There's a file which is called bz2.dll bundled with GZDoom 4.14.1. What is it for? Checking the details pane in the file's properties yields nothing. There's no information whatsoever.
Something else I notice, which is unrelated to the above, is the lack of the license.zip in GZDoom 4.14.1.
Search found 4938 matches
- Sat Mar 22, 2025 7:48 am
- Forum: General
- Topic: bz2.dll, what is it for?
- Replies: 1
- Views: 240
- Mon Mar 17, 2025 2:42 pm
- Forum: Scripting
- Topic: ZScript statusbar auto select
- Replies: 2
- Views: 160
Re: ZScript statusbar auto select
Put this line before you draw the inventory bar:
Code: Select all
CPlayer.inventorytics = 0;
- Mon Mar 17, 2025 12:21 pm
- Forum: Scripting
- Topic: Problem with A_SpawnItemEx and flags
- Replies: 4
- Views: 152
Re: Problem with A_SpawnItemEx and flags
You're welcome.
That's the ACS version of random() which doesn't allow setting those.Enjay wrote: ↑Mon Mar 17, 2025 11:43 am I did look in the wiki for the random identifier thing, and ended up on the random page which doesn't cover this.
- Mon Mar 17, 2025 12:11 pm
- Forum: Scripting
- Topic: [Trying to Learn] Help with changing an inbuilt bit of ZScript from GZDoom.pk3
- Replies: 2
- Views: 561
Re: [Trying to Learn] Help with changing an inbuilt bit of ZScript from GZDoom.pk3
What you did there, couldn't have been done any other way. DoFootstep isn't virtual so you can't override it, which means you have to create a copy of it with a different name and modify away. While MakeFootsteps is virtual, you're trying to modify its code rather than add to it, so you have to copy ...
- Mon Mar 17, 2025 11:46 am
- Forum: Scripting
- Topic: Help with basic even handler
- Replies: 3
- Views: 356
- Mon Mar 17, 2025 11:39 am
- Forum: Bugs [GZDoom]
- Topic: Screen.DrawLineFrame won't accept color string
- Replies: 3
- Views: 345
- Mon Mar 17, 2025 11:27 am
- Forum: Scripting
- Topic: Problem with A_SpawnItemEx and flags
- Replies: 4
- Views: 152
Re: Problem with A_SpawnItemEx and flags
What's wrong here is that you're passing the flag/constant to the z velocity parameter. The flags parameter comes after the z velocity and angle parameters. Bonus question 2: in the A_SpawnItemEx code above (which I just copied and repurposed from *somewhere* (it's not the same as the default demon ...
- Wed Nov 06, 2024 5:52 am
- Forum: Scripting
- Topic: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
- Replies: 3
- Views: 221
Re: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
Still, it's strange how even with the limited fov, they can see ALLAROUND them... There's currently an issue with the FOV in A_LookEx being ignored or something like that. There are a couple of bug reports about this: here and here . can I optimize the code even more? Do you think it may have ...
- Wed Nov 06, 2024 5:39 am
- Forum: Technical Issues
- Topic: Two actions on one button
- Replies: 2
- Views: 1258
Re: Two actions on one button
You don't particularly need an alias. You can use the bind command directly. Execute the command through the console: bind f "<command #1>; <command #2>" Replace <command #X> with the commands for toggling the flashlight in those mods. For Flashlight++, the command appears to be FPP_Toggle . I don't ...
- Wed Nov 06, 2024 5:12 am
- Forum: Scripting
- Topic: How to Set up a "Perpetual" Up/Down Elevator? [HeXen Format]
- Replies: 2
- Views: 199
Re: How to Set up a "Perpetual" Up/Down Elevator? [HeXen Format]
You can setup a while loop like the following to execute a block of code repeatedly:
Code: Select all
while (true)
{
// Looping code goes here.
}
- Sun Nov 03, 2024 6:05 am
- Forum: Scripting
- Topic: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
- Replies: 3
- Views: 221
Re: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
Code fragments aren't usually useful for debugging and testing, so this is just a shot in the dark: try doing a null check on target in the custom function before reading its fields. It could be null.
- Sun Nov 03, 2024 5:38 am
- Forum: Scripting
- Topic: Removing the light from the player
- Replies: 3
- Views: 279
Re: Removing the light from the player
This is just a guess, so I could be entirely wrong. Go to: Options -> Display Options -> Hardware Renderer. Set Fog mode to anything other than Radial.
- Sat Nov 02, 2024 3:03 am
- Forum: Scripting
- Topic: This 'if' is true in GZD but not in QZandronum.
- Replies: 3
- Views: 337
Re: This 'if' is true in GZD but not in QZandronum.
Okay, what value does GameType() return when testing with Q/Zandronum in coop (tell your teammates to test it for you in coop)?
- Sat Nov 02, 2024 2:22 am
- Forum: Scripting
- Topic: Replacing doomplayer doesnt work?
- Replies: 2
- Views: 186
Re: Replacing doomplayer doesnt work?
Player pawns cannot be replaced with the replaces keyword like any other actor. To replace them, use MAPINFO:
Code: Select all
gameinfo
{
PlayerClasses = "newplayer"
}
- Thu Oct 24, 2024 5:30 am
- Forum: Bugs [GZDoom]
- Topic: [4.12-4.13] Argent nuDoom style BFG broken
- Replies: 2
- Views: 1691
Re: [4.12-4.13] Argent nuDoom style BFG broken
There are a couple of spots (in p_enemy.cpp at least) where P_IsVisible is called with looking all around being explicitly set to true: in ValidEnemyInBlock , here , and LookForTIDInBlock , here . Earlier this year, P_IsVisible was changed to zero the FOV if looking all around is set to true.