Search found 443 matches
- Sat Jul 26, 2025 6:51 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Corrupted quicksaves in devbuild
- Replies: 1
- Views: 71
Corrupted quicksaves in devbuild
Starting with devbuild gzdoom-x64-g4.15pre-349-g5bd8c7f3b, the game creates corrupted saves when using quicksave rotation. Manual saves appear to work fine. Older devbuilds also crash upon loading the corrupted saves. The wipe transition happens as normal, then the behaviour varies: * The game ...
- Sat Jul 19, 2025 10:49 am
- Forum: Scripting
- Topic: [ZSCRIPT] OnEngineInitialize() Not "Working" in UDB
- Replies: 4
- Views: 83
Re: [ZSCRIPT] OnEngineInitialize() Not "Working" in UDB
I only tried a minimal example of OnEngineInitialize() containing a printf, and that works fine:
I don't know what could be causing this. All UDB should be doing is run gzdoom.exe with -iwad, -file, -warp, and -skill arguments set.
I don't know what could be causing this. All UDB should be doing is run gzdoom.exe with -iwad, -file, -warp, and -skill arguments set.
- Fri Jul 18, 2025 12:34 pm
- Forum: Scripting
- Topic: [ZSCRIPT] OnEngineInitialize() Not "Working" in UDB
- Replies: 4
- Views: 83
Re: [ZSCRIPT] OnEngineInitialize() Not "Working" in UDB
It works fine for me. Do you have the project folder/PK3 added as a resource in the map options in UDB?
- Thu Oct 17, 2024 7:02 am
- Forum: Feature Suggestions [GZDoom]
- Topic: r_mirror/portal_recursions in Display Options
- Replies: 0
- Views: 2026
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 ...
- Wed Sep 04, 2024 1:52 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.12.2 released
- Replies: 46
- Views: 24495
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 ...
- Sat Aug 31, 2024 6:05 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: XML and/or JSON support
- Replies: 8
- Views: 2762
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 ...
- Tue Jul 30, 2024 3:36 pm
- Forum: Closed Bugs [GZDoom]
- Topic: foreach loop syntax?
- Replies: 2
- Views: 2100
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 ...
- Thu Jul 25, 2024 5:54 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30877
- Views: 2143830
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 ...
- 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: 565
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 ...
- 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: 565
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 ...
- Fri Dec 29, 2023 11:28 am
- Forum: Closed Bugs [GZDoom]
- Topic: Folder loading mostly broken
- Replies: 2
- Views: 870
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 ...
- Wed Dec 13, 2023 10:31 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Possible resurrection kill count exception
- Replies: 12
- Views: 2317
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 ...
- Wed Dec 13, 2023 9:45 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Possible resurrection kill count exception
- Replies: 12
- Views: 2317
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 ...
- Wed Dec 13, 2023 1:48 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Possible resurrection kill count exception
- Replies: 12
- Views: 2317
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 ...
- Fri Dec 01, 2023 12:20 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Possible resurrection kill count exception
- Replies: 12
- Views: 2317
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 ...