Search found 297 matches
- Wed Sep 12, 2018 8:23 am
- Forum: On Hold Bugs
- Topic: turn180 command causes view to stutter with cl_capfps 0
- Replies: 3
- Views: 6958
Re: turn180 command causes view to stutter with cl_capfps 0
Shouldn't any bind that touches the player angle trigger the interpolation anyways? (LocalKeyboardTurner variable I think)
- Mon Jan 15, 2018 1:36 pm
- Forum: Scripting
- Topic: Getting attacking player TID/Pointer (Zandro-compatible)
- Replies: 2
- Views: 509
Re: Getting attacking player TID/Pointer (Zandro-compatible)
I assumed A_GiveToTarget in a painstate would work the same way as it does in a deathstate: this is not the case It does if you use the flag +QUICKTORETALIATE on the playerpawn actor. By the way, for the flag to correctly work, make sure the playerpawn actor doesn't have the FRIENDLY flag set ...
- Thu Dec 28, 2017 8:43 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Export level.info->pixelstretch to ZScript
- Replies: 18
- Views: 3256
Re: Export level.info->pixelstretch to ZScript
I still think the info type should be exported, anything else would just be a temporary kludge anyways.
- Thu Dec 28, 2017 2:21 am
- Forum: Game Engines
- Topic: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)
- Replies: 617
- Views: 106076
Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)
I agree on that however it seems you reverted parts of the merged reverbedit branch. Was that intended? Now the reverbedit CCMD doesn't work anymore (whereas it did before). The problem was that the reverbedit branch caused direct conflicts with the menudef security fix in optionmenuitems.txt ...
- Thu Dec 28, 2017 2:12 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Export level.info->pixelstretch to ZScript
- Replies: 18
- Views: 3256
Re: Export level.info->pixelstretch to ZScript
I wondered this too and here's a comment from base.txt:
Perhaps now is a good time to export this type.
On top of this, the function returns information from level.info rather than from the info given by the instance itself, was that intended?
Code: Select all
// level_info_t *info cannot be done yet.
On top of this, the function returns information from level.info rather than from the info given by the instance itself, was that intended?
- Sun Dec 24, 2017 2:37 am
- Forum: Game Engines
- Topic: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)
- Replies: 617
- Views: 106076
Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)
Since I started working on the sync objects, I have a fix ready for this since yesterday.
Do you want me to push it?
Do you want me to push it?
- Sun Dec 17, 2017 4:29 pm
- Forum: Developer Blog
- Topic: Console Command Exploit
- Replies: 29
- Views: 27471
Re: Console Command Exploit
The code behind this item has a private method named "DoCommand", which is effectively a ZScript version of Zandronum's famous "ConsoleCommand", but without the whitelist. The fact that this was thought of to begin with kinda boggles my mind. In Zandronum, what we're trying to do is provide ...
- Fri Nov 24, 2017 12:41 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Fast global/static variables
- Replies: 6
- Views: 1064
Re: Fast global/static variables
That's fine, no need to be on the defensive here, I was genuinely asking in case you had decided against this because the post I linked is from 2016 and I wasn't really aware of your situation at that point.
- Fri Nov 24, 2017 9:34 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Fast global/static variables
- Replies: 6
- Views: 1064
Re: Fast global/static variables
Why wasn't that done as a temporary solution?Graf Zahl wrote:The best that can be done is to optimize the access to a global variable storage object, but that's it.
That could be done while we wait on something like this.
- Wed Oct 11, 2017 10:14 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Fixed: don't interpolate view movements if a key press didn'
- Replies: 2
- Views: 361
Re: Fixed: don't interpolate view movements if a key press d
Yes I just noticed, it's back now if I use this link instead: https://github.com/coelckers/gzdoom/pull/375
That's weird.
That's weird.
- Wed Oct 11, 2017 10:07 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Fixed: don't interpolate view movements if a key press didn'
- Replies: 2
- Views: 361
Fixed: don't interpolate view movements if a key press didn'
Link to PR . People who use SR50 binds are affected by this: the usual method is to bind the strafe keys to both +left/right and +moveleft/right with turnspeeds set to 0 0 0 0 and when SR50 is desired, use +strafe and set the turnspeeds to a higher number. This is problematic as using +left or ...
- Sat Jan 14, 2017 4:11 am
- Forum: Developer Blog
- Topic: New Bug Tracking System Installed (Defunct)
- Replies: 88
- Views: 23354
Re: New Bug Tracking System Installed
That's also possible.
That was also why I was suggesting a "needs to be assigned" status.
That was also why I was suggesting a "needs to be assigned" status.
- Sat Jan 14, 2017 3:31 am
- Forum: Developer Blog
- Topic: New Bug Tracking System Installed (Defunct)
- Replies: 88
- Views: 23354
Re: New Bug Tracking System Installed
I agree that not being able to comment on closed issues sounds terrible. I could always use help researching these issues and knowing what values to change, if they are available. It's a pretty big document so it's a lot to review. I think what you're looking for is here . From there it seems you ...
- Fri Jan 06, 2017 3:32 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: +weapon.alwaysbob
- Replies: 30
- Views: 2500
Re: +weapon.alwaysbob
Pretty sure it got broken by this.D2JK wrote:after updating GzDoom, I see that weapon sprite interpolation has been disabled.
- Thu Dec 08, 2016 11:53 am
- Forum: Closed Bugs [GZDoom]
- Topic: "Jumpy" weapon HUD sprites
- Replies: 26
- Views: 2899
Re: "Jumpy" weapon HUD sprites
I hope you didn't forget this.