Search found 9598 matches

by Xaser
Sat May 03, 2025 11:05 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.14.2 Released
Replies: 9
Views: 2419

Re: GZDoom 4.14.2 Released

Thanks for the super-quick release after the recent DEHACKED-related PRs (probably just good timing, but it's hella welcome for a couple of folks working on mods). That said, I did notice an oopsie right off the bat: the gzdoom.pk3 in the release looks like it was built from an out-of-date wadsrc ...
by Xaser
Tue Sep 03, 2024 5:40 pm
Forum: Off-Topic
Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
Replies: 206
Views: 27103

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Just to clarify this: the "play once" specials are indeed "play once, then stop playing music." This is behavior taken straight from vanilla Doom (i.e. the title screen). The next version of the ID24 spec will update the wording to state this more explicitly. Speaking as a mapper: the 30-tic delay ...
by Xaser
Tue May 16, 2023 7:07 pm
Forum: Feature Suggestions [GZDoom]
Topic: Translucent background support for Canvas textures
Replies: 2
Views: 1296

Translucent background support for Canvas textures

I'm not seeing a way to set up a Canvas texture to use a translucent background. It starts off solid black and all the various "Clear" functions do a solid-color fill, ignoring the alpha value of whatever color gets passed in. This limits its usefulness for many applications (menus, etc.).
by Xaser
Thu Feb 17, 2022 5:15 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Prevent duplicate-loading of an IWAD via -file switch
Replies: 2
Views: 884

Re: Prevent duplicate-loading of an IWAD via -file switch

Super-thanks! That'll save us a lot of headaches. :D
by Xaser
Wed Feb 16, 2022 5:07 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Prevent duplicate-loading of an IWAD via -file switch
Replies: 2
Views: 884

Prevent duplicate-loading of an IWAD via -file switch

We've been getting a lot of bug reports for Adventures of Square where players try and launch the game and get this error on startup: Script error, "square1.pk3:cvarinfo.base" line1: cvar 'square_promo_mode' already exists What's happening here is the player is accidentally loading square.pk3 twice ...
by Xaser
Mon Jan 17, 2022 7:17 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4636006

Re: [SPRITES] Spriting Carnival!!

Image

...couldn't resist. :P -- Great sprites though, in seriousness.
by Xaser
Mon Dec 27, 2021 5:44 am
Forum: Gameplay Mods
Topic: [v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW
Replies: 607
Views: 174592

Re: Psychic -- v1.0.0 -- HEY LOOK ITS RELEASED NOW

oh snap shit it's v1.0.0 -- IT'S DONE NOW FINALLY ...well, -ish. I'm gonna leave it up for a bit and let folks try it before submitting to /idgames, and maybe there's still room for bugfixes and future stuff, but I'd very much like to stop calling this thing a WIP now. :D Not a ton has changed since ...
by Xaser
Mon Dec 27, 2021 2:05 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4636006

Re: [SPRITES] Spriting Carnival!!

bimshwel wrote:Shadowrun Michael Jackson?
That's what I'm calling him from now on -- thanks. :P
Captain J wrote:Strife Deus Ex :P
oh my god macil a bomb
by Xaser
Sun Dec 26, 2021 7:40 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4636006

Re: [SPRITES] Spriting Carnival!!

Some Guy:
Image

'Bout a decade late, but it's better than never I guess. :P
by Xaser
Mon Dec 13, 2021 12:18 pm
Forum: Gameplay Mods
Topic: [v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW
Replies: 607
Views: 174592

Re: [WIP] Psychic -- Beta #6, Holy Belgium, an update!

Hey y'all, long heckin' time no post. :P Thanks for the bugreports -- just got all the weird broken stuff fixed up so it all works in the latest GZDoom (borked buymenu, rippers not working, warnings n' stuff) and posted up a " Public Beta #6 " release. Still all works in ZDoom 2.8.1, in case there's ...
by Xaser
Tue Dec 07, 2021 12:15 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4636006

Re: [SPRITES] Spriting Carnival!!

The recoil frame was made by rf` -- here's the original sheet, which also features some edits to the original sprites:

Image
by Xaser
Tue Nov 16, 2021 9:26 pm
Forum: Feature Suggestions [GZDoom]
Topic: HUD sprite scaling
Replies: 3
Views: 1602

Re: HUD sprite scaling

https://static.angryscience.net/pub/images/archvile.png Finally got around to making a PR for this, on a whim: https://github.com/coelckers/gzdoom/pull/1508 Yeah, we've got A_OverlayScale now, but it's not as convenient and doesn't work in the software renderer (for all 3 of us that use it :P ...
by Xaser
Thu Jul 15, 2021 6:40 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4636006

Re: [SPRITES] Spriting Carnival!!

@Bjecinst: That's damn cool! I wanna dual wield a couple o' these now. :P Hope you don't mind, but I took a stab at polishing up the barrel -- added some anti-aliasing and adjusted the shape a bit so it feels more natural-ish. I'm no pro sprite artist or anything though so hopefully it's vaguely ...
by Xaser
Thu Feb 04, 2021 11:10 am
Forum: General
Topic: Old wad I remember playing that I can't seem find anymore
Replies: 1
Views: 611

Re: Old wad I remember playing that I can't seem find anymor

Sounds like A.L.T. -- enjoy; it's a good'un. :D
by Xaser
Sun Jan 24, 2021 8:16 pm
Forum: Graphic/Audio Patches
Topic: [v1.0.2] DamNums - Universal Damage Numbers
Replies: 98
Views: 97371

Re: [v1.0.2] DamNums - Universal Damage Numbers

It may be a bit before I get back around to this 'cause I'm busy with a bunch of other projects, but it's probably about time to rework a bunch of stuff under the hood. It's a bit messy 'cause I had to work around some oddities that no longer exist in the latest versions of GZDoom, so hopefully I ...

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