Search found 44 matches

by [_ilystra_]
Fri May 02, 2025 1:32 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: "NoRestart" on skill definition.
Replies: 3
Views: 266

Re: "NoRestart" on skill definition.

OH NO


(Idea is good, but average mappacks that will use it...)
by [_ilystra_]
Fri Mar 21, 2025 2:00 am
Forum: Feature Suggestions [GZDoom]
Topic: Add support for “A_ClientsideACSExecute” (I mean, a simple “re-call” to another method.)
Replies: 0
Views: 183

Add support for “A_ClientsideACSExecute” (I mean, a simple “re-call” to another method.)

Because to make a separate patch of the mod specifically for GZDoom may be a problem (firstly, to avoid errors with unknown to GZDoom methods it is necessary to make not a patch but a separate version of the mod where the necessary file will be changed, and secondly, hardly anyone will download more ...
by [_ilystra_]
Wed Feb 05, 2025 3:28 am
Forum: General
Topic: [MEME] Don't you want some MODS? (MGE Zahl)
Replies: 1
Views: 1132

[MEME] Don't you want some MODS? (MGE Zahl)

no matter how much we criticize Zahl and his team for optimization - without him doom would probably die and would remain a platform for vanilla projects.
Insanity Edged's map02 is on in the background

So I created MGE Zahl
Spoiler: No Background
by [_ilystra_]
Sun Feb 02, 2025 8:31 am
Forum: Assets (and other stuff)
Topic: For some reason fonts with one color(white) are displayed dark gray
Replies: 1
Views: 1103

Re: For some reason fonts with one color(white) are displayed dark gray

Now my font is dark even with a gradient..... here's a comparison between without coloring ( at top ) and with coloring
by [_ilystra_]
Sun Feb 02, 2025 3:12 am
Forum: Assets (and other stuff)
Topic: For some reason fonts with one color(white) are displayed dark gray
Replies: 1
Views: 1103

For some reason fonts with one color(white) are displayed dark gray

For some reason fonts with one color(white) are displayed dark gray. Before I made them one color (before, they were with a gradient) there was no such thing, but whatever the gradient was - the darkest color was always black or dark gray. This problem appears both in gzdoom and zandronum (the main ...
by [_ilystra_]
Sat Dec 28, 2024 10:34 am
Forum: Gameplay Mods
Topic: JENOCLIP's packet of addons
Replies: 0
Views: 2946

JENOCLIP's packet of addons

In this post I will post a couple of my addons published on euroborus Translated by deepl Bolognese blood fix https://euroboros.net/zandronum/download.php?file=sm4bbgorev3_fix.pk3 Original of sm4bbgorev3 but all cvars and script names are made the way they are supposed to look for maximum ...
by [_ilystra_]
Fri Dec 13, 2024 5:51 am
Forum: General
Topic: Looking for mappaks similar to EDay, final carnage, etc.
Replies: 1
Views: 2451

Re: Looking for mappaks similar to EDay, final carnage, etc.

List Update:
● EDay
● Final Carnage
● Infested
● Recurring Nightmare
● Crater Revisited
by [_ilystra_]
Mon Dec 09, 2024 8:50 am
Forum: Gameplay Mods
Topic: Biohazard v 1.5 Open Beta is out! [OUTDATED. More info in post]
Replies: 11
Views: 10158

Re: Biohazard v 1.5 Open Beta is out!

biohazrd still develop... I'm just forgot about this thread...
by [_ilystra_]
Thu Dec 05, 2024 6:25 am
Forum: Shaders
Topic: Shaders Suite Compilation - Reshade Lite
Replies: 2
Views: 12752

Re: Shaders Suite Compilation - Reshade Lite

ftw is this? What the hell with lens flare?
GZDoom: 4.8.2 and higher versions
CPU: HexaCore AMD Ryzen 5 5600, 4442 MHz (44.5 x 100)
GPU: NVIDIA GeForce GTX 1660 SUPER (6 GB)
monster have subtract render style

by [_ilystra_]
Thu Dec 05, 2024 4:34 am
Forum: General
Topic: Looking for mappaks similar to EDay, final carnage, etc.
Replies: 1
Views: 2451

Looking for mappaks similar to EDay, final carnage, etc.

Looking for mappaks similar to EDay, final carnage, or similar to first resident evil film's lab
by [_ilystra_]
Sat Nov 02, 2024 10:09 am
Forum: Assets (and other stuff)
Topic: How to prevent gzdoom from adding AO on special textures?
Replies: 1
Views: 2449

How to prevent gzdoom from adding AO on special textures?

How to prevent gzdoom from adding AO on special textures?

https://imgur.com/a/Tp0WATd
by [_ilystra_]
Sat Jul 13, 2024 6:34 am
Forum: General
Topic: I'm searching for a spritesheet of a spec op
Replies: 0
Views: 659

I'm searching for a spritesheet of a spec op

I'm searching for a spritesheet of a spec op like hunk from Resident Evil, it was black with red details and had crouching frames, background is either cyan or purple, I think it was in spriting carnival.

Thanks for your help with the search
by [_ilystra_]
Tue Dec 12, 2023 3:29 am
Forum: Gameplay Mods
Topic: [Release 1.0] GZChaos - A chaos mod for Doom
Replies: 16
Views: 11324

Re: [Beta 2.1] GZChaos - The random mutator mod with >200 effects

I have a server error 400 when I click on the link with the July 25 mod version

https://www.dropbox.com/scl/fi/iyl6gqwx ... s&dl=0
by [_ilystra_]
Mon Sep 18, 2023 10:46 am
Forum: Scripting
Topic: [ZSCript] Referring to a class member causes VM to crash
Replies: 3
Views: 581

Re: [ZSCript] Referring to a class member causes VM to crash

Blue Shadow wrote: Sun Sep 17, 2023 8:23 pm You need to get an instance of GEN_GlobalVars, first, before you can access it, using the class's Get() method:

Code: Select all

GVars = GEN_GlobalVars.Get();

if (GVars != null)
{
	StageName = GVars.TagLinker_Groups[TempVal1].iStageName;
}
Corrected the post a bit, and I do this before using GVars

Go to advanced search