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by phantombeta
Sat Aug 09, 2025 8:45 pm
Forum: Technical Issues
Topic: Secure Connection Failed - Forum on FireFox
Replies: 11
Views: 205

Re: Secure Connection Failed - Forum on FireFox

What the shit. So, that "verified by" thing doesn't mean Avira is "verifying" the site... It means the SSL encryption certificate was issued by that organization. It saying it's "verified by" Avira means Avira has installed some root certificate (a certificate that can issue other certificates), and ...
by phantombeta
Fri Aug 08, 2025 7:51 pm
Forum: Feature Suggestions [GZDoom]
Topic: HeXen update
Replies: 26
Views: 1852

Re: HeXen update

Much as I appreciate what NightDive et al does, I do wonder why they have a tendency to re-invent the wheel and introduce new systems to do the work of well-established standards with (as far as I can see it) little or no advantage, that simply increase the work for port authors and serve to ...
by phantombeta
Fri Aug 08, 2025 7:42 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: vault
Replies: 12
Views: 264

Re: vault

This is entirely out of scope for any sourceport.
by phantombeta
Mon Aug 04, 2025 5:09 pm
Forum: Feature Suggestions [GZDoom]
Topic: Expose canvas texture creation to ZScript
Replies: 21
Views: 735

Re: Expose canvas texture creation to ZScript

That will work but then why not always just drop the texture if keep alive isn't called? shrug Doesn't really matter if it's only if the keep alive function is called, or if it also keeps its contents as long as it's being rendered, the point was that it's not all that hard to come up with a system ...
by phantombeta
Mon Aug 04, 2025 3:53 pm
Forum: Feature Suggestions [GZDoom]
Topic: Expose canvas texture creation to ZScript
Replies: 21
Views: 735

Re: Expose canvas texture creation to ZScript

If the engine destroys a texture due to not having seen it for a while there's no bringing it back. It could recreate it next time zscript/game uses it, but its contents will be lost. Effectively this will just be the 1024 limit anyway, except now you will notice by the textures turning black if ...
by phantombeta
Mon Aug 04, 2025 2:09 pm
Forum: Feature Suggestions [GZDoom]
Topic: Expose canvas texture creation to ZScript
Replies: 21
Views: 735

Re: Expose canvas texture creation to ZScript

I really don't get why this is such a concern. If it's tied to names like the OP suggested, it's not that easy to accidentally leak textures. You'd have to be deliberately using procedurally generated names to do that. Garbage collection isn't a problem, making Destroy mark the texture for release ...
by phantombeta
Tue Jul 29, 2025 7:36 pm
Forum: Gameplay Mods
Topic: Aim Assist Mod v0.8.1
Replies: 68
Views: 48569

Re: Aim Assist Mod v0.8.1

Trucker wrote: Tue Jul 29, 2025 2:56 pm Will the legacy version work on Zandronium?
Thanks
No, it still uses ZScript, which Zandronum doesn't have.
by phantombeta
Sat Jul 26, 2025 9:59 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1044
Views: 411117

Re: Ultimate Doom Builder

[snip] Nothing about what they said indicates they want RoR. From the sounds of it, they want UDB to "merge" one set of sectors' floors with another's ceilings, and make modifications where necessary to fit. Nothing about that should require 3D floors or portals, just new editor features. (It'd ...
by phantombeta
Fri Jul 25, 2025 9:51 am
Forum: Assets (and other stuff)
Topic: How to stop hardware renderer cutting of bottom of sprites
Replies: 7
Views: 159

Re: How to stop hardware renderer cutting of bottom of sprites

So my comment previously, about having to replicate software rendering on each sprite anyway, in fact seems to be roughly what Forced Perspective (in essence) actually does. It's not really what the software renderer does. The software renderer occludes the sprites based on the lowers and uppers of ...
by phantombeta
Thu Jul 24, 2025 7:24 pm
Forum: Assets (and other stuff)
Topic: How to stop hardware renderer cutting of bottom of sprites
Replies: 7
Views: 159

Re: How to stop hardware renderer cutting of bottom of sprites

They're actually described in the wiki, just buried in an obscure page ( link ), except for Forced Perspective. "Smart" and "Smarter" both apply some checks so not all sprites are pushed up off the ground. "Forced Perspective" is a newer one that emulates the effect by, AFAIK, offsetting the sprite ...
by phantombeta
Sat Jul 19, 2025 12:27 pm
Forum: Scripting
Topic: A_SpawnSpriteParticle
Replies: 5
Views: 151

Re: A_SpawnSpriteParticle

Textured particles already exist through A_SpawnParticleEx and SpawnParticle.
by phantombeta
Wed Jul 09, 2025 11:09 pm
Forum: Mapping
Topic: Stuck with the skybox
Replies: 13
Views: 222

Re: Stuck with the skybox

That's just how GZDoom renders Doom-style skies. The only way to avoid it is to use a real skybox, whether a texture-based GLDEFS one, or an in-map one.
by phantombeta
Thu Jun 26, 2025 4:57 pm
Forum: Vulkan Renderer Bugs
Topic: glitching effect on Steam Deck tied to mouse use?
Replies: 7
Views: 215

Re: glitching effect on Steam Deck tied to mouse use?

This looks awfully similar to this issue on the Github repo for Valve's "gamescope" . It's been seemingly fixed, but my guess would be that either this compositor can't handle GZDoom properly, or MangoHud is causing issues with GZDoom. (I'm pretty sure I've heard of this "MangoHud" causing issues ...
by phantombeta
Fri Jun 20, 2025 7:06 pm
Forum: Scripting
Topic: Trying to Read from Address Zero.
Replies: 3
Views: 118

Re: Trying to Read from Address Zero.

Not a bug. You never assign a non-null value to shield, that means it's always null when you try to access it, which causes an error. (Because you're trying to access something that doesn't exist)
I would recommend reading the ZScript Basics guide.
by phantombeta
Wed Jun 11, 2025 11:08 pm
Forum: Technical Issues
Topic: GZDoom v. 4-14-2 is inserting Legacy of Rust weapons into vanilla Doom 2 from nowhere
Replies: 6
Views: 225

Re: GZDoom v. 4-14-2 is inserting Legacy of Rust weapons into vanilla Doom 2 from nowhere

idres24.wad is loaded when you select any Doom*, period.
Seems even the Shareware IWAD is loading, oddly. Must be a bug or mistake, because GZDoom doesn't seem to load things like lights.pk3, brightmaps.pk3 and game_widescreen_gfx for it...

* (Except Freedoom)

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