Search found 80 matches

by TheShadsy
Mon Oct 06, 2025 4:11 pm
Forum: Closed Bugs [GZDoom]
Topic: New ZMusic from 4.13.0 breaks support for .mptm files
Replies: 6
Views: 1753

Re: New ZMusic from 4.13.0 breaks support for .mptm files

Graf Zahl wrote: Mon Oct 06, 2025 7:59 am Special detection for this format has been added.
Thank you for figuring this out! I'm glad there was a workaround to fix this per-music track in sndinfo, but this will definitely help with compatibility for older mods.
by TheShadsy
Sun Aug 24, 2025 8:50 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Add IsKindOf support to EventHandler Find function
Replies: 2
Views: 245

Re: Add IsKindOf support to EventHandler Find function

added Thank you! FYI there's still a little bit of implementation that still needs to be done. In events.zs, line 224 (Find for non-static event handlers) also needs to be updated to include "bool subclass = false". EDIT: In a partially implemented state, this also seems to have broken the Find ...
by TheShadsy
Sun Aug 24, 2025 2:09 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Add IsKindOf support to EventHandler Find function
Replies: 2
Views: 245

Add IsKindOf support to EventHandler Find function

The Find function in event handlers can currently only find a handler by their specific class name. For event handlers that derive from another event handler, you cannot find them based on their parent class. (eg., if Handler_1 inherits from Handler_Base, you cannot find Handler_1 by searching for ...
by TheShadsy
Mon Jun 30, 2025 4:03 am
Forum: Closed Bugs [GZDoom]
Topic: New ZMusic from 4.13.0 breaks support for .mptm files
Replies: 6
Views: 1753

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 ...
by TheShadsy
Sat Jun 28, 2025 7:17 pm
Forum: Bugs [GZDoom]
Topic: 4.13 This Music Track No Loger Works
Replies: 20
Views: 3834

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 ...
by TheShadsy
Sun Mar 02, 2025 3:35 pm
Forum: Closed Bugs [GZDoom]
Topic: New ZMusic from 4.13.0 breaks support for .mptm files
Replies: 6
Views: 1753

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 ...
by TheShadsy
Wed Apr 05, 2023 11:37 am
Forum: Feature Suggestions [GZDoom]
Topic: Starting a new game/map/episode from ZScript?
Replies: 0
Views: 888

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 ...
by TheShadsy
Sat Apr 02, 2022 9:33 am
Forum: Feature Suggestions [GZDoom]
Topic: Exposing NewGameStartupInfo to ZScript?
Replies: 0
Views: 332

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 ...
by TheShadsy
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: 161308

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 ...
by TheShadsy
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: 161308

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 ...
by TheShadsy
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: 1405

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 ...
by TheShadsy
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: 1405

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 ...
by TheShadsy
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: 161308

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 ...
by TheShadsy
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: 1119

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 ...
by TheShadsy
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: 161308

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 ...

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