Search found 134 matches
- Sun Sep 07, 2025 7:04 am
- Forum: Assets (and other stuff)
- Topic: Extract Scripts Lumps From Multiple WADs?
- Replies: 2
- Views: 104
Re: Extract Scripts Lumps From Multiple WADs?
If the wad has just one map and one single SCRIPTS there's a little know (Windows) command line tool TWT: https://www.nuke24.net/projects/TWT/archives/ The downloadable file is TWT-3.0.7.tar.bz2 but it can be opened in 7zip and the exe is in TWT-3.0.7.tar.bz2\TWT-3.0.7.tar\TWT\bin. Then: twt -x ...
- Mon Jul 14, 2025 4:49 pm
- Forum: Technical Issues
- Topic: Can't get cutscnes to run in Raze
- Replies: 1
- Views: 126
Re: Can't get cutscnes to run in Raze
It's just that? viewtopic.php?t=71962:
- Copy all Blood files ("movies" subdir, blood.ini, *.rff, *.art, *.dat) into "blood"
- Sun Jun 22, 2025 2:43 pm
- Forum: Mapping
- Topic: (solved)can't get lift to work
- Replies: 3
- Views: 121
Re: can't get lift to work
When you make a switch from two sided linedefs, make sure that the line's "first side" is towards the direction where the player is coming. Switch lines can't be activated by pressing use from the back side. In map editors the first side is marked with a tiny marker line in the middle of each ...
- Sun Apr 28, 2024 11:44 pm
- Forum: Technical Issues
- Topic: [4.12.2] Some maps starting as black and white garbage
- Replies: 4
- Views: 918
Re: [4.12.2] Some maps starting as black and white garbage
Would you type into console "vid_preferbackend" and see what's the result? If it's "0" (= OpenGL), it could be the same as in here:
viewtopic.php?t=79009
viewtopic.php?t=79009
- Fri Apr 19, 2024 4:59 pm
- Forum: OpenGL Renderer Bugs
- Topic: (Opengl) GZDooms devbuilds boot up to a black screen
- Replies: 2
- Views: 3427
(Opengl) GZDooms devbuilds boot up to a black screen
(You might not bother with this?) This happens in Intel and AMD iGPU laptops and in a rig with a NVidia card. Both in fullscreen or in a window. The black screen appears always when GZDoom is run by warpipng directly to a map, with Opengl renderer backend and the rendermode either Hardware ...
- Wed Apr 17, 2024 12:37 pm
- Forum: Bugs [GZDoom]
- Topic: Player can get stuck in crouch state
- Replies: 2
- Views: 404
Re: Player can get stuck in crouch state
I can reproduce this (devbuild from last week). It's not the temporary "Chrouch". It works fine:
Del=+crouch
But it's the "Crouch Toggle" in bindings. It fails to reinstate the players height in this example.
Ins=crouch
Del=+crouch
But it's the "Crouch Toggle" in bindings. It fails to reinstate the players height in this example.
Ins=crouch
- Sun Apr 07, 2024 12:45 pm
- Forum: Mapping
- Topic: Can't place a decal on the side of a 3D floor
- Replies: 3
- Views: 770
Re: Can't place a decal on the side of a 3D floor
Decals won't stick if the 3D sector is either translucent or sloped.
Or if the decal item is placed just on the edge of the 3D sector.
Or if the decal item is placed just on the edge of the 3D sector.
- Thu Mar 07, 2024 10:00 am
- Forum: General
- Topic: how to make a thing that if you press windows, the game hides itself?
- Replies: 4
- Views: 370
Re: how to make a thing that if you press windows, the game hides itself?
The Win key doesn't autohide programs but it should bring up the Windows' start menu. What works for me is: in full screen press alt+enter and GZDoom should reduce to a window on the desktop. !! - At this point the mouse pointer pops out of it when I press pause , lower the console or go to the menu ...
- Sat Jan 20, 2024 3:10 am
- Forum: Bugs [GZDoom]
- Topic: Wall lower special gets stuck if obstructed
- Replies: 2
- Views: 704
Re: Wall lower special gets stuck if obstructed
The same issue might have happened in here: https://forum.zdoom.org/viewtopic.php?t=78579 That Doom2 MAP28 stuck floor occurred in GZDoom 4.11.0 - 4.11.3.a but only on Doom or Doom (strict) compatibility modes. It doesn't happen in the 4.12 devbuilds now. In both Doom2 MAP28 and Vanguard MAP02 stuck ...
- Tue Dec 12, 2023 10:57 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1048
- Views: 415078
Re: Ultimate Doom Builder
Just an idea, but I tried to sort the Doom/Boom line actions by their types. IMO it works so well that I'd dare to ask if this would be any help to navigate the Doom and Boom Line Actions menus? Currently the actions are in number order. But it makes it a bit hard to find specific actions without ...
- Sun Nov 19, 2023 4:37 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Sloped floor + TERRAIN/footclip, walking monsters flicker
- Replies: 1
- Views: 783
Sloped floor + TERRAIN/footclip, walking monsters flicker
If there's a sloped floor which floor texture is defined in TERRAIN to have a footclip value, upstream walking monsters will flicker constantly in between being sunk to the footclip value and being on top of the floor. The downstream walking monsters are on top of the floor all the time. Included is ...
- Sun Aug 27, 2023 2:22 pm
- Forum: Bugs [GZDoom]
- Topic: Projectiles can activate Doom linetype 24 G1 Raise Floor
- Replies: 2
- Views: 1026
Re: Projectiles can activate Doom linetype 24 G1 Raise Floor
You have to be aware of something here: To get proper trigger semantics for ZDoom-Hexen format maps you have to add 'strictlineactivation' to your MAPINFO. Indeed, but it seems that with strictmonsteractivation also "GZDoom: Doom (Hexen format)" maps behave exactly like Doom/Boom format maps. The ...
- Sat Aug 19, 2023 9:04 am
- Forum: Bugs [GZDoom]
- Topic: Projectiles can activate Doom linetype 24 G1 Raise Floor
- Replies: 2
- Views: 1026
Projectiles can activate Doom linetype 24 G1 Raise Floor
In GZDoom on Doom/Boom and Hexen-Doom format maps passing projectiles (such as monster fireballs or player's rockets) can trigger Doom linetype "24 G1 Floor Raise to Lowest Ceiling" on 2s lines. This doesn't happen in Chocolate Doom. In there it works only for player hitscan attacks. On Doom/Boom ...
- Sat Jun 10, 2023 8:45 am
- Forum: Closed Bugs [GZDoom]
- Topic: Boom generalized crusher ceiling discrepancy
- Replies: 1
- Views: 1484
Boom generalized crusher ceiling discrepancy
In GZDoom Boom's generalized crusher ceilings will lower all the way to the floor during their cycle. In Boom the lowest point they will reach is 8 map units above the floor. The same as with Doom/Boom crushers. Gif videos from GZDoom and PrBoom: https://imgur.com/a/MzluJHi Happens in the lastest ...
- Thu Apr 07, 2022 10:20 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1048
- Views: 415078
Re: Ultimate Doom Builder
The Draw Voodoo Doll Closet script gives an error if the Looping is set true: ScriptOptions is not defined at \udbscript\scripts\Examples\Geometry\voodoodollcloset.js:152:2 It's missing the UDB. prefix? And sorry for asking, but as there is Reorder Things Indices script, would it be possible to ...