Search found 1260 matches

by Zhs2
Sat Sep 20, 2025 2:46 pm
Forum: Scripting
Topic: Two inventory bars - one for items, one for puzzle items?
Replies: 2
Views: 120

Re: Two inventory bars - one for items, one for puzzle items?

The Inventory.INVBAR flag controls whether an inventory item displays in the usable inventory. It would be easier and make a lot more sense to design a map where pressing use on a line checks for a puzzle item and reacts accordingly, contrasting to the Hexen method of "the item must be used while ...
by Zhs2
Sun Jul 20, 2025 3:19 pm
Forum: Gameplay Mods
Topic: Lives and optional hardcore mode
Replies: 2
Views: 537

Re: Lives and optional hardcore mode

Further suggestion: making your repository the contents of the pk3 instead of uploading a pk3 to a git repository. GZDoom is perfectly capable of loading a repository folder as a wad and LICENSE and README.md will be ignored by Doom.
by Zhs2
Sun Jun 22, 2025 9:19 am
Forum: Closed Bugs [GZDoom]
Topic: Textured automap is patchy
Replies: 2
Views: 150

Re: Textured automap is patchy

afaik this is a 4.14.2(-m) issue currently fixed in devbuilds, gotta wait for next release. the bug does not exist in 4.14.1.
by Zhs2
Thu May 08, 2025 9:31 pm
Forum: Gameplay Mods
Topic: Intelligent Supplies
Replies: 91
Views: 37141

Re: Intelligent Supplies

I have reason to believe that is intended. Vanilla HXDD only lets you pick up weapons related to your class and only assigns weapons related to the class into the class' slots. Intelligent Supplies, with no real prejudices against who can pick up what unless the weapons actually specify that they ...
by Zhs2
Thu May 08, 2025 8:29 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.14.2 Released
Replies: 9
Views: 4336

Re: GZDoom 4.14.2 Released

Rip in textured automap displaying properly. Oh well, it'll be fixed in the next update.
by Zhs2
Wed May 07, 2025 9:07 pm
Forum: Gameplay Mods
Topic: Intelligent Supplies
Replies: 91
Views: 37141

Re: Intelligent Supplies

Could you update the mod to be compatible with HXDD? Well when I'm playing it with that mod, when I pick up a new weapon. It doesn't let me change weapon. Fixed what I can on my end. IS will allow you to pick up any weapons regardless of class because HXDD does not restrict weapons to certain ...
by Zhs2
Sat May 03, 2025 9:21 am
Forum: Gameplay Mods
Topic: Intelligent Supplies
Replies: 91
Views: 37141

Re: Intelligent Supplies

Bump. Two new updates, one a mod update and the other a meta update. The meta update is that you can now find the source code and download a prepackaged zip for use with GZDoom from Gitlab . Or clone the repo and load the folder in your mod loader of choice. Up to you. The mod update includes a ...
by Zhs2
Mon Mar 03, 2025 9:18 am
Forum: Gameplay Mods
Topic: [minimod][v1.6.2] Autoautosave
Replies: 145
Views: 48619

Re: [minimod][v1.6.2] Autoautosave

Change line 44 of zscript/aas_token.zs to read:

Code: Select all

  override
  bool TryPickup(out Actor toucher)
The "out" is the change in the function signature and means the pointer to the toucher needs to be passed directly into the function, rather than a reference copy.
by Zhs2
Sun Mar 02, 2025 11:40 am
Forum: Bugs [GZDoom]
Topic: ModifyDamage called on Items but not on BasicArmor?
Replies: 1
Views: 1041

Re: ModifyDamage called on Items but not on BasicArmor?

Short answer: Yes, this is by design. Long answer: You have some mistaken assumptions about how BasicArmor works. A player can only ever have one BasicArmor class, and that's the BasicArmor class the player started with. The default BasicArmor class can be defined in MAPINFO: https://zdoom.org/wiki ...
by Zhs2
Sun Jan 19, 2025 8:09 pm
Forum: Feature Suggestions [GZDoom]
Topic: A More Deliberate Way of Skipping Videos
Replies: 2
Views: 1203

Re: A More Deliberate Way of Skipping Videos

A "Just" tier idea: videos can be played on a canvas texture with a nearby sound source. If the video is important enough perhaps it could be implemented immersively in a map on a TV or a projector screen, a sort of compromise that lets the player turn off the video whenever he wants with a switch ...
by Zhs2
Tue Jan 14, 2025 9:27 am
Forum: Gameplay Mods
Topic: [17-03-17] ZERO TOLERANCE UPGRADE
Replies: 79
Views: 27940

Re: [17-03-17] ZERO TOLERANCE UPGRADE

99% of Google Drive access problems can be solved by logging into Google on the browser you're using to download first. Link works fine for me in this way.
by Zhs2
Fri Jan 10, 2025 3:49 pm
Forum: Developer Blog
Topic: So - yes - some mods broke in 4.14.0.
Replies: 20
Views: 9612

Re: So - yes - some mods broke in 4.14.0.

I'm sure infinite freezes still work as they used to. Sounds like a modder didn't ensure that a state doesn't 0-tic loop to me.
by Zhs2
Wed Dec 18, 2024 3:28 pm
Forum: Gameplay Mods
Topic: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Replies: 50
Views: 14897

Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

https://tireiron.us/wandabort.png Found on picking up a randomized wand in the middle of the hurtpool on E1M1. ArcherLP streamed this earlier today and his conclusion was that experimenting with wands is painful (you can't test wands in the hub) and the first wand really doesn't help you get ...
by Zhs2
Fri Dec 06, 2024 8:45 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Pain chance factor on weapons
Replies: 10
Views: 3159

Re: Pain chance factor on weapons

De-M-oN wrote: Mon Dec 02, 2024 10:26 am But that would disable pain entirely.
Yes. You do not want to place it in a puff or projectile's default field, but rather randomize whether it is true at the puff or projectile's creation, as per the above post. Just replace bFORCEPAIN with bPAINLESS.
by Zhs2
Sun Dec 01, 2024 11:39 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Pain chance factor on weapons
Replies: 10
Views: 3159

Re: Pain chance factor on weapons

The PAINLESS flag on your puffs or projectiles can be used to achieve the opposite effect.

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