Search found 27 matches

by Muleke_Trairao
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 ...
by Muleke_Trairao
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.

Caleb26 wrote: Sun Sep 12, 2021 3:24 pm The extended director's cut is still wip. Progress is rather slow unless I'll find someone who'll help me create at least two new extra maps. Time is still my greatest enemy.
Hey there! Are you guys still working on the new version of MoC?

Just checking, no rush. :)
by Muleke_Trairao
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 ...
by Muleke_Trairao
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.
by Muleke_Trairao
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 ...
by Muleke_Trairao
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 ...
by Muleke_Trairao
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 ...
by Muleke_Trairao
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 ...
by Muleke_Trairao
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 ...
by Muleke_Trairao
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 ...
by Muleke_Trairao
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 ...

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