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by Zhs2
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.
by Zhs2
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 ...
by Zhs2
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.
by Zhs2
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 ...
by Zhs2
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 ...
by Zhs2
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:

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: 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 ...
by Zhs2
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 ...
by Zhs2
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.
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: 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.
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: 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 ...
by Zhs2
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

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: 2953

Re: Pain chance factor on weapons

The PAINLESS flag on your puffs or projectiles can be used to achieve the opposite effect.
by Zhs2
Tue Nov 19, 2024 5:45 pm
Forum: Gameplay Mods
Topic: Intelligent Supplies
Replies: 91
Views: 36105

Re: Intelligent Supplies 1.7

Rowsol wrote: Tue Nov 19, 2024 4:52 pm I just crashed while playing Ramp 2023.
https://youtu.be/A7m1tzHI7jI
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.
by Zhs2
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.

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