Search found 49 matches
- Thu Jun 13, 2024 4:30 pm
- Forum: Bugs [GZDoom]
- Topic: QOI textures cause the game to crash when used.
- Replies: 0
- Views: 487
QOI textures cause the game to crash when used.
Hello. As far as i can tell, QOI textures crash the game when you attempt to use them, even though they're supposed to be supported. I've tested it out on a variety of GZDoom versions, from 4.11.0 (when QOI texture support was first added), all the way up to 4.12.2, and in all of them, the game ...
- Thu May 30, 2024 11:10 am
- Forum: Resources
- Topic: [Textures] The Fortress of Dr. Radiaki Textures
- Replies: 0
- Views: 1201
[Textures] The Fortress of Dr. Radiaki Textures
Hello. I've managed to rip the textures from The Fortress of Dr. Radiaki, so i've decided to post them here for others to use. As far as i know, there aren't any other rips of the game's textures out there (Although i did see a rip of the sprites and sounds, a while ago.). For now, these are just ...
- Tue Feb 28, 2023 1:59 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Ungroup cutscene audio from the music volume slider.
- Replies: 4
- Views: 852
Ungroup cutscene audio from the music volume slider.
Hello. Right now, all cutscene audio seems to be controlled by the music volume slider. This is probably isn't much of a problem for people who like to listen to the in-game music, but i usually keep the music muted, and listen to my own music. As you can guess, this results in all cutscene audio ...
- Sun Sep 25, 2022 6:38 am
- Forum: Closed Bugs [GZDoom]
- Topic: Cutscenes seem to have pretty bad audio latency.
- Replies: 1
- Views: 295
Cutscenes seem to have pretty bad audio latency.
Hello. This issue came up in https://forum.zdoom.org/viewtopic.php?t=76430, but i wanted to make a separate issue for that, so here it is. There seems to be audio delay in cutscenes, which Graf said was because of inherent latency with OpenAL. The delay, from what i measured, seems to be about 0.4 ...
- Sun Sep 25, 2022 2:53 am
- Forum: Closed Bugs [GZDoom]
- Topic: Cutscenes don't seem to look for audio as they should.
- Replies: 10
- Views: 1052
Re: Cutscenes don't seem to look for audio as they should.
I figured out why the audio wasn't playing for me. I had music turned all the way down in the settings, and the audio on the cutscene, for some reason, uses the music volume slider if it's picked automatically. If you set it manually, however, it seems to use the regular volume slider. Why one would ...
- Sat Sep 24, 2022 7:52 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Cutscenes don't seem to look for audio as they should.
- Replies: 10
- Views: 1052
Re: Cutscenes don't seem to look for audio as they should.
For me, i can't hear any audio from the cutscene unless i set it manually, and there's no audio file with the same name in the video folder. I have no clue what could be causing it to work for you, and not for me, unless it's something on the hardware or operating system side. I also had syncing ...
- Sat Sep 24, 2022 4:33 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Cutscenes don't seem to look for audio as they should.
- Replies: 10
- Views: 1052
Cutscenes don't seem to look for audio as they should.
Hello. According to the GZDoom wiki, a cutscene definition is supposed to automatically pair a video with an audio file, if it has the same name and directory as the video file. I dropped a .ivf file into a PK3 folder named /movies, and i dropped a .ogg file with the same name into the folder as ...
- Thu Jun 02, 2022 9:57 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Death March: A FPS i made in 7 days. (V2 UPDATE RELEASED)
- Replies: 7
- Views: 3296
Re: Death March: A FPS i made in 7 days. (V2 UPDATE RELEASED
Also, I have a 5:4 screen and could not see my ammo counter at all during my playthrough That's because i didn't know enough about ZScript to get the HUD to scale properly, so the right side of it tends to go off-screen on non-widescreen aspect ratios. I'm not really sure how i could fix this ...
- Mon May 30, 2022 12:52 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Death March: A FPS i made in 7 days. (V2 UPDATE RELEASED)
- Replies: 7
- Views: 3296
Re: Death March: A FPS i made in 7 days. (V2 UPDATE RELEASED
After watching Suitepee's playthrough ( https://www.youtube.com/watch?v=v2mqwigYZgs&t=4065s ), i decided to put out a small update to to address some problems he brought up. Changes: The key indicators on the HUD have been moved from the right side of the screen, to above the text readouts. The ...
- Mon May 30, 2022 12:33 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Death March: A FPS i made in 7 days. (V2 UPDATE RELEASED)
- Replies: 7
- Views: 3296
Re: Death March: A FPS i made in 7 days. (V2 UPDATE RELEASED
All of the game objects (enemies, pickups, decorations, et cetera) are written in ZScript, as well as the HUD.AtioA wrote:Is this written in Zscript? Do you know how can i port it to DECORATE? It doesnt seem to work on Zandronum and i cant run GZDoom
Have you checked to see if LZDoom runs?
- Sun May 08, 2022 1:37 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Death March: A FPS i made in 7 days. (V2 UPDATE RELEASED)
- Replies: 7
- Views: 3296
Re: Death March: A FPS i made in 7 days. (V2 UPDATE RELEASED
I'm happy to announce that Version 2 of Death March has been released. Changes: The game now has music, which i didn't have the time to add in originally. I felt like the maps were too short, so every existing map has been expanded with new rooms and secrets. There's now explosive barrels placed in ...
- Fri Mar 04, 2022 6:17 pm
- Forum: General
- Topic: Mars 3D Discussion
- Replies: 29
- Views: 20014
Re: Mars 3D Discussion
I'm pleasantly surprised that someone made a source port for such an obscure game.Zenon wrote:Ah, I got it.
For those with the same problem, download the source port Here, put it in your main Mars3D folder and run it.
I hope that this opens up the potential for mods and custom maps.
- Wed Nov 10, 2021 3:04 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Death March: A FPS i made in 7 days. (V2 UPDATE RELEASED)
- Replies: 7
- Views: 3296
Death March: A FPS i made in 7 days. (V2 UPDATE RELEASED)
https://i.imgur.com/XsTPbMx.png About: A while ago, i heard about Nash's Elderjam project. Feeling inspired, i decided to give my own shot at making a FPS in a limited time frame, 7 days in this case. I started work on November 2nd, and i finished it around midnight on the 8th/9th. There's 5 maps ...
- Thu Nov 04, 2021 12:32 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Option for four directional sprites.
- Replies: 0
- Views: 547
Option for four directional sprites.
I'm currently developing a FPS game, and because i'm not the greatest spriter, i decided to use 4 directions for the enemies. As i discovered, there doesn't seem to be an option for 4 directional sprites, only 1, 8, or 16. I did find hacks involving spreading out four sprites over 8 or 16 directions ...
- Mon Jan 04, 2021 5:39 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Roams TC (ALPHA)
- Replies: 6
- Views: 2992
Re: Roams TC (ALPHA)
Here:Taylor13212019 wrote:Hey this is great! Do you still have the original one level demo? I'd love to see what's changed
https://amel.pw/trevie/Roams%20TC%20Alpha%20V1.pk3