Search found 16 matches
- Sun Aug 17, 2025 4:36 pm
- Forum: Resources
- Topic: GZDoom Compatibility Patch for Hexen Re-Release
- Replies: 12
- Views: 2823
Re: GZDoom Compatibility Patch for Hexen Re-Release
Couldn't morphing allow for the "Hexen Chronicle" to work? What's the problem there?
- Sat Aug 09, 2025 2:11 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: HeXen update
- Replies: 26
- Views: 3414
Re: HeXen update
If these changes get implemented, will they be toggleable? Although I really have no idea how that would work with the maps. Where are the new maps and assets stored anyway? I'm guessing they are in wad files too, but if they are not, how would that be implemented?
- Thu Jan 30, 2025 5:02 pm
- Forum: Scripting
- Topic: How to make Custom Movement with ZScript?
- Replies: 1
- Views: 422
Re: How to make Custom Movement with ZScript?
Bumping this.
- Sun Oct 06, 2024 3:31 pm
- Forum: Scripting
- Topic: How to make Custom Movement with ZScript?
- Replies: 1
- Views: 422
How to make Custom Movement with ZScript?
I want to change the movement of my game from the regular doom movement to a less slippery, more precise movement. But I want to keep slower acceleration and the low air control. I will use Zscript for this, and I am %100 sure that I lack the knowledge required to make this, so i'd be really ...
- Thu Dec 28, 2023 10:11 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Universal Level Select Menu for GZDoom - v2.2
- Replies: 8
- Views: 6329
Re: Universal Level Select Menu for GZDoom - v1.0
Deserves to be in gzdoom itself tbh
- Thu Dec 28, 2023 10:01 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Support for the skyfog property for skyboxes created via GLDEFS?
- Replies: 1
- Views: 3614
Re: Support for the skyfog property for skyboxes created via GLDEFS?
That would be great to have
- Thu Dec 28, 2023 9:51 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1060
- Views: 420335
Re: Ultimate Doom Builder
My antivirus, Kaspersky, deletes UDB claiming that it is a Trojan. I have downloaded the program again and around 10 minutes later the same happened again. This has not happened to me before. I have no idea why this is happenning, may be an issue with the latest version. Has this happened to anyone ...
- Fri Nov 03, 2023 4:50 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Sprites that are affected by the angle of dynamic lights
- Replies: 0
- Views: 982
Sprites that are affected by the angle of dynamic lights
When something is in front of a light source, it will look darker, since you will see the face that does not get any light. This is not the case in Gzdoom, actors react to light without keeping the angle they are facing in mind. What I am requesting here is: If an actor's front is facing a light ...
- Sat Sep 23, 2023 4:50 am
- Forum: Scripting
- Topic: How to make artifacts?
- Replies: 1
- Views: 200
How to make artifacts?
How tf am I supposed to make an artifact item like Heretic/Hexen when using ZScript? I failed to find anything that was usefull to me, other than the INVENTORY.INVBAR flag. When I set that flag, the pickup state still happens without activation and the item also goes into the inventory. How do I ...
- Fri Sep 01, 2023 2:20 pm
- Forum: Resources
- Topic: [Resource] Toon Doom
- Replies: 5
- Views: 3110
Re: [Resource] Toon Doom
That looks cool
- Fri Sep 01, 2023 2:14 pm
- Forum: Assets (and other stuff)
- Topic: Changing the HUD.
- Replies: 1
- Views: 1334
Re: Changing the HUD.
All these changes can be done by just replacing the image lumps.
- Tue Aug 15, 2023 12:56 pm
- Forum: Mapping
- Topic: Changing the default sound for doors
- Replies: 6
- Views: 1965
Re: Changing the default sound for doors
Does the same apply to elevators?
- Tue Aug 15, 2023 11:19 am
- Forum: Mapping
- Topic: Changing the default sound for doors
- Replies: 6
- Views: 1965
Re: Changing the default sound for doors
Allright, I understand. Thank you both very much for the help.
- Mon Aug 14, 2023 5:08 pm
- Forum: Mapping
- Topic: Changing the default sound for doors
- Replies: 6
- Views: 1965
Re: Changing the default sound for doors
So you just put the thing into the door's sector?
- Mon Aug 14, 2023 3:34 pm
- Forum: Mapping
- Topic: Changing the default sound for doors
- Replies: 6
- Views: 1965
Changing the default sound for doors
How can I change the default sound made by doors, without replacing Doom's sound effects? I know this is probably done with SNDSEQ, but I do not know and could not figure out how to assign the sound sequence to a door. And I wonder if a default sound sequence can be set for all doors to use.