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.
Search found 254 matches
- Mon Jan 06, 2025 4:09 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.14.0 Released
- Replies: 13
- Views: 8922
- 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.
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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.
- 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.
- 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 ...
- 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... 

- 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 ...
- 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 ...