Search found 123 matches
- Fri Aug 16, 2024 9:27 am
- Forum: Gameplay Mods
- Topic: Flashlight++ (UPDATE V9.1)
- Replies: 39
- Views: 48637
Re: Flashlight++ (UPDATE V9)
It's not a problem for me because I prefer having a click sound, just something I noticed and figured I'd report. This mod is an absolute necessity to me (so much so it's in my autoload folder) but I can't think of anything that could improve it. (aside from the frame-drop problems but as said that ...
- Tue Mar 26, 2024 6:01 pm
- Forum: Gameplay Mods
- Topic: Flashlight++ (UPDATE V9.1)
- Replies: 39
- Views: 48637
Re: Flashlight++ (UPDATE V9)
I was testing out the click sounds of the flashlight and noticed the "Play 'Click' Sound" option doesn't work properly for me. If I turn it off, the flashlight still has a click sound when turning it on and off. Oh yeah, i was going to remove that option and just make it use the same option as the ...
- Wed Feb 28, 2024 8:55 am
- Forum: Gameplay Mods
- Topic: Flashlight++ (UPDATE V9.1)
- Replies: 39
- Views: 48637
Re: Flashlight++ (UPDATE V9)
Hi! I'm having a rendering issue with this add-on, the light beams are being rendered at 35fps while my game runs at 100+ fps. I've tried locking the fps to 60 and even turning on vertical sync but the light beams kept looking "weird" and out of sync with the game visuals, there are artifacts on ...
- Sun Feb 25, 2024 9:55 pm
- Forum: Gameplay Mods
- Topic: Flashlight++ (UPDATE V9.1)
- Replies: 39
- Views: 48637
Re: Flashlight++ (UPDATE V9)
new update v9 -Relicensed code under the Lesser GPL v3 -Added the Brutal Doom flashlight sound -Fully customizable sway decoupled from position settings -Fix offsetting the forward position making the flashlight shift up and down when looking around -Make monster alerting more performant by ignoring ...
- Sat Jan 20, 2024 7:47 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Ability to force HUD aspect ratio correction OFF
- Replies: 2
- Views: 701
- Fri Jan 19, 2024 10:53 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Ability to force HUD aspect ratio correction OFF
- Replies: 2
- Views: 701
Ability to force HUD aspect ratio correction OFF
Pretty self-explanatory, being able to force hud_aspectscale off. I see a lot of players of a mod i work on playing it with the HUD vertically streched, it was designed for square pixels and the vertical stretch was already manually accounted for for the mugshot only in the call that draws it, so an ...
- Fri Jan 19, 2024 1:06 pm
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3109
- Views: 396721
Re: SLADE Discussion - Latest: v3.2.5 (19/Dec/2023)
SLADE doesn't detect common ZScript file extensions, like zs, zsc and zc, making me select them manually, is there a list or something of file extensions for automatically detecting the language? It doesn't even detect them as a text file. Anything under the zscript directory in your archive should ...
- Thu Jan 18, 2024 12:17 pm
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3109
- Views: 396721
Re: SLADE Discussion - Latest: v3.2.5 (19/Dec/2023)
SLADE doesn't detect common ZScript file extensions, like zs, zsc and zc, making me select them manually, is there a list or something of file extensions for automatically detecting the language? It doesn't even detect them as a text file.
- Tue Jan 02, 2024 3:26 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Intel integrated graphics mipmapping issue
- Replies: 1
- Views: 744
Intel integrated graphics mipmapping issue
Tested on GZDoom g4.11.3 and g4.12pre-247-g5b90b2d80 GPU: Intel UHD Graphics 620 CPU: Intel Core i5-8250U Using any of the mipmapping modes with vulkan causes every texture and actor sprite (aside from hud weapons) to be filtered, even when they shouldn't be: OpenGL (intended behavior, trilinear ...
- Sun Dec 10, 2023 7:47 pm
- Forum: Audio/Music Bugs
- Topic: Issue with the master volume slider and MIDI playback
- Replies: 0
- Views: 4727
Issue with the master volume slider and MIDI playback
While using an external program to play MIDI music (e.g. Microsoft GS Wavetable Synth), lowering the master volume will cause the music to become incredibly quiet. Tested with GZDoom 4.11.3.
- Fri Nov 24, 2023 12:51 pm
- Forum: Scripting
- Topic: Help with understanding custom items and their role in the executions mechanic in Project Brutality
- Replies: 1
- Views: 688
Re: Help with understanding custom items and their role in the executions mechanic in Project Brutality
PB dev here, no, i don't know anything about how the glory kill add-on works, but the enemies are not stunned, they simply become executable when under a certain threshold of health (don't remember what exactly). The animations for the player hands during the glory kills are handled in a specific ...
- Sun Oct 29, 2023 9:10 am
- Forum: Audio/Music Bugs
- Topic: Ogg OPUS music does not play in full
- Replies: 2
- Views: 2842
Re: Ogg OPUS music does not play in full
This has been happening since August, so around 4.9 or so, not 4.11.
- Sun Oct 29, 2023 8:56 am
- Forum: Audio/Music Bugs
- Topic: Ogg OPUS music does not play in full
- Replies: 2
- Views: 2842
Ogg OPUS music does not play in full
In GZDoom 4.11.3, music in .opus format does not play past 12-16 seconds or so. To reproduce this, you only have to convert any song that is around 1 minute long into OPUS and try to play it in GZDoom.
- Fri Oct 20, 2023 6:20 pm
- Forum: Gameplay Mods
- Topic: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
- Replies: 146
- Views: 42384
Re: FlexiHUD - a universal, extremely flexible HUD mod
Hell yeah, can't wait to try this out!
- Sun Oct 08, 2023 10:47 am
- Forum: Closed Bugs [GZDoom]
- Topic: Missing string in automap options
- Replies: 1
- Views: 818