Search found 27 matches
- Sun May 25, 2025 10:48 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged (updated to v1.11 - development paused)
- Replies: 4991
- Views: 682332
Re: Hell-Forged (updated to v1.11 - development paused)
Just found a bug when running Hell-Forged 1.11 with the HD Sound Pack. Running on GZDoom 4.14.2 (it may work on an older version). In the first level, when you pick up the yellow skull key, it doesn't show up in your inventory; it just disappears from the map. You can't open any of the yellow doors ...
- Sat May 24, 2025 9:07 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Heretic: Masters of Chaos v. 1.2 WIP - See last page.
- Replies: 108
- Views: 85531
Re: Heretic: Masters of Chaos v. 1.2 WIP - See last page.
Hey there! Are you guys still working on the new version of MoC?
Just checking, no rush.

- Sat May 24, 2025 1:13 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.14.2] Crash on load when trying to load a PWAD
- Replies: 4
- Views: 290
Re: [4.14.2] Crash on load when trying to load a PWAD
I see. Thanks for the reply!
- Fri May 23, 2025 4:50 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.14.2] Crash on load when trying to load a PWAD
- Replies: 4
- Views: 290
[4.14.2] Crash on load when trying to load a PWAD
So, there is a WAD that I'm trying to load on GZDoom 4.14.2 called Judgement: Retrial. It gives the following error when trying to load it: https://imgur.com/GXnR8Tc "Thing 95: DEHACKED actors that set 'Projectile pass height' must also set 'Physical height'" The WAD loads up fine in GZDoom 4.14.1 ...
- Thu Jun 13, 2024 6:39 pm
- Forum: Technical Issues
- Topic: Gzdoom 4.12.2 infinitely tall actors
- Replies: 3
- Views: 578
- Wed Jun 12, 2024 2:52 am
- Forum: Technical Issues
- Topic: Gzdoom 4.12.2 infinitely tall actors
- Replies: 3
- Views: 578
Re: Gzdoom 4.12.2 infinitely tall actors
Are you playing a mod where that feature is forced, by any chance? I know that you can force some stuff through MAPINFO.
- Wed Jun 12, 2024 2:49 am
- Forum: Technical Issues
- Topic: Mouse issue on Quitting GZDoom
- Replies: 5
- Views: 2360
Re: Mouse issue on Quitting GZDoom
Sorry for necroing the thread, I just didn't feel the need to create another one on the same topic. I was also going to report this bug, but found this thread, so here I am. I suggest changing the Back command in the menu from mouse4 to mouse2. Maybe that could avoid the issue altogether. I played ...
- Thu Dec 21, 2023 6:14 am
- Forum: Gameplay Mods
- Topic: [Universal] Pistol Starter - More Inventory [Up 2/4/2021]
- Replies: 23
- Views: 14702
Re: [Universal] Pistol Starter - More Inventory [Up 2/4/2021
Using BeautifulDoom this mod will result in starting with the regular Doom pistol... nvm I found https://www.doomworld.com/idgames/utils/exe_edit/patches/pstlstrt which has a BD version but I had to fix and recompile it to work ("knucke undefined"), it's attached to this comment if anyone is i ...
- Thu Nov 09, 2023 1:01 pm
- Forum: Developer Blog
- Topic: Translating GZDoom's text content. Read if you want to help
- Replies: 866
- Views: 156791
Re: Translating GZDoom's text content. Read if you want to help
That site won't work due to its rigid limits, we are way beyond the 60000 words they allow for the free tier. Another problem is that a significant chunk of our texts is not under a free license so it may not even be possible if there was no such word limit. Oh, I was actually not aware of that. It ...
- Wed Nov 08, 2023 3:29 pm
- Forum: Developer Blog
- Topic: Translating GZDoom's text content. Read if you want to help
- Replies: 866
- Views: 156791
Re: Translating GZDoom's text content. Read if you want to help
Hey there! I'm a professional Brazilian Portuguese translator who joined to review the already translated content. I want to share my suggestion, and it's not a small one, so I would understand if it's not feasible right now. Have you considered hosting GZDoom's and Raze's localization projects on a ...
- Sat Oct 21, 2023 11:14 am
- Forum: Levels
- Topic: Hexen: Cult of Despair - A WoC campaign (New 1.4A Version!)
- Replies: 169
- Views: 78217
- Wed Feb 01, 2023 9:53 am
- Forum: TCs, Full Games, and Other Projects
- Topic: The Inquisitor 3D v1.4
- Replies: 199
- Views: 74078
Re: The Inquisitor 3D v1.4
I stopped work on the "Inquisitor 4" project, meaning the continuation of the first map and its storyline. But I use all the resources of this project to create other maps with a slightly modified RPG system and a new story. It is still difficult to say about the timing, because the very concept of ...
- Sun Jan 15, 2023 8:15 am
- Forum: TCs, Full Games, and Other Projects
- Topic: The Inquisitor 3D v1.4
- Replies: 199
- Views: 74078
Re: The Inquisitor 3D v1.4
I gotta say, the Inquisitor trilogy is fire! Had me addicted for like a week or two! And now I'm playing Ascension! :D You guys did a fantastic job! It's been a while since games got me this hooked. I wanna ask you about The Inquisitor 4 if that's OK. ShadT said the project is "frozen", and that ...
- Thu Jul 28, 2022 6:20 am
- Forum: Closed Bugs [Raze]
- Topic: [Duke Nukem 3D] [1.4.1] Crouch height bug
- Replies: 11
- Views: 1349
Re: [Duke Nukem 3D] [1.4.1] Crouch height bug
Thanks, guys!
- Tue Jun 28, 2022 5:51 pm
- Forum: Closed Bugs [Raze]
- Topic: [Duke Nukem 3D] [1.4.1] Crouch height bug
- Replies: 11
- Views: 1349
Re: [Duke Nukem 3D] [1.4.1] Crouch height bug
The episode was made for EDuke32. EDuke32's clipping is different from every other port. IMO fixing it is beyond the scope of Raze, it's really up to map authors whether they want to support other ports Yes, of course. I knew this was made for EDuke32 from the start, I just wanted to check whether ...