Search found 123 matches

by generic name guy
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 ...
by generic name guy
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 ...
by generic name guy
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 ...
by generic name guy
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 ...
by generic name guy
Sat Jan 20, 2024 7:47 am
Forum: Feature Suggestions [GZDoom]
Topic: Ability to force HUD aspect ratio correction OFF
Replies: 2
Views: 701

Re: Ability to force HUD aspect ratio correction OFF

Rachael wrote: Sat Jan 20, 2024 6:44 am Already implemented. Set the hud resolution to 320x240 or 640x480 or some other square pixel 4:3 resolution in the mod's hud definition to force it to take effect.
Doing that in SetSize, no dice, still gets stretched.
by generic name guy
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 ...
by generic name guy
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 ...
by generic name guy
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.
by generic name guy
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 ...
by generic name guy
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.
by generic name guy
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 ...
by generic name guy
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.
by generic name guy
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.
by generic name guy
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!
by generic name guy
Sun Oct 08, 2023 10:47 am
Forum: Closed Bugs [GZDoom]
Topic: Missing string in automap options
Replies: 1
Views: 818

Missing string in automap options

In 4.11, there is a missing string in the Automap Options menu, $AUTOMAPMNU_LINEANTIALIASING.

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