Search found 9598 matches
- 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 That said, I did notice an oopsie right off the bat: the gzdoom.pk3 in the release looks like it was built from an out-of-date wadsrc ...
- 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 ...
- 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.).
- 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. 

- 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 ...
- Mon Jan 17, 2022 7:17 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38025
- Views: 4636006
Re: [SPRITES] Spriting Carnival!!

...couldn't resist.

- 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 ...
- Mon Dec 27, 2021 2:05 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38025
- Views: 4636006
Re: [SPRITES] Spriting Carnival!!
That's what I'm calling him from now on -- thanks.bimshwel wrote:Shadowrun Michael Jackson?

oh my god macil a bombCaptain J wrote:Strife Deus Ex
- Sun Dec 26, 2021 7:40 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38025
- Views: 4636006
Re: [SPRITES] Spriting Carnival!!
Some Guy:

'Bout a decade late, but it's better than never I guess.

'Bout a decade late, but it's better than never I guess.

- 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 ...
- 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:


- 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 ...
- 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 ...
- 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. 

- 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 ...