Search found 515 matches
- Wed Aug 23, 2023 2:05 pm
- Forum: Tutorials
- Topic: [DEPRECATED] [WINDOWS] Compiling GZDoom with CMake GUI, Visual Studio and vcpkg
- Replies: 11
- Views: 4995
Re: Compiling GZDoom with CMake GUI, Visual Studio and vcpkg
Might be worth appending "in Windows" to the title of this thread to preempt people coming into this thread to ask about support for other build methods / OSes. Likewise a separate "compiling the new way in Linux" might be able to collect what would otherwise be lots of smaller more isolated support ...
- Wed Feb 01, 2023 12:15 pm
- Forum: Off-Topic
- Topic: What is the attraction of PS1-style visuals?
- Replies: 51
- Views: 11994
Re: What is the attraction of PS1-style visuals?
Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much m ...
- Tue Nov 01, 2022 11:45 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
- Replies: 868
- Views: 284274
Re: WadSmoosh - merge all official id releases into one PK3 IWAD
Okay, I think I can fix this by adding a couple more lines to the "Doom 1 texture replacements" logic in the wadsmoosh zscript. And adding the definition of the Doom 2 version of the texture as well, of course. The replacement seems to work fine in E1M3, and the texture shows up correctly in TEETH ...
- Tue Sep 27, 2022 6:25 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
- Replies: 868
- Views: 284274
Re: WadSmoosh - merge all official id releases into one PK3 IWAD
WadSmoosh renames all the Final Doom music tracks so mods expecting the original track names won't work. I did a repack of all the relevant extant MIDI packs and posted it here: https://itch.io/post/4237949 Note that those packs aren't an official part of WadSmoosh and are offered without any ...
- Tue Sep 27, 2022 10:40 am
- Forum: Creation, Conversion, and Editing
- Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
- Replies: 868
- Views: 284274
Re: WadSmoosh - merge all official id releases into one PK3 IWAD
I'm trying to play Plutonia using this with a music mod, but when I start Plutonia I just get the standard midi. However, when I select Doom 2 I get the music that I loaded in. I also tried loading the mod with the standard Plutonia IWAD and it worked. Has anyone else ran into this? Is this a known ...
- Tue Sep 27, 2022 10:38 am
- Forum: Creation, Conversion, and Editing
- Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
- Replies: 868
- Views: 284274
Re: WadSmoosh - merge all official id releases into one PK3 IWAD
Found an issue when playing Plutonia 2 where WFALL textures are completely black. Judging by the console log and previous issues with this texture, I'm assuming it's a result of a previous fix attempt. Loading the map in Doom Builder (Doom 2 format) with doom_complete.pk3 as a resource shows the ...
- Sun Aug 14, 2022 7:45 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
- Replies: 868
- Views: 284274
Re: WadSmoosh - merge all official id releases into one PK3 IWAD
Great tool, I use the merged .pk3 for everything now. I was looking into the archive's contents and noticed that the sky-substitution event handler doesn't self-destruct after doing its job. I altered it to do so, and haven't noticed any errant behaviour. This seems like a free performance gain ...
- Thu Jul 14, 2022 9:18 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
- Replies: 868
- Views: 284274
Re: WadSmoosh - merge all official id releases into one PK3
Looks like you're loading doom_complete.pk3 twice, probably first as an iwad and then as a pwad. "cvar already exists" error for some unusual cvar is the classic error you get with that, and the few cvars WadSmoosh uses are prefixed with "ws" like that.
- Fri May 20, 2022 4:09 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Commented autoload items get removed entirely
- Replies: 13
- Views: 1379
Re: Commented autoload items get removed entirely
An alternative would be to have a "Disabled Autoloads" section of the cfg directly beneath it that you could move (with your text editor, which I assume is how people are adding autoloads) stuff to and from, that would be effectively ignored. But given how autoloads are subdivided by game, that ...
- Thu Mar 17, 2022 10:21 am
- Forum: Feature Suggestions [GZDoom]
- Topic: More actor functions should be data scoped?
- Replies: 18
- Views: 2373
Re: More actor functions should be data scoped?
The main argument I can think of for making Trace available from UI scope is if you're doing the equivalent of client side only checks that are explicitly assumed to be unreliable, eg Quake 3's "ground trace" that runs on both server and client to do things like its client side prediction. https ...
- Mon Mar 14, 2022 4:41 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Exporting subsector data to zscript
- Replies: 19
- Views: 1915
Re: Exporting subsector data to zscript
I kinda wish there were a highly portable (plain C?) library for triangulating Doom level geo, since I've seen enough people reinvent this over the years, that could be used in both engines and editors/viewers.
- Sun Feb 27, 2022 6:13 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Possible to reveal all secrets with the console?
- Replies: 4
- Views: 2128
Re: Possible to reveal all secrets with the console?
Ive been playing a lot of older wads recently, and im noticing its frustratingly common to find monsters, items and secrets that are entirely unattainable. The first two are bypassable; kill monsters in the console will detonate anyone and everything, and for times, generally if I idclip onto them ...
- Thu Feb 17, 2022 8:01 pm
- Forum: Technical Issues
- Topic: Gamma Correction for Palette?
- Replies: 6
- Views: 649
Re: Gamma Correction for Palette?
CRTs are incredibly diverse in terms of the value and color ranges found, and capturing the look of one on a modern display is a highly subjective process. See here for a previous effort to create a PLAYPAL to emulate the look of a specific monitor: viewtopic.php?f=37&t=64615&p=1104042 I do like the ...
- Mon Dec 20, 2021 11:46 am
- Forum: Creation, Conversion, and Editing
- Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
- Replies: 868
- Views: 284274
Re: WadSmoosh - merge all official id releases into one PK3
I get this weird error complaining about my Master Levels (OS: EndeavourOS, Linux (basically arch). Using Master Levels ordering from masterlevels_order_psn.txt Processing Master Levels... Extracting source_wads/ATTACK.WAD to pk3/maps/ML_map01.wad Extracting source_wads/CANYON.WAD to pk3/maps/ML ...
- Sun Dec 19, 2021 1:20 pm
- Forum: Bugs [GZDoom]
- Topic: Maps that need compatibility settings.
- Replies: 168
- Views: 114875
Re: Maps that need compatibility settings.
Was playing the Master Levels semi-recently and encountered an issue in BLACKTWR.WAD (7CE7BCC9D6EB983416A21B2300229111) that trapped an imp in a tiny sliver-shaped sector after the big spiral stairs rise up in the interior of the tower - thus making 100% kills impossible. I tried adding the "block ...