
Search found 111 matches
- Mon Jul 02, 2012 8:48 pm
- Forum: ZDoom (and related) News
- Topic: ZDoom 2.6.0, after much anticipation, is released
- Replies: 46
- Views: 41163
Re: ZDoom 2.6.0, after much anticipation, is released
Big thanks to the developers for all the hard work on yet another big ZDoom release. That makes it around 14 active years of ZDoom... and counting! 

- Sun Apr 15, 2012 8:51 am
- Forum: Closed Bugs [GZDoom]
- Topic: [r3295] Mouse buttons unbindable when menu mouse disabled
- Replies: 3
- Views: 443
Re: [r3295] Mouse buttons unbindable when menu mouse disable
Still happens with r3568. Plus I noticed it only occurs when a level hasn't been started yet or the game has been ended, with just the menu/console stuff being active. I hope that helps.
- Wed Sep 28, 2011 6:38 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r3295] Textured automap won't turn on before level changes
- Replies: 2
- Views: 346
Re: [r3295] Textured automap won't turn on before level chan
Ok, now I understand the technical limitations in place here, but the automap mode not changing right away doesn't feel like expected behavior. Therefore I would suggest that the console would print a message somewhere along the lines of "am_textured will be functional in the next level" when the ...
- Wed Sep 28, 2011 6:14 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r3297] E3M4 dead end issue extra problematic in ZDoom
- Replies: 4
- Views: 718
[r3297] E3M4 dead end issue extra problematic in ZDoom
As you may know, this E3M4 linedef is basically a (likely erroneous) door switch that monsters can use, which closes the attached sector and blocks the rest of the level if you happen to be on the wrong side when it closes. In vanilla Doom and most source ports this isn't a huge issue because ...
- Thu Sep 22, 2011 12:38 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r3295] IDCLEV doesn't work on Nightmare
- Replies: 10
- Views: 1192
Re: [r3295] IDCLEV doesn't work on Nightmare
No it doesn't. I just double checked to be sure, but my memory served me correctly. IDMUS doesn't work on vanilla Nightmare, for whatever unfathomable reason. You'd think IDDT is much more of a cheat than it, but Dave Taylor works in mysterious ways I guess.Project Dark Fox wrote:So does IDMUS while we're at it.
- Thu Sep 22, 2011 7:54 am
- Forum: Closed Bugs [GZDoom]
- Topic: [r3295] Body getting crushed breaks deathcam
- Replies: 1
- Views: 293
[r3295] Body getting crushed breaks deathcam
If deathcam is on and the player's corpse gets crushed into a blood splat after death, the view changes from third person into first person.
- Thu Sep 22, 2011 6:21 am
- Forum: Closed Bugs [GZDoom]
- Topic: [r3295] IDCLEV doesn't work on Nightmare
- Replies: 10
- Views: 1192
[r3295] IDCLEV doesn't work on Nightmare
Using the cheat code IDCLEV on Nightmare doesn't seem to work with ZDoom. I find this quite weird, as I'm fairly certain Nightmare IDCLEVing is standard Doom behavior and is allowed in all other versions and source ports in their single player modes (at least AFAIK).
- Thu Sep 22, 2011 6:15 am
- Forum: Closed Bugs [GZDoom]
- Topic: [r3295] Mouse buttons unbindable when menu mouse disabled
- Replies: 3
- Views: 443
[r3295] Mouse buttons unbindable when menu mouse disabled
While in a windowed mode and having the mouse disabled in the menus, it is impossible to bind mouse buttons via the menus even by clicking directly on the ZDoom window during button setup. The problem doesn't occur in fullscreen mode.
- Thu Sep 22, 2011 6:09 am
- Forum: Closed Bugs [GZDoom]
- Topic: [r3295] Textured automap won't turn on before level changes
- Replies: 2
- Views: 346
[r3295] Textured automap won't turn on before level changes
If a level is started with the textured automap turned off and it is then turned on during the level, it won't work and the automap visibly stays in the non-textured mode until a map change occurs.
- Sat Jun 18, 2011 9:49 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r3008] 1600x900 video mode doesn't use the whole window
- Replies: 35
- Views: 3549
Re: [r3008] 1600x900 video mode doesn't use the whole window
Awesome, thanks so much for fixing this! This particular fix improves my ZDoom experience a great deal. =)
- Sat Jun 11, 2011 1:30 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r3008] 1600x900 video mode doesn't use the whole window
- Replies: 35
- Views: 3549
Re: [r3008] 1600x900 video mode doesn't use the whole window
The issue occurs in both windowed and fullscreen modes, but only using the resolution 1600x900. None of the other video modes I have available are effected. The native mode of my LED panel is 1920x1080, if that matters. Most commonly I play the game in a window set to mode 1600x900, with the Windows ...
- Tue May 31, 2011 9:06 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r3008] 1600x900 video mode doesn't use the whole window
- Replies: 35
- Views: 3549
Re: [r3008] 1600x900 video mode doesn't use the whole window
I don't know if this perception has any value, but I just noticed that in versions 2.3.1 and lower the player weapon sprite is drawn under the black bar, where in turn versions 2.4.0 and newer draw the gun over the bar.
- Sat Jan 29, 2011 9:31 am
- Forum: Closed Bugs [GZDoom]
- Topic: [r3121] mdk cheat doesn't work in multiplayer
- Replies: 1
- Views: 379
[r3121] mdk cheat doesn't work in multiplayer
The "mdk" console cheat command does not work in multiplayer games. Naturally I mean MP games where cheats are enabled, where I would assume mdk should work as all the other cheats seem to do.
- Thu Jan 13, 2011 10:26 am
- Forum: Closed Bugs [GZDoom]
- Topic: [r3100] Bunny scroller doesn't move if key pressed too early
- Replies: 1
- Views: 247
[r3100] Bunny scroller doesn't move if key pressed too early
This concerns the endgame bunny scroller screen. What happens is that if I press a key before the scrolling to the left starts, ZDoom doesn't show the left part of the endgame background graphic at all and just draws the "the end" text over the right, "happy" part of the endgame graphic. Seeing that ...
- Thu Jan 13, 2011 9:53 am
- Forum: Closed Bugs [GZDoom]
- Topic: [r3100] Help screen graphics are stretched
- Replies: 1
- Views: 267
[r3100] Help screen graphics are stretched
The help screen and its graphics, accessed with the "menu_help" function (by default bound to F1), do not take aspect ratio into account and are stretched to fill the whole window. Which naturally looks pretty nasty on certain resolutions, especially widescreen ones. I assume this isn't intentional ...