Search found 22 matches
- Sat Sep 04, 2010 6:23 am
- Forum: Closed Bugs [GZDoom]
- Topic: Killing nonexistent actor crashes GZDoom 1.5.2.933
- Replies: 3
- Views: 369
Killing nonexistent actor crashes GZDoom 1.5.2.933
Bring down the console, type "kill cacodeNon" and see if you can get it to crash. Normally there should be no reason to kill something that's not even there, but what about typos, which's what happened to me?
- Fri Sep 03, 2010 11:24 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Crash on startup (r2677)
- Replies: 0
- Views: 125
Crash on startup (r2677)
Just that.
- Sat May 22, 2010 12:07 pm
- Forum: Editing (Archive)
- Topic: Question about blood decals
- Replies: 13
- Views: 1341
Re: Question about blood decals
Well, I'm trying to replicate Doom Legacy's gore which, as you may recall, splatters blood to the lateral walls. So far I've got everything working, except for this.
- Fri May 21, 2010 8:32 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Splatting blood decals to lateral walls
- Replies: 0
- Views: 294
Splatting blood decals to lateral walls
Here's a brief introductory discussion for the feature in question: http://forum.zdoom.org/viewtopic.php?f=3&t=25949 Apparently this is impossible right now, they will only splatter to the wall behind the enemy. Hopefully I'm not suggesting anything extreme like rewriting the engine for floor/roof ...
- Fri May 21, 2010 6:37 pm
- Forum: Editing (Archive)
- Topic: Question about blood decals
- Replies: 13
- Views: 1341
Re: Question about blood decals
Thanks for the explanation. I saw your post just in time, probably saved me a few hours of futile experimentation.
- Fri May 21, 2010 6:30 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Custom monsters and the "kill" command
- Replies: 11
- Views: 695
Custom monsters and the "kill" command
Say you have an "Actor Cacodemon2010 : Cacodemon Replaces Cacodemon" kind of custom decorate monster; could you make it possible to kill it with the command "kill cacodemon" rather than "kill cacodemon2010"? Since I can summon cacodemon2010 using "summon cacodemon" (no need to type in the custom ...
- Wed May 19, 2010 6:49 pm
- Forum: General
- Topic: Disabling jumping ammo/weapons
- Replies: 6
- Views: 630
Re: Disabling jumping ammo/weapons
Thank you very much.
- Wed May 19, 2010 6:46 pm
- Forum: Editing (Archive)
- Topic: Question about blood decals
- Replies: 13
- Views: 1341
Re: Question about blood decals
I doubt it, this would actually seem counterproductive Sorry but how would something like this be counterproductive? But, this is possible! If you spawn invisible actors (projectiles) that leave a blood decal from the desired actor's pain state ([wiki]A_SpawnItemEx[/wiki]), this can be achieved ...
- Wed May 19, 2010 6:40 pm
- Forum: General
- Topic: Music Source
- Replies: 32
- Views: 7700
Re: Music Source
+1 for CMI8738 OPL passthrough if it were available, and yes, that song from Doom2's map12 plays correctly 

- Wed May 19, 2010 1:02 pm
- Forum: General
- Topic: Disabling jumping ammo/weapons
- Replies: 6
- Views: 630
Disabling jumping ammo/weapons
Is there a console command intended to make ammo and weapons spawn on the floor (like in vanilla Doom) when you kill an enemy? the default behavior in ZDoom makes them jump.
Thanks.
Thanks.
- Wed May 19, 2010 12:16 pm
- Forum: Closed Bugs [GZDoom]
- Topic: r_drawtrans settings lost after closing ZDoom (r2331)
- Replies: 3
- Views: 325
Re: r_drawtrans settings lost after closing ZDoom (r2331)
Fair enough, will leave it to autoexec.
- Wed May 19, 2010 11:25 am
- Forum: Editing (Archive)
- Topic: Question about blood decals
- Replies: 13
- Views: 1341
Re: Question about blood decals
Maybe it's time for a feature suggestion?
- Wed May 19, 2010 11:21 am
- Forum: Closed Bugs [GZDoom]
- Topic: r_drawtrans settings lost after closing ZDoom (r2331)
- Replies: 3
- Views: 325
r_drawtrans settings lost after closing ZDoom (r2331)
Just that. If I set this to "false" from the console, it will be reverted back to "true" next time I run ZDoom.
Thanks.
Thanks.
- Mon May 17, 2010 11:01 am
- Forum: Editing (Archive)
- Topic: Question about blood decals
- Replies: 13
- Views: 1341
Question about blood decals
How do I make blood splatter to the lateral walls rather than just the one behind the enemy? I tried the wiki but I'm still at loss.
Thanks.
Thanks.
- Sun May 16, 2010 12:32 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Consistency for underwater effects
- Replies: 11
- Views: 719
Re: Consistency for underwater effects
The chasecam doesn't take damage either, yet the screen still turns red.Mikk- wrote:That wouldn't make sense,
The "Chase Cam" isn't submerged, that's like seeing someone get put underwater and the camera recording it gets submerged, even when it's viewing from a distance.