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 ...
(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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
A problem with the entry list . (Windows 64 bit 3.2.0 betas 2-4 but not in beta 1) 1. Choose one entry from the entry list. Here ENDOOM. [imgur]https://i.imgur.com/MlQnFD1[/imgur] 2. Press Shift+Down arrow from the keyboard to select the next entry. On the right it reads: "8549317563023097858 ...