Search found 23 matches
- Sat Feb 19, 2022 10:52 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Build Engine lighting inconsistent/No lighting outside fog
- Replies: 5
- Views: 527
Re: Build Engine lighting inconsistent/No lighting outside f
Then is fog just broken in sectors with skies? I don't understand why this was labeled as wontfix when the lighting is clearly not working correctly with fog on in sky sectors.
- Fri Feb 18, 2022 7:18 am
- Forum: Closed Bugs [GZDoom]
- Topic: Build Engine lighting inconsistent/No lighting outside fog
- Replies: 5
- Views: 527
Build Engine lighting inconsistent/No lighting outside fog
In OpenGL mode, setting the "Sector Light Mode" in the Hardware Rendering Options menu to "Build" does not work if "Fog mode" has been set to "Off". The scene is rendered fullbright instead. Fog Mode: Standard https://imgur.com/gjCm2Bn Fog Mode: Off https://imgur.com/dNxzBUi If the sector has its ...
- Fri Apr 13, 2018 12:33 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Linux] GZDoom Has Trouble Rendering Specific Video Modes
- Replies: 7
- Views: 1057
Re: [Linux] GZDoom Has Trouble Rendering Specific Video Mode
Nice find! Thanks for the fix. I didn't think to use anything else because I... didn't know any other options existed.
Hopefully we can figure out why that's not saving to the config though, or is it just not supposed to?
Hopefully we can figure out why that's not saving to the config though, or is it just not supposed to?
- Fri Apr 13, 2018 12:32 pm
- Forum: Developer Blog
- Topic: What's up for GZDoom after running the survey?
- Replies: 72
- Views: 29169
Re: What's up for GZDoom after running the survey?
So to clarify, the SW renderer isn't going away entirely, it just now requires an OpenGL surface to draw to? That's fine by me. I still use the SW renderer in Vanilla-targeting megawads that include dark sectors that rely on the SW renderer's brightening of close objects. (I can't use the Doom ...
- Tue Apr 03, 2018 9:53 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Linux] GZDoom Has Trouble Rendering Specific Video Modes
- Replies: 7
- Views: 1057
Re: [Linux] GZDoom Has Trouble Rendering Specific Video Mode
GZDoom just updated to 3.3.1 in the interim, so these logs were taken with that version. The Linux port only has a hardcoded list . Seems like it, I was wondering why it was listing resolutions my computer had no possible way of supporting while not listing resolutions I could see with xrandr. Same ...
- Wed Sep 24, 2014 12:00 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: No skip on [use] for Scroller intermissions
- Replies: 9
- Views: 1808
Re: No skip on [use] for Scroller intermissions
I vote that CVar is the best course of action for this.


- Fri Aug 29, 2014 4:53 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Thing_SetTranslation(0, "Ice")
- Replies: 3
- Views: 971
Thing_SetTranslation(0, "Ice")
Currently, the "Ice" palette translation can only be used in the "Translation" property. It'd be nice to use it in the Thing_SetTranslation function, since it uses that whole thing ZDoom does with PNGs where it decides a color is "Eh, close enough" to the palette and sets it to that. http://puu.sh ...
- Thu Jun 12, 2014 4:46 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 898460
Re: The "How do I..." Thread
So can case:s not do strings or something? I set activateowndeathspecials in my MAPINFO and put this code in my map: script 31 (void) { PrintBold(s:"That was a ", s:getActorClass(0)); switch(GetActorClass(0)) { case "ZombieMan": cash += random(2,10); break; case "ShotgunGuy": cash += random(5,12 ...
- Sun May 18, 2014 10:01 pm
- Forum: Resources
- Topic: Custom Texture Thread.
- Replies: 2577
- Views: 535690
Re: Custom Texture Thread.
What are these for? A Paranoia mod?Enjay wrote:Just messing with an idea...
- Sat May 17, 2014 11:37 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38051
- Views: 4676548
Re: [SPRITES] Spriting Carnival!!
The problem I have with the headless zombie sprite (and headless zombies in Doom3, Serious Sam etc etc) is that everyone "knows" that a headshot is what puts a zombie down for good. If these guys already have their heads missing, they shouldn't be working, walking, zombie-ing. :P Obviously. The ...
- Sun May 04, 2014 12:23 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 898460
Re: The "How do I..." Thread
Not sure if this has been asked, but it's hell to search for. Is there an actor class or something similar that activates a script when it "hears" gunfire? I'm basically trying to do a localized version of Strife's "Activate alarms and guards when you shoot guns" script.
- Sun Oct 27, 2013 2:53 am
- Forum: Abandoned/Dead Projects
- Topic: Samsara - No longer under active development.
- Replies: 1657
- Views: 254050
Re: Samsara - 0.3 - I can't drive at .30, man.
Would this cause Zandronum users with an announcer to hear "INVISPARTIALBILITYINVISIBILITY"?- Ranger now has the Quake announcer shout "INVISIBILITY!" on picking up the Partial Invisibility.
- Wed Sep 25, 2013 6:25 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 898460
Re: The "How do I..." Thread
What do you need this holster weapon for? Also, if you need an invisible sprite, you can just use TNT1A0. Ever played Fallout 1 where they'll tell you to put away weapons and attack you if you don't and shit? I want to do that in Strife using ACS checks for the equipped weapon. Also, you should ...
- Tue Sep 24, 2013 4:27 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 898460
Re: The "How do I..." Thread
In Strife, how do I make a "Holster Weapon" weapon, and give it to the player on spawn? I made an 8x8 transparent sprite called HOLSA1 and did this: Actor HolsterWeapon : Weapon { Weapon.SelectionOrder 1 Weapon.SlotNumber 1 States { Spawn: HOLS A 1 Loop Ready: HOLS A 1 A_WeaponReady Loop Deselect ...
- Sat Jun 29, 2013 12:13 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 898460
Re: The "How do I..." Thread
Can I make a script run when an actor dies inside of the sector? Of course. Use a DEATH script with a map variable checking whether you are in the sector or not. Well, the script is primarily multiplayer... So I have four sectors that players enter and exit freely, and on enter I have it change ...