Search found 316 matches

by GFD
Tue Aug 15, 2023 11:34 am
Forum: Closed Bugs [GZDoom]
Topic: RandomSpawner doesn’t transfer all UDMF properties
Replies: 4
Views: 947

Re: RandomSpawner doesn’t transfer all UDMF properties

This would certainly cause problems if not handled carefully, but with expanded functionality and knowledge retention so that this only impacts RandomSpawners which replace map things, I can’t imagine this causing any significant problems. A “transfer spawn properties function” for ZScript like Gez h ...
by GFD
Tue Aug 15, 2023 8:48 am
Forum: Closed Bugs [GZDoom]
Topic: RandomSpawner doesn’t transfer all UDMF properties
Replies: 4
Views: 947

Re: RandomSpawner doesn’t transfer all UDMF properties

Do you have some concrete examples of such things? I’m quite doubtful that making this change would do more harm than good (the spoiler in OP is a good example of how this system fails currently), and don’t see any compelling reason for RandomSpawner to be left in this state where it’s unsuitable for ...
by GFD
Mon Aug 14, 2023 4:35 pm
Forum: Closed Bugs [GZDoom]
Topic: RandomSpawner doesn’t transfer all UDMF properties
Replies: 4
Views: 947

RandomSpawner doesn’t transfer all UDMF properties

In searching for prior art, I found this post by Gez: RS should transfer everything. Anything missing is an oversight that should be fixed. In fact it might be useful to make a transfer spawn properties function that could be used elsewhere in ZScript. So, I’m making this a bug report. That I can’t f ...
by GFD
Mon May 01, 2023 6:55 am
Forum: Gameplay Mods
Topic: Dusted's Pandemonia (v2.6.3.2) (+ Monsters-only) (Anarchy and Insurrection addons!)
Replies: 246
Views: 201167

Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

I’ve been really enjoying playing with this mod in combination with a couple others like Corruption Cards and Gun Bonsai. There’s a great deal of polish here! I’m assuming bug reports just go in this thread… Putting a bunch of mods through their paces with a hardcore Doom II playthrough, I got I thin ...
by GFD
Mon Nov 05, 2018 11:51 am
Forum: Closed Bugs [GZDoom]
Topic: Quad-buffered 3D uses sequential frames
Replies: 9
Views: 1239

Re: Quad-buffered 3D uses sequential frames

I'd love to take another look and see if this is still an issue, but now I'm having a new problem, which is that GZDoom refuses to run my display at 120 Hz with quad-buffered stereo enabled. I have vid_refreshrate set to 120, but with vr_enable_quadbuffered set to true, it always sets my monitor to ...
by GFD
Tue Oct 30, 2018 10:16 am
Forum: Closed Bugs [GZDoom]
Topic: [Renderer[?]] Sky "shade" anomolies...
Replies: 9
Views: 451

Re: [Renderer[?]] Sky "shade" anomolies...

I can observe the same effect. This only occurs in OpenGL when AO is not off. PC info: Windows 10 Pro 1803 Intel(R) Core(TM) i5-7600K CPU @ 3.80GHz GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2 GL_VERSION: 4.6.0 NVIDIA 416.16 (Core profile) GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA Edit: As an aside ...
by GFD
Wed Oct 24, 2018 6:12 pm
Forum: Bugs [GZDoom]
Topic: Maps that need compatibility settings.
Replies: 168
Views: 116314

Re: Maps that need compatibility settings.

I actually prefer the design where the shotgunner is stuck in the barrel, because it can work as a tutorial. It's the first explosive barrel you encounter in Doom 2, so if you're curious as to what it does, this is a safe environment to experiment with, because the enemy here can't hurt you. Then if ...
by GFD
Sun Sep 30, 2018 10:31 pm
Forum: ZDoom (and related) News
Topic: The GZDoom 3.5.0 survey's results
Replies: 15
Views: 6198

Re: The GZDoom 3.5.0 survey's results

Granted, I haven't heard of any significant image library-based exploits in quite some time. It might be theoretically possible of course, but I would think images are probably one of the safest kinds of content to load from other sources. Much more dangerous are externally loaded Javascript ...
by GFD
Sun Sep 30, 2018 8:33 pm
Forum: ZDoom (and related) News
Topic: The GZDoom 3.5.0 survey's results
Replies: 15
Views: 6198

Re: The GZDoom 3.5.0 survey's results

That would've been my fault. It is no longer my fault, and now it's your fault. My avatar was being loaded externally through unencrypted http, but I just realized I could probably change all the URLs to "https" to make it not do that anymore, so I did, and it worked. Yours is still using ...
by GFD
Mon Sep 03, 2018 11:02 am
Forum: Closed Bugs [GZDoom]
Topic: Hejl Dawson tonemap is much darker on 3.5.x builds
Replies: 26
Views: 2503

Re: Hejl Dawson tonemap is much darker on 3.5.x builds

I do appreciate the "eye adaptation" feature from an accessibility perspective, as it makes it a lot easier to see for those with poor eyesight, and I find it looks a lot better than just jacking up the brightness or gamma. There's certainly value to it even aside from aesthetics.
by GFD
Mon Sep 03, 2018 10:59 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: "mod" generator
Replies: 6
Views: 808

Re: "mod" generator

Something like this would only exist as an external development tool, rather than a feature of the engine, and so isn't very relevant to the feature suggestions forum. Making mods for GZDoom is already really gosh dang easy relative to other games, and there are lots of existing examples you can ...
by GFD
Sun Sep 02, 2018 5:46 am
Forum: Closed Bugs [GZDoom]
Topic: Hejl Dawson tonemap is much darker on 3.5.x builds
Replies: 26
Views: 2503

Re: Hejl Dawson tonemap is much darker on 3.5.x builds

Would changing the [wiki=FOV]field of view[/wiki] directly not suffice for your needs here? A better solution, of course, would be alternate projection methods better suited to wider displays. I always found stuff like Blinky very interesting, but I never see these sorts of things actually get ...
by GFD
Sat Sep 01, 2018 7:40 am
Forum: ZDoom (and related) News
Topic: The GZDoom 3.5.0 survey's results
Replies: 15
Views: 6198

Re: The GZDoom 3.5.0 survey's results

Wait, does the 32 on 64 statistic include PCs with a 32-bit OS install with a 64-bit processor, and not just users running the 32-bit binary on a 64-bit OS? That would explain things a little bit better, as this is something users can't easily change. Just the other day I serviced a PC with 32-bit ...
by GFD
Mon Aug 27, 2018 7:26 pm
Forum: Technical Issues
Topic: Missing WAD Select Menu
Replies: 4
Views: 2234

Re: Missing WAD Select Menu

The [wiki]IWAD selection box[/wiki] can be brought up again by holding the shift key while GZDoom starts. Consider also using a [wiki]frontend[/wiki] that makes it easier to use the various startup options like IWAD selection.
by GFD
Wed Aug 15, 2018 5:29 am
Forum: Technical Issues
Topic: Joystick settings
Replies: 3
Views: 1091

Re: Joystick settings

Setting m_blockcontrollers to true will disable controller input in the menus, which should make customization easier.
Flight like from Wings of Wrath should be controllable with a "Move up/down" axis control option.

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