Search found 77 matches
- Mon Jun 30, 2025 4:03 am
- Forum: Bugs [GZDoom]
- Topic: New ZMusic from 4.13.0 breaks support for .mptm files
- Replies: 3
- Views: 1404
Re: New ZMusic from 4.13.0 breaks support for .mptm files
The main problem here is that I have no idea how to detect .mptm files, they look like standard .it files with the exact same header as them. Right now the only solution would be to default to DUMB for all .it files. I wouldn't do that for other formats - I have found several .s3m files that sound ...
- Sat Jun 28, 2025 7:17 pm
- Forum: Bugs [GZDoom]
- Topic: 4.13 This Music Track No Loger Works
- Replies: 20
- Views: 3285
Re: 4.13 This Music Track No Loger Works
In this interest of combining bug reports: I wanted to cross-post this report I made a few months ago. The latest version of ZMusic also breaks support for .mptm files, which don't play correctly under libXMP. However, they do still play correctly with the old Dummy library. https://forum.zdoom.org ...
- Sun Mar 02, 2025 3:35 pm
- Forum: Bugs [GZDoom]
- Topic: New ZMusic from 4.13.0 breaks support for .mptm files
- Replies: 3
- Views: 1404
New ZMusic from 4.13.0 breaks support for .mptm files
The updated ZMusic library introduced in 4.13.0 no longer plays .mptm tracker files correctly. This seems to be a problem with the new libXMP module replayer. .mptm files are an extended version of the .it tracker format. My suspicion is that libXMP is playing these as vanilla .it files, which ...
- Wed Apr 05, 2023 11:37 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Starting a new game/map/episode from ZScript?
- Replies: 0
- Views: 843
Starting a new game/map/episode from ZScript?
I've been building a custom map selection menu in ZScript, which uses Level.ChangeLevel to jump to the selected map. Unfortunately, Level.ChangeLevel only works while a game is active, so I can't use this to replace the EpisodeMenu that would be accessed during the pre-game titlemap. Thinking about ...
- Sat Apr 02, 2022 9:33 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Exposing NewGameStartupInfo to ZScript?
- Replies: 0
- Views: 324
Exposing NewGameStartupInfo to ZScript?
Hello! I've been playing around with ZScript menus, and one thing I've been tinkering with is a custom menu that can launch a new episode. However, the one feature necessary to make this happen that's missing right now is to allow ZScript to manually set the Skill, Episode, and PlayerClass variables ...
- Tue Mar 22, 2022 9:03 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159452
Re: [p22] Reelism 2 - 🔟🎂 - GUEST MAPS WANTED!
Hi folks! We're briskly wrapping up development on Reelism 2, and we're so happy with how this goofy mod has turned out. It's all killer no filler. We're especially happy with how the Jackpots turned out this time. There's so much weird stuff hidden in Reelism 2 that's gonna take people ages to ...
- Mon Dec 06, 2021 11:22 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159452
Re: [p21] Reelism 2 - 💧💧
To celebrate the upcoming 10th anniversary of Reelism on December 21st 2021, what is your favourite moment in Reelism and Reelism 2? My first time dunking the basketball during development. Reelism 2 was still just an experimental sandbox at the time, with some basic weapons and monsters and a test ...
- Sun Dec 06, 2020 7:13 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.5.0] LOOP_BIDI seems to be non-functional
- Replies: 6
- Views: 1392
Re: [4.5.0] LOOP_BIDI seems to be non-functional
IIRC, it wasn't a particularly cared-about feature, either in general for an audio library or for ZDoom itself. It could also pose a problem for a future enhancement I might do with OpenAL, that being direct ADPCM support in the mixer (it's a block-based adaptive codec that's nearly 4x smaller than ...
- Sun Dec 06, 2020 4:40 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.5.0] LOOP_BIDI seems to be non-functional
- Replies: 6
- Views: 1392
Re: [4.5.0] LOOP_BIDI seems to be non-functional
Hi, I'm the teammate! (also that was a typo, that should've said LOOP_BIDI, not MIDI) But yes, I've noticed that LOOP_BIDI doesn't seem to be working when using A_StartSound with CHANF_LOOP. LOOP_START and LOOP_END are still honored, though. I tried this with both .ogg and .flac files and didn't ...
- Thu Sep 17, 2020 12:51 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159452
Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!
Hi folks! There have been a lot of crash reports for Reelism 2, and I wanted to mention that many of those issues should be fixed in the new dev builds of GZDoom. Quick explanation: GZDoom used to allow actors to play sounds even after they had been destroyed and were awaiting garbage collection. In ...
- Tue Aug 04, 2020 10:12 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Allow assignment to multiple lumps in a single shader block
- Replies: 2
- Views: 1109
Re: Allow assignment to multiple lumps in a single shader bl
I realize it's not good form to bump a two-year old topic, but for the sake of keeping requests in the same place, I also wanted to request this feature. I created a shader that I wanted to apply to every sprite used by a specific monster, which meant I had to define 51 separate hardwareshader ...
- Wed Jul 15, 2020 9:55 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159452
Re: [WIP] Reelism 2
Hi folks! I'm back once again contributing to Reelism, and I wanted to drop by briefly to say that Reelism 2 is shaping up to be something terrific. It's reached the point where we're having so much fun playing it that it's actively distracting us from working on it! One thing I'm really happy with ...
- Tue Jun 02, 2020 11:15 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Additive 3D Floors Affecting Fog Below Them
- Replies: 3
- Views: 280
Re: Additive 3D Floors Affecting Fog Below Them
This also appears to be unaffected by any of the Sector_Set3DFloor flags for disabling or resetting lighting effects.
The issue seems to have originated in GZDoom 2.1.0. See comparison shots below of the sample wad in 2.0.05 vs. 2.1.0.
The issue seems to have originated in GZDoom 2.1.0. See comparison shots below of the sample wad in 2.0.05 vs. 2.1.0.
- Tue Sep 08, 2015 7:10 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)
- Replies: 1732
- Views: 224707
Re: Reelism Gold! Expansion Pack 3 (Trailer! p.95)
For the record, that song is I'm Back (to Rise) from the absolutely wonderful Killer Instinct reboot. Mick Gordon is a fantastic composer (and now he's doing Doom!). So yeah, essentially two days to go, if we're going on Australia time. So excited for everyone to play this! There's a whole bunch of ...
- Mon Sep 07, 2015 10:28 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)
- Replies: 1732
- Views: 224707
Re: Reelism X3 (Release Date! p.94)
Hi excited people: Kins did some testing, and X3 is going to be compatible with 1.8.x versions of GZDoom. I'm still confused about what sort of ancient computers y'all are running, but you should be able to at least open this newest version. Really looking forward to this thing getting out the door ...