Hello, I'd like to request some additions to the Automap.
One of my favourite features that GZDoom has is the fact I can change what the Automap shows, like Keys, Secrets (before or after finding it), the am_cheat itself...
So, can I request all those features for Raze? If not, can you at least ...
Search found 98 matches
- Mon May 18, 2026 3:30 am
- Forum: Feature Suggestions [Raze]
- Topic: Automap Features
- Replies: 0
- Views: 94
- Fri May 15, 2026 4:07 am
- Forum: Scripting
- Topic: Crosshair fix?
- Replies: 1
- Views: 104
Crosshair fix?
Hi, I remember somewhere in 2022 or 2023, there was a thread where somebody posted a code on how to fix the crosshair.
Said fix was about moving the "fire" a bit more to the top so it's more accurate to the crosshair itself, because apparently GZDoom (Or perhaps it was Doom itself) has an ...
Said fix was about moving the "fire" a bit more to the top so it's more accurate to the crosshair itself, because apparently GZDoom (Or perhaps it was Doom itself) has an ...
- Fri May 15, 2026 2:51 am
- Forum: Gameplay Mods
- Topic: Codename: Nomad (v1.1 Hotfix 02/09/24)
- Replies: 16
- Views: 6563
Re: Codename: Nomad (v1.1 Hotfix 02/09/24)
Hey, I have some questions...
How come the Keycards do not show in the Automap? Can I fix this on my own somehow?
And is there any way I can remove the Burst feature from the Burst Rifle?
How come the Keycards do not show in the Automap? Can I fix this on my own somehow?
And is there any way I can remove the Burst feature from the Burst Rifle?
- Wed May 13, 2026 5:51 am
- Forum: Gameplay Mods
- Topic: Ultra-Crispy (25/07/19) I update... again!
- Replies: 287
- Views: 75244
Re: Ultra-Crispy (25/07/19) I update... again!
I don't suppose this is still in development, but it's kinda sad that the 1897 Trenchgun was never "finished", it missing an altfire that is.
It's a great mod, I miss the Tesla Cannon from good ol' Blood, haven't seen any other Blood-related mod for Doom except Project Reblood which is good in its ...
It's a great mod, I miss the Tesla Cannon from good ol' Blood, haven't seen any other Blood-related mod for Doom except Project Reblood which is good in its ...
- Sun Jul 06, 2025 6:26 am
- Forum: Feature Suggestions [Raze]
- Topic: Is there anyway to get Raze working with the new update for Eviction?
- Replies: 4
- Views: 3580
Re: Is there anyway to get Raze working with the new update for Eviction?
Yes, porting a huge chunk of code from NBlood. I have once started with it but it's not finished and somewhat in limbo right now.
This isn't just some minor changes but a large and complex actor definition system that was added to the engine, and all of that code needs to be adapted to another ...
- Sun Jul 06, 2025 6:15 am
- Forum: General
- Topic: Skip Intro in RAZE?
- Replies: 1
- Views: 401
Skip Intro in RAZE?
Hello. Is there any way I can AUTOMATICALLY skip the intros when I use RAZE?
For example, I've already seen Blood's 3 intro videos more than 1000 times already and I don't want to see it again, I also don't want it to appear everytime I startup, needing to press the key or mouseclick 3 times.
Same ...
For example, I've already seen Blood's 3 intro videos more than 1000 times already and I don't want to see it again, I also don't want it to appear everytime I startup, needing to press the key or mouseclick 3 times.
Same ...
- Mon Aug 05, 2024 3:50 am
- Forum: Gameplay Mods
- Topic: Alice: Toys of Madness v1.2.0 - Feb 13, 2025
- Replies: 44
- Views: 21266
Re: Alice: Toys of Madness - beta release
American McGee's Alice is an underrated game, it's one of my favourites due to how dark and gritty the game is, the story gives a perfect reason why.
