Search found 171 matches
- Mon Aug 30, 2021 7:31 pm
- Forum: Developer Blog
- Topic: Benchmark Tests - August 2021
- Replies: 43
- Views: 21810
Re: Benchmark Tests - August 2021
On an AMD FX 6300 and GTX 550 TI. I also had crashes with Darkest Hour with GZDoom. I went ahead and named the crash reports according to the benchmark naming schemes and included them in the zip, in case they're relevant.
- Thu Sep 28, 2017 2:56 am
- Forum: Closed Bugs [GZDoom]
- Topic: Extremely minor inconsistency in Compatibility Options
- Replies: 1
- Views: 328
Extremely minor inconsistency in Compatibility Options
"Level exit can be triggered more than once." is the only compatibility option which contains a period.
https://i.imgur.com/nUJedel.png
Sorry.
https://i.imgur.com/nUJedel.png
Sorry.
- Fri Mar 17, 2017 3:21 am
- Forum: General
- Topic: ZDoom.org Front Page Redesign
- Replies: 60
- Views: 8350
Re: ZDoom.org Front Page Redesign
On one hand, I don't really care for the design. I'm just echoing the original complaints really, but it feels like the mobile version of a site. Lots of unused space and feels like I'm looking at it through a magnifying glass. Zooming out to 80% helps a bit, at the cost of accentuating the ...
- Wed Mar 15, 2017 4:20 am
- Forum: Developer Blog
- Topic: The importance of simple examples in bug reports
- Replies: 8
- Views: 4945
Re: The importance of simple examples in bug reports
A bit late to this, but oh well. At what point do you just not want a bug report because it's too vague? Having come across a bug or two that I just outright could not reproduce reliably, there's definitely a point where the average user is not going to be able to provide you with exactly what's ...
- Wed Feb 08, 2017 12:13 pm
- Forum: General
- Topic: GZDoom shader idea: pixel doubling?
- Replies: 17
- Views: 2248
Re: GZDoom shader idea: pixel doubling?
I'd also like to see something like this. I've always thought Doom looked weird at higher resolutions, but I've dealt with it since, well, a 320x200 window is pretty damn small on a typical setup. I've been using this mod but it's not an ideal solution, and everything else I've tried has introduced ...
- Sun Jan 22, 2017 3:36 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 420412
Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
I've found what I assume is a minor bug. Hell Knights and Barons of Hell can damage each other with leaping attacks, causing them to infight. Fortunately they don't fight forever since they can hurt each other with melee, but it takes quite a while for Barons in particular since they seem to ...
- Fri Jan 20, 2017 10:58 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 166078
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I don't really have a horse in this particular race, so take what I say with a grain of salt, but I could see how that feature could be useful to people working on larger-scale mods. Say you're doing 20 small tweaks and minor additions while working on a map. It's just a bit of extra time and effort ...
- Wed Jan 18, 2017 6:26 am
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7027
- Views: 1721594
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Can't reproduce any problems, in fact I'm not even sure what you're telling me. You were wearing a normal backpack before? One of the special backpacks? What kind of backpack? I need more exact information. I was wearing a Nuclear Backpack. I came across a Specialist's Backpack. When I picked it up ...
- Tue Jan 17, 2017 5:43 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7027
- Views: 1721594
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Found an pretty exploitable bug. You can take the Specialist Backpack's ability while wearing another backpack. You can press use through the selection prompt after picking up the Specialist Backpack, so if you were wearing a pack before, you'll be allowed to pick it up. This doesn't remove the ...
- Tue Jan 10, 2017 5:17 am
- Forum: General
- Topic: The future of ZDoom, GZDoom, and QZDoom, and this site.
- Replies: 540
- Views: 38489
Re: The future of ZDoom, GZDoom, and QZDoom, and this site.
I'm a bit late to this particular discussion, but I'd also preferred a single unified ZDoom home. In essence, it already exists since neither the GZDoom or QZDoom forums are actually home to any number of projects. There's no off-topic community discussion on either of those forums. There's some ...
- Fri Jan 30, 2015 5:41 am
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5365
- Views: 693706
Re: ZDoom project ideas you have
Not so much a project idea as an enemy or encounter idea. A level or set of levels where, as you backtrack through them, you find that the corpses of enemies you've killed are disappearing. It wouldn't be obvious at first, a few bodies here and there. Eventually though, you'd kill dozens of enemies ...
- Tue Oct 28, 2014 12:32 pm
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3113
- Views: 401812
Re: SLADE v3.1.0 Released - first post updated
I've seen it mentioned a couple times, but is it not possible to move directories around? The wiki says directories will always be listed alphabetically, but they don't appear to unless you sort everything alphabetically. Couldn't find anything else about it.
- Thu May 09, 2013 10:22 pm
- Forum: General
- Topic: Hard vs Nightmare spawn filter
- Replies: 8
- Views: 1001
Re: Hard vs Nightmare spawn filter
As a side note, I thought the wiki he linked was cleared out some time ago? Either I'm mistaken about the old url being moving to the current one or somebody has cleaned it up recently. Wouldn't surprise me, considering any time I google it, I get the Wikia version as the first page.
- Sun Oct 28, 2012 12:33 am
- Forum: General
- Topic: Scripting branch testing
- Replies: 31
- Views: 4593
Re: Scripting branch testing
Got crashes in TNT while using ww-nazis . Made a save on map03 before entering the large, circular outdoor section, headed up the left staircase, got shot and grabbed a stimpack in some order I don't recall, then crashed. Following that, I tried to recreate the situation, but whenever I attempted to ...
- Mon Oct 15, 2012 7:23 pm
- Forum: Levels
- Topic: Terra Incognita. (Needs more Love)
- Replies: 25
- Views: 4763
Re: Terra Incognita. (Needs more Love)
I played through this last night, was a lot of fun for a small set. Though probably odd, I liked the intermission quite a bit. I had never thought to use older RPG tilesets to create that sort of intermission before, it's a pretty good idea. Liked the music too, though the boss music was a little ...