Search found 440 matches

by Xeotroid
Thu Oct 17, 2024 7:02 am
Forum: Feature Suggestions [GZDoom]
Topic: r_mirror/portal_recursions in Display Options
Replies: 0
Views: 2023

r_mirror/portal_recursions in Display Options

I suggest adding a slider for r_mirror_recursions to the Hardware Renderer submenu and a slider for r_portal_recursions to the Software Renderer submenu. While the default value of 4 is pretty much universally a good balance of performance and quality, having the option be there would be nice ...
by Xeotroid
Wed Sep 04, 2024 1:52 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.12.2 released
Replies: 46
Views: 24316

Re: GZDoom 4.12.2 released

I've read several accounts of people having their local library/desktop folders switched to OneDrive involuntarily. Because they were random online posts, I can't confirm whether that's what actually happened, a case of "something popped up, just gonna click OK to make it go away" (still awful on MS ...
by Xeotroid
Sat Aug 31, 2024 6:05 pm
Forum: Feature Suggestions [GZDoom]
Topic: XML and/or JSON support
Replies: 8
Views: 2748

Re: XML and/or JSON support

JSON support would be nice, yes. I'm not sure why using user-made libraries is a thing to get worked out about, though. The only problem with using user libraries that I can think of is mod collision where both mods use the same library - the mod authors need to make sure to give the classes in ...
by Xeotroid
Tue Jul 30, 2024 3:36 pm
Forum: Closed Bugs [GZDoom]
Topic: foreach loop syntax?
Replies: 2
Views: 2090

Re: foreach loop syntax?

Not a bug. Use a ZScript version 4.10.0 or higher. You set that in your main ZScript file at the very top, like so (here for the latest stable release of GZDoom): version "4.12.2" If using this gives you a different error about a newer version of GZDoom being required, update your GZDoom to the ...
by Xeotroid
Thu Jul 25, 2024 5:54 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30876
Views: 2142534

Re: The WIP Thread

Tried to make spinning 3D architecture with floors and ceilings without using 3D models. The result is unholy, jittery, and visual only, but if you really want to, it's possible. If you really, really wanted, it should be possible to make it interactible, but now you gotta make a whole bunch more ...
by Xeotroid
Sun May 05, 2024 4:59 am
Forum: Bugs [GZDoom]
Topic: Unrecoverable VM abort when loading game with serialised Canvas and a SkyViewpoint
Replies: 2
Views: 560

Re: Unrecoverable VM abort when loading game with serialised Canvas and a SkyViewpoint

Yeah, it took me a while to even figure out where the crash is coming from in a big clustermuck of a mod (incidentally from a part related to skyboxes), and I didn't even realise the fact that it's not needed to actually have a sky portal, use the canvas in the map, or draw to it until pretty much ...
by Xeotroid
Sat May 04, 2024 4:02 pm
Forum: Bugs [GZDoom]
Topic: Unrecoverable VM abort when loading game with serialised Canvas and a SkyViewpoint
Replies: 2
Views: 560

Unrecoverable VM abort when loading game with serialised Canvas and a SkyViewpoint

Normally if you forget to mark a Canvas reference with transient , save a game, and attempt to load it, you get the error, "Attempt to instantiate abstract class Canvas." There's nothing unusual here, this is expected. However, if there's a SkyViewpoint also present in the level, you instead get the ...
by Xeotroid
Fri Dec 29, 2023 11:28 am
Forum: Closed Bugs [GZDoom]
Topic: Folder loading mostly broken
Replies: 2
Views: 862

Folder loading mostly broken

Starting with devbuild g4.12pre-232-gf20bbd418 and persisting in pre-242-g4273af800, a folder often cannot be directly loaded, throwing an error when processing text files. There is no issue when loading a .zip file. Running on 64-bit Windows 10 22H2. I've tried saving the files with different line ...
by Xeotroid
Wed Dec 13, 2023 10:31 pm
Forum: Feature Suggestions [GZDoom]
Topic: Possible resurrection kill count exception
Replies: 12
Views: 2315

Re: Possible resurrection kill count exception

are you referring to the Hexen monster spawning system? Yeah, monsters in Hexen respawn through a simple repeating OPEN script with a delay and a chance to spawn a given monster at a given spot. The same spawning functionality can be used for spawning enemies into the map via scripts from triggers ...
by Xeotroid
Wed Dec 13, 2023 9:45 pm
Forum: Feature Suggestions [GZDoom]
Topic: Possible resurrection kill count exception
Replies: 12
Views: 2315

Re: Possible resurrection kill count exception

You can just test it in two minutes on your own, you know. Yes, it prevents Pain Elementals' Lost Souls and Nightmare respawns from increasing the kill counter. I haven't checked ACS-spawned monsters, but I see no reason why they wouldn't be affected by the handler. Enemies that teleport in vanilla ...
by Xeotroid
Wed Dec 13, 2023 1:48 pm
Forum: Feature Suggestions [GZDoom]
Topic: Possible resurrection kill count exception
Replies: 12
Views: 2315

Re: Possible resurrection kill count exception

I don't know what else you mean by respawns except possibly for directly setting a dead monster's state to Spawn or something (sounds very rare and probably not worth considering for cases where this kill count reverting is desired, like UV-maxing a map), but this should work for any kind of summons ...
by Xeotroid
Fri Dec 01, 2023 12:20 pm
Forum: Feature Suggestions [GZDoom]
Topic: Possible resurrection kill count exception
Replies: 12
Views: 2315

Re: Possible resurrection kill count exception

Haven't tested this myself, but maybe this can be easily DIY'd if you set bCOUNTKILL to false on e.thing in a WorldThingRevived event? That doesn't work - the resurrected monster still increases the total monster count, but it then doesn't get counted as a kill when it is killed, making 100% kills ...
by Xeotroid
Wed Nov 29, 2023 12:51 pm
Forum: Feature Suggestions [GZDoom]
Topic: ZScript interfaces
Replies: 8
Views: 1730

Re: ZScript interfaces

Marrub wrote: Wed Nov 29, 2023 12:33 pm Function pointers—currently in GZDoom dev builds—
WHAT?? :shock: I had no idea.
Can they/Are they planned to be used with associative maps too?
by Xeotroid
Sun Nov 26, 2023 9:57 am
Forum: Feature Suggestions [GZDoom]
Topic: ZScript interfaces
Replies: 8
Views: 1730

Re: ZScript interfaces

In C++ which has multiple inheritance in general, abstract classes are used, so there is no practical difference there. In languages without multiple inheritance (for good reason, imo, imagine someone trying to do something like class SuperMonster : DoomImp, ZombieMan ), multiple interfaces can ...
by Xeotroid
Sat Nov 25, 2023 10:44 pm
Forum: Feature Suggestions [GZDoom]
Topic: ZScript interfaces
Replies: 8
Views: 1730

ZScript interfaces

I wonder if adding interfaces to ZScript would be considered a good idea: There already are abstract classes and methods, so interfaces don't seem far fetched (and definitely a better idea than suggesting multiple inheritance in general). Syntax-wise, there could just be a new interface keyword for ...

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