Search found 160 matches

by bLUEbYTE
Sun May 19, 2024 4:42 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.12.0 released
Replies: 14
Views: 7066

Re: GZDoom 4.12.0 released

Rachael wrote: Sun Apr 21, 2024 2:13 am [*] better joystick handling in Linux (particularly for the Steam Deck)
If that means gamepads are re-detected on disconnect / reconnect, that will make my day. the related feature request.

Thanks and congrats on the release!
by bLUEbYTE
Sun Apr 07, 2024 3:57 am
Forum: Gameplay Mods
Topic: Responsive Weapons + Faster Weapon Switching
Replies: 61
Views: 46941

Re: Responsive Weapons + Faster Weapon Switching

This is my favourite kind of mod, thanks!
Adding this to [Global.Autoload] should be safe, right? E.g. when running Strife or the FreeDooms
by bLUEbYTE
Sun Dec 24, 2023 9:53 pm
Forum: Closed Bugs [GZDoom]
Topic: My map breaks GZDoom hardware rendering
Replies: 5
Views: 841

Re: My map breaks GZDoom hardware rendering

@taviow, you could also attach it to the forum post?
by bLUEbYTE
Mon Nov 20, 2023 7:35 am
Forum: Closed Bugs [GZDoom]
Topic: Actor Translations don't persist via game saves
Replies: 9
Views: 1540

Re: Actor Translations don't persist via game saves

yes, it works like a charm now!

thanks again Graf, have a great day.
by bLUEbYTE
Mon Nov 13, 2023 3:42 am
Forum: Closed Bugs [GZDoom]
Topic: Actor Translations don't persist via game saves
Replies: 9
Views: 1540

Re: Actor Translations don't persist via game saves

No worries, I'll wait. Wish I could help directly.
by bLUEbYTE
Sat Nov 11, 2023 7:06 pm
Forum: Closed Bugs [GZDoom]
Topic: Actor Translations don't persist via game saves
Replies: 9
Views: 1540

Re: Actor Translations don't persist via game saves

doesn't seem to work: https://imgur.com/a/jtjgX2y

tested with the mod above on gzdoom-x64-g4.12pre-105-g22203cbc1.7z Nov 11 2023 12:09:51

I can attach the save file if needed but I dobt it'll be useful
by bLUEbYTE
Fri Nov 10, 2023 2:20 am
Forum: Closed Bugs [GZDoom]
Topic: Actor Translations don't persist via game saves
Replies: 9
Views: 1540

Re: Actor Translations don't persist via game saves

Much appreciated.

I will test this in the next release and report back any issues here.
by bLUEbYTE
Sat Nov 04, 2023 2:31 am
Forum: Closed Bugs [GZDoom]
Topic: Actor Translations don't persist via game saves
Replies: 9
Views: 1540

Re: Actor Translations don't persist via game saves

I am happy to hear that! This will mean that my mod's alterations on actors should fully persist between save games when it's fixed.

Thank you Graf.
by bLUEbYTE
Sat Nov 04, 2023 2:28 am
Forum: Gameplay Mods
Topic: Universal Entropy v3.666b - The Universal Randomizer
Replies: 111
Views: 46363

Re: Universal Entropy v3.666b - The Universal Randomizer

okay. thank you for the help anyways. i learned that this only effects the conservative (default) color blend variant. when i set it to liberal and faded cartoon. the glitch does not occur. Edit: nevermind it must've been a certain level that saved the universal entropy enemies. the others won't ...
by bLUEbYTE
Sat Nov 04, 2023 1:02 am
Forum: Closed Bugs [GZDoom]
Topic: Actor Translations don't persist via game saves
Replies: 9
Views: 1540

Actor Translations don't persist via game saves

Actor translations don't persist across game sessions via game saves. Is this a bug or intended behaviour?

If it's intended (maybe for save game size reasons), then if you could tell me whether it's possible to accomplish in zscript I will post in that subforum.
by bLUEbYTE
Mon Oct 09, 2023 4:51 am
Forum: Gameplay Mods
Topic: Universal Entropy v3.666b - The Universal Randomizer
Replies: 111
Views: 46363

Re: Universal Entropy v3.666b - The Universal Randomizer

Hello. i wanted to report a glitch/problem that occurs with the modern versions of GZDoom that happen to Universal Entropy. Whenever I make a save and then exit the game, then return to the game that was saved the Universal Entropy effects for the ammo/monsters/props do not get saved and return to ...
by bLUEbYTE
Wed Aug 30, 2023 4:02 am
Forum: Gameplay Mods
Topic: Universal Entropy v3.666b - The Universal Randomizer
Replies: 111
Views: 46363

Re: Universal Entropy v3.666b - The Universal Randomizer

AliciaPendragon wrote: Mon Aug 21, 2023 8:49 pm This is probably a stupid question but does this also work with mods that adds new monsters?
yes it does.
by bLUEbYTE
Thu Apr 27, 2023 7:41 am
Forum: Technical Issues
Topic: Vulkan renderer has microstutters
Replies: 10
Views: 3063

Re: Vulkan renderer has microstutters

For the record; I've always had micro-stutters on Vulkan backend too. OpenGL has always been stutter-free. More recently, OpenGLES as it has even better performance. My GPU is an 8th gen Intel iris plus.
by bLUEbYTE
Sun Apr 09, 2023 9:15 pm
Forum: Script Library
Topic: Slaughter Map Performance Booster
Replies: 50
Views: 20533

Re: Slaughter Map Performance Booster

Great idea, thanks for the mod. Would it be feasible and a good idea to add a setting to toggle it on and off dynamically, based on the current alive monster count? For example, if I know my PC maxes at around 2K monsters, I could set that as the threshold and only when there are at least that many ...
by bLUEbYTE
Fri Apr 07, 2023 10:27 pm
Forum: Gameplay Mods
Topic: [minimod][v1.6.2] Autoautosave
Replies: 145
Views: 48322

Re: [minimod][v1.6.2] Autoautosave

Hey m8f, Brilliant, very useful and high quality mod as always. I'm wondering if it'd be possible to add an option to NOT auto save when there are active enemies, or when the player is moving / fired a weapon recently? The reason is that on save my game micro-stutters and it would be nice to have ...

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