I wanna give this mod a try, it's ought to be interesting just like that Painkiller mod you've made before.
I wanna give this mod a try, it's ought to be interesting just like that Painkiller mod you've made before.
- Mon Aug 05, 2024 3:48 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1501
- Views: 352694
Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
Hello, are there any news about the next Walpurgis update?
- Mon Jul 01, 2024 6:26 am
- Forum: Closed Bugs [Raze]
- Topic: "Max FPS" does not work in Raze when VSync is enabled
- Replies: 6
- Views: 2923
Re: "Max FPS" does not work in Raze when VSync is enabled
Even though the old rules worked perfectly fine for your setup we had to pick the lesser evil here. Too many people did not have the correct hardware combination to make such a vsync setup work. Basically, you need a working adaptive sync setup with a monitor and driver that doesn't fuck it up. We ...
- Sun Jun 23, 2024 5:06 am
- Forum: Closed Bugs [Raze]
- Topic: "Max FPS" does not work in Raze when VSync is enabled
- Replies: 6
- Views: 2923
Re: "Max FPS" does not work in Raze when VSync is enabled
Strange...In all my games, which are mostly DX11 and some DX12, some still DX9, I always set my frame limit to 72 while enabling VSync, either in the game or outside it depending on how well it was implemented.
Never had stuttering issues or screen tearing issues, it was a smooth visual screen with ...
Never had stuttering issues or screen tearing issues, it was a smooth visual screen with ...
- Thu Jun 20, 2024 10:34 am
- Forum: Closed Bugs [Raze]
- Topic: "Max FPS" does not work in Raze when VSync is enabled
- Replies: 6
- Views: 2923
"Max FPS" does not work in Raze when VSync is enabled
So, for whatever reason, the "Max FPS" does not work when VSync is enabled.
This makes no sense when it works just fine in GZDoom (At least in version 4.11.3, not sure about latter versions)
I can set "vid_maxfps" to 72 and it's still running at 75, which is my refresh rate.
Using the in-game ...
This makes no sense when it works just fine in GZDoom (At least in version 4.11.3, not sure about latter versions)
I can set "vid_maxfps" to 72 and it's still running at 75, which is my refresh rate.
Using the in-game ...
- Fri Mar 29, 2024 6:52 am
- Forum: Gameplay Mods
- Topic: [RELEASE] DN3DooM - update v.1.08c
- Replies: 349
- Views: 99454
Re: [RELEASE] DN3DooM - update v.1.08
Congratulations on the update! I love this mod so much it makes me wish there was a very easy way of porting this to Duke Nukem 3D itself.
- Tue Jan 02, 2024 4:52 am
- Forum: General
- Topic: Missing Skybox in custom Blood maps
- Replies: 1
- Views: 4871
Re: Missing Skybox in custom Blood maps
For those curious, this sadly has not been fixed in Raze 1.9.1
- Mon Dec 25, 2023 4:02 am
- Forum: General
- Topic: Non-enemy sprite (x) in the enemy sprite list.
- Replies: 3
- Views: 4105
Re: Non-enemy sprite (x) in the enemy sprite list.
Guess I have no choice but to hope whoever is making "customdude" finally sets a proper, stable instructions set.
- Tue Dec 12, 2023 7:00 am
- Forum: General
- Topic: Non-enemy sprite (x) in the enemy sprite list.
- Replies: 3
- Views: 4105
Non-enemy sprite (x) in the enemy sprite list.
Hello. I seem to get this problem when I play "No Hope in Sight" from here: https://www.moddb.com/mods/no-hope-in-sight-demo/downloads/no-hope-in-sight-demo-update-2
and "Eviction" from here: https://www.moddb.com/mods/eviction-addon-for-blood/downloads/eviction-monster-update
I load these mods by ...
and "Eviction" from here: https://www.moddb.com/mods/eviction-addon-for-blood/downloads/eviction-monster-update
I load these mods by ...