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Search found 695 matches
- Sat Aug 09, 2025 1:59 pm
- Forum: Technical Issues
- Topic: Secure Connection Failed - Forum on FireFox
- Replies: 11
- Views: 313
- Thu Dec 07, 2023 6:33 pm
- Forum: Scripting
- Topic: How to fix monster "aimlessness"?
- Replies: 1
- Views: 618
Re: How to fix monster "aimlessness"?
You'll most likely want to reduce the monster's MinMissileChance property. You can also set the MISSILEMORE and MISSILEEVENMORE flags to increase their chances to attack over longer distances.
- Wed Jul 12, 2023 12:20 am
- Forum: Script Library
- Topic: Less Slippery Doom Movement (May 2018 ZScript rewrite)
- Replies: 65
- Views: 46597
Re: Less Slippery Doom Movement (May 2018 ZScript rewrite)
So I was looking at when I made mine, and it ended up being edited not long after Nash's ZScript version released, and last edited in 2020. But it is not perfect.
- Tue Jul 11, 2023 7:09 am
- Forum: Script Library
- Topic: Less Slippery Doom Movement (May 2018 ZScript rewrite)
- Replies: 65
- Views: 46597
Re: Less Slippery Doom Movement (May 2018 ZScript rewrite)
Seems everyone has their own version these days.
- Wed Jun 14, 2023 12:29 pm
- Forum: General
- Topic: Myhouse.wad
- Replies: 4
- Views: 6233
- Sat May 27, 2023 2:32 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Modeldef option to always render model
- Replies: 10
- Views: 1809
Re: Modeldef option to always render model
I must have been thinking of a different flag then. Whoops.
- Sat May 27, 2023 8:27 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Modeldef option to always render model
- Replies: 10
- Views: 1809
Re: Modeldef option to always render model
Use the +NOSECTOR flag on the actor and it should stop the model from disappearing.
- Fri Mar 03, 2023 10:05 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2150665
Re: The WIP Thread
Oh no! It beings!
- Wed Dec 14, 2022 9:07 pm
- Forum: Graphic/Audio Patches
- Topic: VBLUD - minimalist blood mod
- Replies: 17
- Views: 12250
Re: VBLUD - minimalist blood mod
Some sort of lifetime or maybe even A_QueueCorpse would help with performance without relying on scripts.
- Sat Oct 29, 2022 7:11 am
- Forum: ZDoom.org Suggestions
- Topic: Subcategories in the Maps and Gameplay Mods sections for Heretic and Hexen
- Replies: 5
- Views: 3876
Re: Subcategories in the Maps and Gameplay Mods sections for Heretic and Hexen
I'd suggest rather than having separate categories, have or even require topic prefixes.
- Thu Oct 27, 2022 1:28 am
- Forum: Closed Bugs [GZDoom]
- Topic: raze.zdoom.org is dead
- Replies: 8
- Views: 1216
Re: raze.zdoom.org is dead
A side effect to this fix is that the main ZDoom page now says Raze in it's title.
- Sat Oct 15, 2022 6:52 pm
- Forum: Graphic/Audio Patches
- Topic: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)
- Replies: 94
- Views: 31958
Re: DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)
Looks nice, but perhaps you should try to avoid hard edge extrusions. You can see what I mean on the right side of the 2nd pic. It could use a little blending.
- Mon Oct 03, 2022 1:56 am
- Forum: Graphic/Audio Patches
- Topic: VBLUD - minimalist blood mod
- Replies: 17
- Views: 12250
Re: VBLUD - minimalist blood mod
Any port that supports DECORATE. Which would be typically limited to ZDoom and similar.
- Fri Aug 26, 2022 3:40 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Forum theme: Acidtech
- Replies: 6
- Views: 1675
Re: Forum theme: Acidtech
That's an old one right there. Reminds me of the 2000's.
- Mon Aug 22, 2022 1:32 pm
- Forum: Graphic/Audio Patches
- Topic: Doom 1 Relighted with dynamic lights showcase
- Replies: 10
- Views: 4286
Re: Doom 1 Relighted with dynamic lights showcase
I've notice you've used non attenuated lights. Those don't work with normal maps.