Search found 1258 matches
- Sun Jun 22, 2025 9:19 am
- Forum: Bugs [GZDoom]
- Topic: Textured automap is patchy
- Replies: 2
- Views: 30
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: 36105
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: 2553
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: 36105
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: 36105
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: 47639
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: 1027
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: 1141
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: 27594
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: 8963
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: 14429
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: 2953
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: 2953
Re: Pain chance factor on weapons
The PAINLESS flag on your puffs or projectiles can be used to achieve the opposite effect.
- Tue Nov 19, 2024 5:45 pm
- Forum: Gameplay Mods
- Topic: Intelligent Supplies
- Replies: 91
- Views: 36105
Re: Intelligent Supplies 1.7
There is nothing at zscript/isbase.txt line 1111 but a break statement in the latest version. Please either tell me what map and coordinates this happens at so I can test it myself or download the latest version and retest.Rowsol wrote: ↑Tue Nov 19, 2024 4:52 pm I just crashed while playing Ramp 2023.
https://youtu.be/A7m1tzHI7jI
- Mon Sep 23, 2024 3:25 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Have Texture Filtering Off by Default
- Replies: 3
- Views: 2217
Re: Have Texture Filtering Off by Default
Come on, now. We all know it's much funnier to laugh at people who haven't played GZDoom long enough to finally find the option that turns it off, such as John Romero.