Search found 4116 matches
- Sat Jul 19, 2025 5:54 pm
- Forum: Mapping
- Topic: Issues with Adding new items in UDB.
- Replies: 3
- Views: 79
Re: Issues with Adding new items in UDB.
the custom items or monsters did not show up. You mention actors, plural. As I touched on in my post, actors need to have a unique doom editor number, which is supplied in the DECORATE definition. ACTOR CrackoDemon 5123 https://imgur.com/X1A5hNB Without that number UDB cannot see the actor. Maybe ...
- Fri Jul 18, 2025 7:30 pm
- Forum: Mapping
- Topic: Issues with Adding new items in UDB.
- Replies: 3
- Views: 79
Re: Issues with Adding new items in UDB.
In the case of new actors like monsters, weapons, decorations, etc. you will find that Ultimate Doom Builder is useful only after the actors have been created with either Slade3 or a text editor like Notepad++. Once the actor has been created then UDB is useful in populating a map with such actors ...
- Thu Jul 10, 2025 2:23 am
- Forum: Mapping
- Topic: Want to try out GZDoom?
- Replies: 1
- Views: 59
Re: Want to try out GZDoom?
In a nutshell: To start with, there are a number of Doom map formats, https://doomwiki.org/wiki/Map_format https://doomwiki.org/wiki/Map_format and source ports https://doomwiki.org/wiki/Source_port https://zdoom.org/wiki/Source_port and it seems that every beginning computer programmer is dead set ...
- Wed Jul 09, 2025 10:32 pm
- Forum: Mapping
- Topic: Stuck with the skybox
- Replies: 13
- Views: 165
- Wed Jul 09, 2025 4:20 pm
- Forum: Mapping
- Topic: Stuck with the skybox
- Replies: 13
- Views: 165
Re: Stuck with the skybox
This sky in your map is not a skybox but just a sky image. To have a new sky image in your map MAP01.wad (UDMF), all you need to do is import the sky image with Slade3 and name it RSKY1 https://imgur.com/v5AlK3x However, there are a few caveats you need to consider : some source ports do not support ...
- Mon Jul 07, 2025 9:59 pm
- Forum: Mapping
- Topic: Is it possible to create such arcs?
- Replies: 4
- Views: 105
- Wed Jun 25, 2025 4:06 pm
- Forum: Bugs [GZDoom]
- Topic: Gzdoom crashes with reelism 2
- Replies: 22
- Views: 389
Re: Gzdoom crashes with reelism 2
It could be that your problem is the doom2.wad which came with the gog download,
KEX DOOM2 engine vs classic DOOM2 engine.
Compare the file size Version 1.9 is 14,604,584 bytes with the one on your harddrive.
KEX DOOM2 engine vs classic DOOM2 engine.
Compare the file size Version 1.9 is 14,604,584 bytes with the one on your harddrive.
- Tue Jun 24, 2025 5:07 pm
- Forum: Bugs [GZDoom]
- Topic: Gzdoom crashes with reelism 2
- Replies: 22
- Views: 389
Re: Gzdoom crashes with reelism 2
Kinsie's Reelism 2 version 1.23hf2 works well with GZDoom 4.14.2, with no other files (like id24res.wad extras.wad) loaded. https://imgur.com/qWwDy3N Also works well with the addon Reelism 2 - Piter's Reel Fudge Pack.pk3 Here is my logfile: Log started: 2025-06-24 16:37:31 GZDoom version g4.14.2 W ...
- Sun Jun 22, 2025 1:45 am
- Forum: Mapping
- Topic: (solved)can't get lift to work
- Replies: 3
- Views: 64
Re: can't get lift to work
From your screenshots I cannot tell what exactly you did, but constructing a platform (62 or any other, see the wiki)
Spoiler:is not really that difficult:
Spoiler:example pwad
- Thu Jun 19, 2025 3:51 pm
- Forum: Technical Issues
- Topic: GZDoom Very Fatal Error
- Replies: 3
- Views: 125
Re: GZDoom Very Fatal Error
I would suggest that you just load brutalv22test4.pk3 to begin with
and then add each additional file, one at a time.
I'm sure that you will find the offending file pretty quickly that way.
and then add each additional file, one at a time.
I'm sure that you will find the offending file pretty quickly that way.
- Sat Jun 14, 2025 3:55 pm
- Forum: Mapping
- Topic: help needed with action special 273
- Replies: 0
- Views: 40
help needed with action special 273
GZDoom 4.14.2 UDB 3.0.0.4237 GZDoom: DOOM2 (UDMF) action special: https://zdoom.org/wiki/Stairs_BuildUpDoomCrush test pwad: https://www.mediafire.com/file/2pjvanzuyjs0ypl/273_TEST.7z/file The staircase is buiding ok, but I cannot figure out how the crushing action works. https://imgur.com/LeJmEqA I ...
- Wed Jun 11, 2025 12:26 pm
- Forum: Technical Issues
- Topic: GZDoom v. 4-14-2 is inserting Legacy of Rust weapons into vanilla Doom 2 from nowhere
- Replies: 6
- Views: 190
Re: GZDoom v. 4-14-2 is inserting Legacy of Rust weapons into vanilla Doom 2 from nowhere
That seems incredible.
The only time that would happen is if you also load id1-weap.wad from the LoR mod.
Perhaps, if you have GZDoom generate a logfile then you may find out what files are loaded during startup.
The only time that would happen is if you also load id1-weap.wad from the LoR mod.
Perhaps, if you have GZDoom generate a logfile then you may find out what files are loaded during startup.
- Mon Jun 09, 2025 9:01 pm
- Forum: Bugs [GZDoom]
- Topic: Taking a screenshot with Controlled folder access on crashes the game
- Replies: 2
- Views: 107
Re: Taking a screenshot with Controlled folder access on crashes the game
It seems to me that you are going to a lot of trouble for little benefit. You could simply specify a folder in the ini file where to save a screenshot. eg: screenshot_dir=D:\SCREENSHOTS\SCREENSHOTS_GZDOOM To expand on that a bit, I use these settings in the autoexec.cfg file bind h "wait 2; r ...
- Mon Jun 09, 2025 5:51 pm
- Forum: Mapping
- Topic: Stairs reset delays [SOLVED]
- Replies: 6
- Views: 157
Re: Stairs reset delays
i tried entering it manually without highlighting aniting the value entered was 700: 20 seconds but it reverts back to zero after applying You can enter 700 either way https://imgur.com/cUrdUVa did you set up the stair sectors properly? https://imgur.com/vYTvk8U with emphasis on the linedef ...
- Sun Jun 08, 2025 7:55 pm
- Forum: Technical Issues
- Topic: GZDoom - Material Definition Changes Post 4.11
- Replies: 10
- Views: 420
Re: GZDoom - Material Definition Changes Post 4.11
Since I do not know how HD-Overhaul-Doom is structured I would suggest to brake it down and introduce one section at a time to find out which part is causing the problem. So, just add the textures, then add models, then add shaders, etc until the offending part reveals itself. I know it probably ...