash to desktop on start a new game, on True color SW with some settings.
[4.12/4.12.1] Weird crash to desktop on start a new game, on True color SW with some settings. Tested on 4.12 and 4.12.1, g4.13pre-15 and 17. 4.10 and 4.11 is fine. Set following setting to reproduce: API: OpenGL Fullscreen: Yes Render: True Color SW Renderer Resize Textures: On (this one not sure ...
- Fri Apr 05, 2024 5:12 am
- Forum: Off-Topic
- Topic: Eduke32 fishbowl skies?
- Replies: 4
- Views: 2433
Re: Eduke32 fishbowl skies?
The Raze one seems the same behavior of GZDooM, which not existed in original.
In Eduke32, that was the same as original Build engine/Duke3D behavior as far as I know and I think you can't change that.
In Eduke32, that was the same as original Build engine/Duke3D behavior as far as I know and I think you can't change that.
- Sun Mar 17, 2024 5:32 am
- Forum: Off-Topic
- Topic: Twitter vs. Pinterest: which is better for sharing Doom photos?
- Replies: 3
- Views: 1311
Re: Twitter vs. Pinterest: which is better for sharing Doom photos?
Imgur still fine to me, but you still need account to upload images, viewing seems still account-less.
- Sat Jan 28, 2023 6:26 am
- Forum: Gameplay Mods
- Topic: Aetherius (GZD 4.7.1) (Doom/Heretic/Hexen/Strife) [hiatus]
- Replies: 170
- Views: 49490
Re: Aetherius (GZD 4.7.1) (Doom/Heretic/Hexen/Strife) [hiatus]
Well, I know it maybe bad idea about using latest GZDooM dev build to play the mod as it still labeled as 4.7.1...since I saw the mod did still updated recently in Github so I guessed the mod would still based on latest versions of GZDooM...And most of the mod seems still working fine after I play ...
- Fri Jan 20, 2023 11:10 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GZDoom Crash on Starting Dragon Sector
- Replies: 42
- Views: 5313
Re: GZDoom Crash on Starting Dragon Sector
Not sure if this info useful or not, I tried run this mod with latest dev build g4.11pre-76(or even the earliest one I can download, g4.11pre-24), when screen melt finished/near finish after choose new game and difficulty, I got GZDoom.exe went frozen with Windows' crash report message(In OpenGL ...
- Wed Jan 18, 2023 10:42 pm
- Forum: ZDoom (and related) News
- Topic: New Password Requirements and Password Reset
- Replies: 155
- Views: 213808
Re: New Password Requirements and Password Reset
That's because those hacks are exploiting flaws in how their client software works, and shouldn't be thought of as being the same as what we're seeing here. Thanks for tell me about that, good to know. I'm glad I only use web version of Discord(as I know web version is safe from those exploits but ...
- Wed Jan 18, 2023 10:22 pm
- Forum: ZDoom (and related) News
- Topic: New Password Requirements and Password Reset
- Replies: 155
- Views: 213808
- Wed Jan 18, 2023 9:42 pm
- Forum: ZDoom (and related) News
- Topic: New Password Requirements and Password Reset
- Replies: 155
- Views: 213808
Re: New Password Requirements and Password Reset
Since I cannot remember 20+ characters of passwords after some weeks and months(even the password is something that only myself can know...I still can forgot it totally), I let Firefox's password manager(not really trust those passwords storage websites) helped me to deal with that...at worse, just ...
- Sat Jun 11, 2022 3:26 am
- Forum: Technical Issues
- Topic: Issue with latest GZDoom 4.8.0
- Replies: 4
- Views: 624
Re: Issue with latest GZDoom 4.8.0
Don't have problem if I just load GC 3.888b or NC 3.4 in standalone. It maybe something in your autoload directory caused that, you could try finger that out by taking one of them out and see if problem gone or not.
- Sat Apr 02, 2022 4:43 am
- Forum: General
- Topic: Something fishy?
- Replies: 29
- Views: 2255
Re: Something fishy?
I'm glad I missed the April fool joke on the forum...(lazy to open the forum yesterday)
Never fan of that kind of website designs sadly...
Never fan of that kind of website designs sadly...

- Sun Feb 20, 2022 7:24 am
- Forum: General
- Topic: Powerslave Exhumed support?
- Replies: 3
- Views: 1722
Re: Powerslave Exhumed support?
You can say Powerslave Exhumed is a port to original Console version(built with KEX engine, plus mixing things from Build engine(DOS) version), so Raze won't run "the port" at all, nor the original Slavedriver engine like wildweasel said. The console version(Saturn, not PS1/PSX) of Duke3D was used ...
- Sat Feb 12, 2022 9:38 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Abysm 2: Infernal Contract -4th ANNIVERSARY EDITION v1.4- Action RPG - TC
- Replies: 111
- Views: 41513
Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG
Since this mod needed at least GZDoom 4.2.4 and questzdoom's LZDoom 3.83a/GZDoom g3.3mgw branch was much older, out-dated versions, so I think it's not possible without update the engine version, I'm sure it'll be more break-age beside that error, since the mod should using more latest GZDoom things ...