Search found 424 matches
- Tue Aug 05, 2025 8:03 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Expose canvas texture creation to ZScript
- Replies: 21
- Views: 943
Re: Expose canvas texture creation to ZScript
yeah, ngl, having to call a keep alive function every frame is a bit of a bad idea, and having it destroyed the instant it's not being rendered just adds way to much to the pile for the modder to juggle, because I don't think any of us want to put in visibility checks on a wall or sprite or whatever ...
- Mon Aug 04, 2025 3:42 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Expose canvas texture creation to ZScript
- Replies: 21
- Views: 943
Re: Expose canvas texture creation to ZScript
If the canvas name is always the same you could just define it as a texture in ANIMDEFS already as it is today, what problem does it solve then? Personally, it's a massive pain in the ass having to juggle several lumps to get something "simple" done, and there has been several instances where I ...
- Mon Aug 04, 2025 8:48 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Expose canvas texture creation to ZScript
- Replies: 21
- Views: 943
Re: Expose canvas texture creation to ZScript
nobody blames the mod - they blame the engine. Haven't we universally agreed that people like this are idiots if they can't understand they're running a mod? I understand that it muddies the water when it comes to debugging the engine, but if someone comes into the community, kicking down doors ...
- Sun Aug 03, 2025 8:47 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Expose canvas texture creation to ZScript
- Replies: 21
- Views: 943
Re: Expose canvas texture creation to ZScript
Allowing zscript to create arbitrary textures with unknown lifetimes will create tons of problems for the engine. On top of that ZScript is garbage collected The deal is about as shitty as anything Vulkan offers Are you able to go into a bit more detail as to why it'd be bad to request new textures ...
- Sun Aug 03, 2025 5:26 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Expose canvas texture creation to ZScript
- Replies: 21
- Views: 943
Re: Expose canvas texture creation to ZScript
I think a bunch of us would appreciate it if y'all would stop using the "modders might use it wrong" to shut down feature suggestions. It's bullshit. Do you know how many examples of malicious ZScript I could come up with? It's not difficult, and it's especially not difficult to make a mod that eats ...
- Thu Dec 19, 2024 5:16 pm
- Forum: Bugs [GZDoom]
- Topic: 4.14's openal update causes muffled sound effect
- Replies: 3
- Views: 2068
4.14's openal update causes muffled sound effect
Link to github issue: https://github.com/ZDoom/gzdoom/issues/2865 Video showcasing the discrepancy: https://www.dropbox.com/scl/fi/hz8rsqkfaqq3xw55mu88r/audiodifference.mp4?rlkey=an8aj9psenq5a055mgny4wl8a&dl=0 This does not happen in 4.13, and if you replace the openal32.dll found in 4.14 with the ...
- Tue Oct 15, 2024 6:52 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [Zscript] Set sector reflectivity
- Replies: 2
- Views: 2533
Re: [Zscript] Set sector reflectivity
Made a pull request: https://github.com/ZDoom/gzdoom/pull/2766
- Tue Oct 15, 2024 1:16 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [ZScript] Manual config save function
- Replies: 6
- Views: 2523
Re: [ZScript] Manual config save function
Submitted a pull request: https://github.com/ZDoom/gzdoom/pull/2765
- Fri Oct 11, 2024 7:09 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [ZScript] Manual config save function
- Replies: 6
- Views: 2523
Re: [ZScript] Manual config save function
Mods can already write stuff to your system just fine as is, and plenty of mods use custom CVARS. If you’re that concerned about doing it “””correctly”””, then I would more appreciate the ability to create my own save files that are readable/writable at a whim. Which means the ability to write to you ...
- Wed Oct 09, 2024 3:17 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [ZScript] Manual config save function
- Replies: 6
- Views: 2523
Re: [ZScript] Manual config save function
Having it save from a menu is not what I need. I'm using CVARS to store info that is save agnostic and modified across several places in game, not in an options menu. Instructing my players to open and close a menu, with maybe hitting a setting, to ensure this data is saved correctly is pretty ...
- Wed Oct 09, 2024 7:39 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [ZScript] Manual config save function
- Replies: 6
- Views: 2523
[ZScript] Manual config save function
As GZDoom is used more and more for increasingly grandiose projects, I feel there will be growing needs to ensure that custom data stored in the gzdoom.ini config needs to be reliably saved. Currently, the only way to ensure a custom cvar saves with its respective data is for the user to manually ...
- Mon Sep 23, 2024 12:09 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: [ZScript] OnSecretFound event listener
- Replies: 1
- Views: 2119
[ZScript] OnSecretFound event listener
Title. Current approaches include either A) Checking every frame if a secret has been found, which isn't resource intensive but shouldn't be a thing we need to check every frame, or B) Using some form of ActorEntersSector in a map, such as SecretTrigger , which doesn't cover when picking up an item ...
- Tue Jul 23, 2024 8:04 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Add alpha support for Canvas textures
- Replies: 2
- Views: 2233
Add alpha support for Canvas textures
Currently there is no way to put alpha in a canvas texture. This makes their use as a midtext ineffective, as the default color for an empty pixel is opaque black.
- Sat Jul 13, 2024 6:04 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Dynamic sloped sectors
- Replies: 2
- Views: 3479
Dynamic sloped sectors
The last time this seems to have been brought up was back in 2005 in this thread: viewtopic.php?t=7359
So bringing it up again after 19 years! Thread suggests that Marisa thought it was doable, so I would assume it would be even extra doable in zscript.
So bringing it up again after 19 years! Thread suggests that Marisa thought it was doable, so I would assume it would be even extra doable in zscript.
- Mon Jul 08, 2024 8:18 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [Zscript] Set sector reflectivity
- Replies: 2
- Views: 2533
[Zscript] Set sector reflectivity
Proposal to add a SetReflectivity function to either the sector or secplane struct. Sector_SetPlaneReflection exists, but this expects a sector tag passed as an argument, which is impractical from a purely scripting perspective.