Search found 1260 matches
- 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 ...
- 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.
- 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.
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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:
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.
Code: Select all
override
bool TryPickup(out Actor toucher)
- 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 ...
- 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 ...
- 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.
- 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.
- 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 ...
- 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
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.
- 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.