Search found 121 matches

by Delfino Furioso
Fri Jan 31, 2025 5:11 am
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 670689

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

I think that's because the mod defines custom ammotypes that the base statusbar definition would not be aware of
Take a look at the ammo-tally-related DrawNumber functions
by Delfino Furioso
Sat Dec 21, 2024 2:07 am
Forum: Gameplay Mods
Topic: [minimod][v0.7.3] Gearbox - weapon/inventory handling
Replies: 249
Views: 127850

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

heads-up: this broke when gzdoom 4.14 landed

I opened an issue over at github:
https://github.com/mmaulwurff/gearbox/issues/48

and the issue is being discussed here:
viewtopic.php?t=79987
by Delfino Furioso
Mon Apr 29, 2024 1:10 am
Forum: Projects
Topic: [Duke3D] Alien World Order (v1.55)
Replies: 87
Views: 39408

Re: [Duke3D] Alien World Order (v1.54)

OK I managed to understand why that was happening (spoiler: human error).

I was using the "-file" parameter to load "WorldOrder.grp" on top of "DUKE3D.GRP"
When loading it directly using the "-gamegrp" parameter, everything works as expected.
by Delfino Furioso
Sun Apr 28, 2024 1:14 pm
Forum: Projects
Topic: [Duke3D] Alien World Order (v1.55)
Replies: 87
Views: 39408

Re: [Duke3D] Alien World Order (v1.54)

Hey Graf! If you're referring to the "Developer Commentary" setting under "Sound Options" then that's already set to off (cvar: wt_commentary) Nevertheless the "speaker" sprites are still visible, scattered around E5 maps I'm using the latest 1.10.2 release (win64) and that option seems to be ...
by Delfino Furioso
Sun Apr 28, 2024 8:42 am
Forum: Projects
Topic: [Duke3D] Alien World Order (v1.55)
Replies: 87
Views: 39408

Re: [Duke3D] Alien World Order (v1.54)

so with the recent raze update I took the opportunity to dust off this "converter" and play again some E5 maps question: should the commentary icons still show up? In my previous playthrough they weren't there IIRC.. Am I experiencing some sort of Mandela Effect? I used the latest release (1.54) and ...
by Delfino Furioso
Sat Apr 13, 2024 1:39 am
Forum: Gameplay Mods
Topic: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Replies: 147
Views: 44373

Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

you should report that, posting in the dedicated forum sectuon or filing a github issue
by Delfino Furioso
Wed Mar 27, 2024 3:23 pm
Forum: Gameplay Mods
Topic: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Replies: 147
Views: 44373

Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

does the dev build require using a devbuild for gzdoom too?

when trying to load it in 4.11.3 this error comes up during the engine's startup sequence:

Code: Select all

Script error, "UniversalFlexibleHUD-main.zip:menudef.txt" line 54:
Too many parameters for OptionMenuItemColorPicker
by Delfino Furioso
Fri Feb 09, 2024 6:26 am
Forum: Gameplay Mods
Topic: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Replies: 147
Views: 44373

Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

minor bug (?) report: when the Tome Of Power in Heretic is active, the current weapon slot is not highlighted anymore this is using FlexiHUD 3.0 and GZDoom 4.11.3a on win64 no other pwads are loaded also a feature request: define a keybind to switch between minimap modes (inlcuding "jgphud ...
by Delfino Furioso
Fri Dec 15, 2023 2:20 am
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1190
Views: 468832

Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

awesome Mike, thank you!

Cutmanmike wrote: Thu Dec 14, 2023 4:49 pmDownload Corruption Cards 5.3
link fixed for chrome users
by Delfino Furioso
Thu Oct 26, 2023 3:46 pm
Forum: Graphic/Audio Patches
Topic: Simple HUD Add-ons [Updated September 3, 2025]
Replies: 267
Views: 270388

Re: Simple HUD Add-ons [Updated October 26, 2023]

actually, forget about #1 since I've realized that the "Always show" setting introduced for the weapon widget is available for the armor too
by Delfino Furioso
Thu Oct 26, 2023 3:40 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.11.3
Replies: 14
Views: 23621

Re: GZDoom 4.11.3

I've noticed that the win64 build ships with older versions for libsndfile.dll and zmusic.dll than those present in the 4.11.1 release
is that intended?
by Delfino Furioso
Thu Oct 26, 2023 3:35 pm
Forum: Graphic/Audio Patches
Topic: Simple HUD Add-ons [Updated September 3, 2025]
Replies: 267
Views: 270388

Re: Simple HUD Add-ons [Updated October 26, 2023]

well I'd like to propose one (actually two) more thing(s).. (no more after these, I promise) #1 in PlayerInfo it would be ideal imho if the 3 widgets would be presented in this order, from bottom to top: weapon, health, armor the current order (weapon, armor, ) would lead to the health widget being ...
by Delfino Furioso
Thu Oct 26, 2023 9:55 am
Forum: Graphic/Audio Patches
Topic: Simple HUD Add-ons [Updated September 3, 2025]
Replies: 267
Views: 270388

Re: Simple HUD Add-ons [Updated October 26, 2023]

yeah, it was a dirty hack after all

thank you again!
by Delfino Furioso
Thu Oct 26, 2023 4:42 am
Forum: Graphic/Audio Patches
Topic: Simple HUD Add-ons [Updated September 3, 2025]
Replies: 267
Views: 270388

Re: Simple HUD Add-ons [Updated October 24, 2023]

great, happy to contribute!

as a matter of fact, I just created another PR
this too is targeted at mitigating the "jumping widgets" effect
hopefully this would benefit the user's muscle memory, by increasing the consistency/predictability of widgets' positioning

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