Search found 254 matches

by Professor Hastig
Mon Jan 06, 2025 4:09 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.14.0 Released
Replies: 13
Views: 8922

Re: GZDoom 4.14.0 Released

Floor damage for monsters doesn't sound right with no features in the AI code to recognize and evade such places.
That reminds me a bit of Quake 2 where enemies stupidly run into lasers, getting themselves killed although by all accounts they should never have gotten close to that point.
by Professor Hastig
Thu Dec 05, 2024 5:37 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Pain chance factor on weapons
Replies: 10
Views: 2953

Re: Pain chance factor on weapons

Aren't there enough questionable pain flags already? The code looks horrendously convoluted to handle all the special exceptions that were added to it.
by Professor Hastig
Tue Nov 26, 2024 7:00 am
Forum: Scripting
Topic: RenderStyle Shadow quiestion
Replies: 7
Views: 385

Re: RenderStyle Shadow quiestion

From looking at the code it seems this was merely done as a distinct style to help keeping the CheckFuzz function clean, because it operates on a render style alone and has no access to other fields. So the only choice to keep this style of fuzz rendering working was to make a new style out of it.
by Professor Hastig
Tue Nov 26, 2024 6:56 am
Forum: Off-Topic
Topic: Looking for a Specific type of directory compare utility
Replies: 8
Views: 2474

Re: Looking for a Specific type of directory campare utility

That's something I've been looking for for a long time. The workaround I tend to use was to make a copy of directory 1, then copy the files of directory 2 into it and then compare the copy with directory 1 and delete all files that are the same. It can be really annoying and time consuming when ...
by Professor Hastig
Mon Nov 25, 2024 7:50 am
Forum: Bugs [GZDoom]
Topic: [Boom compat] change effect trigger
Replies: 2
Views: 2020

Re: [Boom compat] change effect trigger

You won't be able to address the problem with level postprocessing. It gets triggered while the level runs by performing an overeager sector type transfer that transfers the secret flag along with the desired parts of the flag field. You need at least a new compatibility flag here to have both the ...
by Professor Hastig
Thu Oct 17, 2024 7:02 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.13.0 Released
Replies: 31
Views: 9749

Re: GZDoom 4.13.0 Released

Don't exaggerate. There was no performance loss at all. Just read up on what several people found out about how more modern versions try to even out the duration of a tic. Those 40000 monsters take their toll just as much on older versions. It's just the frame rate display in older versions that ...
by Professor Hastig
Thu Oct 17, 2024 4:36 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.13.0 Released
Replies: 31
Views: 9749

Re: GZDoom 4.13.0 Released

That's not really the issue. GZDoom hasn't gotten slower since 2.2. All that changed was how average fps get reported. This map even runs just as badly on the most powerful PC at my workplace. CPU speed alone does not help with 40000 monsters where it all gets bogged down in cache misses. 2.2 does ...
by Professor Hastig
Thu Oct 17, 2024 4:03 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.13.0 Released
Replies: 31
Views: 9749

Re: GZDoom 4.13.0 Released

Bait is putting it mildly. The whole thing looks like an ill-informed but deliberate attack, considering how little information got initially provided, both here and on Youtube.
by Professor Hastig
Wed Sep 25, 2024 4:29 am
Forum: Off-Topic
Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
Replies: 206
Views: 27139

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Most of the work presently being done to comply with the spec as much or as little as GZDoom does is being done by third-parties, not the core developers. I have a sneaking suspicion that ports will just implement what they feel like, and map authors are going to end up saying "this map requires ...
by Professor Hastig
Fri Sep 20, 2024 3:24 am
Forum: Feature Suggestions [GZDoom]
Topic: Xinput rumble support (Selaco has it already)
Replies: 21
Views: 4087

Re: Xinput rumble support (Selaco has it already)

It is hard to tell what they did - there's too many random changes throughout the code which makes comparing it very hard, much less finding the commit where they branched off.
by Professor Hastig
Mon Sep 09, 2024 5:31 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Remove 3D floors
Replies: 1
Views: 2137

Re: Remove 3D floors

No, 3D floors are static entities in the map. You can hide them but not remove them.
by Professor Hastig
Mon Sep 09, 2024 1:45 am
Forum: Off-Topic
Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
Replies: 206
Views: 27139

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

I think it is a huge problem if the author of the spec does not even consider differing opinions and openly stating that as long as he and some of his friends are okay with it, it is not going to change. A spec that doesn't at least acknowledge that not all ports are created equal is never going to ...
by Professor Hastig
Thu Sep 05, 2024 5:19 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.12.2 released
Replies: 46
Views: 24352

Re: GZDoom 4.12.2 released

I have stopped putting sensitive data into my 'user' folder because of this. So thanks to making the preferred way to work unsafe I'm now back to global folders in the hard drive's root, i.e. what we used before Windows XP... :?
by Professor Hastig
Mon Aug 26, 2024 5:55 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: A mod-side way to force sector lighting mode
Replies: 37
Views: 6381

Re: A mod-side way to force sector lighting mode

The main issue here is not features - the main reason for keeping the old light mode is that it is considerably cheaper on hardware resources which on low end GPUs can mean better frame rates. I have an old laptop for testing where on some maps this means 60 vs 50 fps. As long as the engine intends ...
by Professor Hastig
Mon Aug 26, 2024 5:44 am
Forum: Off-Topic
Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
Replies: 206
Views: 27139

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Or the whole "rocket jumping" Randi added to ZDoom with no real way of turning it off. We all know what the euphemism Randi-style "improvement" , invented by Graf, means. There's two compatibility flags for this now so this one can be considered solved - thank God! :P The whole point of a standard ...

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