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by Rachael
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 ...
by Rachael
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 ...
by Rachael
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 ...
by Rachael
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 ...
by Rachael
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 ...
by Rachael
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.
by Rachael
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.
by Rachael
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 ...
by Rachael
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 ...
by Rachael
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 ...
by Rachael
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.
by Rachael
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 ...
by Rachael
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 ...
by Rachael
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 ...

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