Search found 11344 matches
- Sat Oct 11, 2025 3:28 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Metal renderer
- Replies: 22
- Views: 932
Re: Metal renderer
Math actually isn't a strong requirement for maintaining rendering backends unless you're writing a software renderer - most of the math is already done in the HWRenderer (which to avoid confusion, is the first renderer point in GZDoom before the actual GL/Vulkan commands - it was split in 4.0.0 ...
- Mon Sep 29, 2025 10:56 am
- Forum: Closed Bugs [GZDoom]
- Topic: 4.14.2: Loading a mod folder only loads contained .wad files
- Replies: 4
- Views: 143
Re: 4.14.2: Loading a mod folder only loads contained .wad files
Because GZDoom doesn't know that a folder is supposed to be a loose collection of mods, also this has been argued to death with Graf and he's [No]'d it every time that I can recall. GZDoom treats the folder as a mod itself , so just throwing archives at it doesn't work because it thinks you're ...
- Sun Sep 28, 2025 10:35 pm
- Forum: Closed Bugs [GZDoom]
- Topic: 4.14.2: Loading a mod folder only loads contained .wad files
- Replies: 4
- Views: 143
Re: 4.14.2: Loading a mod folder only loads contained .wad files
The game loads the folder as if it were a .pk3 file, not as if it were supposed to load all the files contained within. So the same rules apply. You can't nest pk3 files, and thus you can't nest them in a folder in this case either. A workaround is to simply name them all .wad (GZDoom only seems to ...
- Sun Sep 28, 2025 12:18 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Retroachievement for GZDoom ?
- Replies: 4
- Views: 279
Re: Retroachievement for GZDoom ?
This will eventually be a feature that can be modded in, and would be better if done that way. Eventually once ZScript named pipes/sockets are implemented it will be possible for scripts inside GZDoom to communicate with other processes in the system that can implement this. Then all you need is ...
- Thu Sep 25, 2025 7:52 am
- Forum: Technical Issues
- Topic: GZD on a Raspberry Pi 500+
- Replies: 3
- Views: 193
Re: GZD on a Raspberry Pi 500+
Pi's have been running GZDoom since the 2nd generation at least, maybe even in the 1st gen. (That's more than 10 years ago) Frame rates are not exactly "fluid" per se, and a lot of it will depend on the native resolution of your desktop (pixel fill rate is a killer on mobile processors), but ...
- Sun Sep 21, 2025 6:32 am
- Forum: Closed Bugs [GZDoom]
- Topic: Hexen Startup Music Interrupted by Notch Sound
- Replies: 4
- Views: 3467
Re: Hexen Startup Music Interrupted by Notch Sound
It actually was deliberately addressed at some point. I can't remember if it was Boondorl or Phinet who sent the patch (I think it was Boondorl) but it was merged pretty quick after, I think it was just changing the order of one of the lines in the startup code.
- Mon Sep 08, 2025 6:09 am
- Forum: Script Library
- Topic: Slaughter Map Performance Booster
- Replies: 50
- Views: 21087
Re: Slaughter Map Performance Booster
The next version doesn't have anything planned at the moment, other than distance checks being portal-aware. I suppose I could push that if you really wanted, but otherwise I think outside of maintenance this mod is mostly complete.
- Wed Sep 03, 2025 11:26 pm
- Forum: Script Library
- Topic: [Coding] Smooth fluids
- Replies: 44
- Views: 31002
Re: [Coding] Smooth fluids
Unfortunately, no. Every frame of the animations had to be manually added in and that meant explicitly defining what was there and using it. This mod has a bad track record of compatibility with other mods that affect floor fluid textures, and there isn't much that can be done about that until some ...
- Mon Sep 01, 2025 11:33 pm
- Forum: Script Library
- Topic: Slaughter Map Performance Booster
- Replies: 50
- Views: 21087
Re: Slaughter Map Performance Booster
That is beyond the scope of this project, which in its current form is trying to be agnostic to any mods that may be loaded. In other words I want this to work even with Guncaster or Brutal Doom or Project Brutality or Russian Overkill or Hideous Destructor or pretty much anything else that you ...
- Mon Sep 01, 2025 11:12 pm
- Forum: Off-Topic
- Topic: Sanya Whines about Linux and Wine
- Replies: 11
- Views: 590
Re: Sanya Whines about Linux and Wine
For me, hard drive access was the biggest problem. Whenever large amounts of files needed to be read, performance completely tanked, as an example, a complete GZDoom compile, which on my Windows system back then took roughly 1.5 minutes, took 10 in the VM. A correctly set up VM should be somewhat ...
- Mon Sep 01, 2025 10:54 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Softlock Map 07
- Replies: 2
- Views: 179
Re: Softlock Map 07
Not a GZDoom bug, this happens when certain types of mods are loaded. The mods must use the replacement behaviours correctly for map07/e1m8/e2m8/e3m8/e4m8 to function correctly.
- Tue Aug 26, 2025 7:25 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: New flag: TARGETDEAD
- Replies: 3
- Views: 262
Re: New flag: TARGETDEAD
Over time we may refactor the actor code and make it more simplified, and things like this can be considered again. If you are using ZScript, you can use a thing iterator and find the closest corpse to your enemy and just set the your_rezzing_enemy.goal to the corpse actor. As far as I know that ...
- Mon Aug 25, 2025 3:14 am
- Forum: Technical Issues
- Topic: GZDOOM: missing wsock32.dll when downloading
- Replies: 4
- Views: 212
Re: GZDOOM: missing wsock32.dll when downloading
First of all - that site you linked should positively never be used to find replacement .dll files - much too often, that site, and many others like it, are used to spread malicious files that can compromise your system and steal your information. Second of all - wsock32.dll is a system component ...
- Sun Aug 24, 2025 3:17 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: New flag: TARGETDEAD
- Replies: 3
- Views: 262
Re: New flag: TARGETDEAD
This would require a rework of the AI systems to serve a purpose that would be better done with custom scripting anyhow. You can set monster goals or even use proxy actors to make your monsters move in the direction you want towards the corpses. The actor code is too bloated in its current state and ...
- Sun Aug 24, 2025 2:28 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Add IsKindOf support to EventHandler Find function
- Replies: 2
- Views: 164