Search found 41 matches
- Tue Jan 23, 2024 8:41 am
- Forum: Resources
- Topic: DrPyspy's Crate de la Stuff! [2/13/2023 - Doom 64 Archvile!]
- Replies: 47
- Views: 24789
Re: DrPyspy's Crate de la Stuff! [2/13/2023 - Doom 64 Archvile!]
The archvile in Doom 64 CE impressed me so much I had to come in here and gush a bit, he looks perfect!
- Tue Feb 22, 2022 8:54 pm
- Forum: General
- Topic: Death animations in Exhumed are 4:3 and get cut off.
- Replies: 3
- Views: 1365
Re: Death animations in Exhumed are 4:3 and get cut off.
PCExhumed addresses this by simply adjusting the offsets of the existing sprites, like so.
- Sat Sep 11, 2021 10:16 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.6.0 onwards] Broken lump filtering
- Replies: 2
- Views: 622
Re: [4.6.0 onwards] Broken lump filtering
viewtopic.php?f=57&t=72824&p=1197079#p1195116
Looks like Graf already fixed this so you won't need to do a workaround in the next release.
Looks like Graf already fixed this so you won't need to do a workaround in the next release.
- Wed Aug 18, 2021 9:02 pm
- Forum: Gameplay Mods
- Topic: [RELEASE] Virtua Crisis: Guns of Light - v3: JUUUSTICE!!!!
- Replies: 16
- Views: 10794
Re: [RELEASE] Virtua Crisis: Guns of Light - v3: JUUUSTICE!!
The gun getting thrown at you is part of the feel, though. It's satisfying.
- Tue Aug 17, 2021 8:16 pm
- Forum: Closed Bugs [Raze]
- Topic: [1.1.3][Exhumed] PWAD music doesn't override base music
- Replies: 2
- Views: 5087
Re: [1.1.3][Exhumed] PWAD music doesn't override base music
Yep, that works.
- Mon Aug 16, 2021 8:49 pm
- Forum: Closed Bugs [Raze]
- Topic: [1.1.3][Exhumed] PWAD music doesn't override base music
- Replies: 2
- Views: 5087
[1.1.3][Exhumed] PWAD music doesn't override base music
Custom music replacements don't take precedence over CD music loaded from the /music folder. When running this command, the zip's included exhumed11.ogg replacement doesn't play. If I remove the /music folder from the PowerSlave directory, it plays fine. raze.exe -iwad STUFF.DAT -file totfatw.1.zip ...
- Sun Aug 15, 2021 2:51 pm
- Forum: Closed Bugs [Raze]
- Topic: [1.1.3][Exhumed] Crash when toggling automap in lev14
- Replies: 1
- Views: 444
[1.1.3][Exhumed] Crash when toggling automap in lev14
Crash is an access violation.
Load the attached save file and press togglemap twice.
Load the attached save file and press togglemap twice.
- Fri Aug 13, 2021 3:31 pm
- Forum: Closed Bugs [Raze]
- Topic: [Raze 1.1.3, Powerslave] Game crashes on good ending
- Replies: 6
- Views: 1055
Re: [Raze 1.1.3, Powerslave] Game crashes on good ending
It crashes to console on the bad gameover scene, which is triggered either by dying with no lives left, or letting the bomb go off in the final stage. Here's a save that'll trigger the error once the Magmantis kills you.
- Thu Aug 12, 2021 6:36 pm
- Forum: Closed Bugs [Raze]
- Topic: [Raze 1.1.3, Powerslave] Game crashes on good ending
- Replies: 6
- Views: 1055
Re: [Raze 1.1.3, Powerslave] Game crashes on good ending
I'm crashing with this same error occasionally when dying.
- Thu Aug 12, 2021 4:14 pm
- Forum: Closed Feature Suggestions [Raze]
- Topic: Reverse logic of +run when autorun is enabled
- Replies: 1
- Views: 3699
Reverse logic of +run when autorun is enabled
What the subject says. I usually expect the run button to act as a walk modifier when autorun is enabled.
- Fri Aug 06, 2021 9:59 pm
- Forum: Graphic/Audio Patches
- Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
- Replies: 399
- Views: 181950
Re: Fullscreen Statusbar Mod [v5.1.9]
Boondorl's Universal Weapon Sway has an "Extend Sprites" option that uses ZScript to modify the weapon's vertical offset. Maybe worth adding here when using the unsplit mode, so you can play eg. Heretic in 'fullscreen' with the hud terminating at the skulls, but with the weapon sprites offset as if ...
- Sun Aug 01, 2021 5:34 pm
- Forum: Scripting
- Topic: [ZScript] Monster Replacement On E1M8/MAP07 & Etc.
- Replies: 9
- Views: 843
Re: [ZScript] Monster Replacement On E1M8/MAP07 & Etc.
If you're replacing monsters via CheckReplacement, you also need to make use of the CheckReplacee event if you want them to trigger boss actions.
- Sun Aug 01, 2021 12:41 pm
- Forum: Feature Suggestions [Raze]
- Topic: Sprite billboarding
- Replies: 2
- Views: 4100
Sprite billboarding
A feature I miss from GZDoom is XY sprite billboarding. Duke 64 used this to get around the Paper Mario effect in its 3D renderer, and I've always wished EDuke or now Raze would implement it as an option as well (polymer has it, but that renderer is otherwise unusable). The view pitch is already so ...
- Mon Jul 19, 2021 6:17 am
- Forum: Closed Bugs [GZDoom]
- Topic: GZDoom 4.6.0 not loading GLDEF lumps in filter folder
- Replies: 3
- Views: 1547
Re: GZDoom 4.6.0 not loading GLDEF lumps in filter folder
That's due to this bug here. Place any other file at the top of your pk3 to go along with the filter folder, like a README, and it'll work correctly.
- Fri Jul 16, 2021 10:30 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Project Osiris - Alien Breed 3D for GZDoom (1.0.3)
- Replies: 227
- Views: 101102
Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.3)
The config defaults to freelook on, but can you complete the game and find all the secrets without freelook, classic Alien Breed style? Great TC btw, cheers for the effort you've put into this.