Wallsprites do not adjust vertically, and looks stretched when rolled 90 degrees.
Also affects FORCEXYBILLBOARD actors.
Search found 48 matches
- Tue Apr 23, 2024 10:43 am
- Forum: Closed Bugs [GZDoom]
- Topic: 4.12.1 Wallsprite do not adjust vertically
- Replies: 3
- Views: 645
- Fri Nov 18, 2022 9:21 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 407506
Re: Ultimate Doom Builder
Good News AMD users!
It looks like it works again! with the latest drivers!
It looks like it works again! with the latest drivers!
- Wed Sep 14, 2022 8:28 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 407506
Re: Ultimate Doom Builder
Avast probably have an exception function, try that
- Mon Jun 22, 2020 8:10 am
- Forum: Closed Bugs [GZDoom]
- Topic: 4.4.2 Looping Ambient sounds stops playing
- Replies: 2
- Views: 507
4.4.2 Looping Ambient sounds stops playing
Looping ambient sounds stops playing when revisiting a map in a hub
- Mon Jul 01, 2019 2:59 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Dive and Surface sounds are not played
- Replies: 8
- Views: 1011
Dive and Surface sounds are not played
The diving *Dive and *Surface sounds are not played, however the *gasp sound is played after taking drowning damage
- Tue Jun 12, 2018 5:32 am
- Forum: Closed Bugs [GZDoom]
- Topic: Brightmaps are a bit off
- Replies: 3
- Views: 291
Re: Brightmaps are a bit off
Looks like it has been fixed, sorry to botherr!
- Tue Jun 12, 2018 5:18 am
- Forum: Closed Bugs [GZDoom]
- Topic: Brightmaps are a bit off
- Replies: 3
- Views: 291
Brightmaps are a bit off
Brightmaps on sprites are drawn a bit off
- Wed Apr 25, 2018 12:58 pm
- Forum: Closed Bugs [GZDoom]
- Topic: *Gasp sound is not played
- Replies: 7
- Views: 630
*Gasp sound is not played
The *gasp sound is supposed to be played when the player surfaces after taking drowning damage, but instead no sound is played.
- Sun Dec 11, 2016 7:31 am
- Forum: Closed Bugs [GZDoom]
- Topic: Ganflashes drawn a bit too low
- Replies: 1
- Views: 217
Ganflashes drawn a bit too low
Hi!
The gunflash sprites are drawn a little less than a pixel too low on the weapon
The gunflash sprites are drawn a little less than a pixel too low on the weapon
- Wed Oct 12, 2016 7:46 am
- Forum: Closed Bugs [GZDoom]
- Topic: Polyobjects freezes in place after loading savegame
- Replies: 1
- Views: 304
Polyobjects freezes in place after loading savegame
Hi
Polyobjects gets frozen in place if savegame is made while the polyobject is moving(not rotating)
Polyobjects gets frozen in place if savegame is made while the polyobject is moving(not rotating)
- Tue Apr 19, 2016 1:37 pm
- Forum: Closed Bugs [GZDoom]
- Topic: 322b9fc Hubs: Returning to previous map
- Replies: 2
- Views: 242
322b9fc Hubs: Returning to previous map
Hate to bother again
Returning to a previous map spawns a voodoo doll on the player start
Returning to a previous map spawns a voodoo doll on the player start
- Mon Apr 18, 2016 7:25 am
- Forum: Closed Bugs [GZDoom]
- Topic: c5c0329: Explosions dont' do damage
- Replies: 2
- Views: 229
c5c0329: Explosions dont' do damage
Explosions don't do damage on actors standing below or above exploder. I suppose the ledges might block the explosions
- Thu Mar 24, 2016 12:38 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Actors Spawned with A_SpawnItemEX
- Replies: 2
- Views: 227
Re: Actors Spawned with A_SpawnItemEX
Alright i try that, i have no idea why i decided that having a height of 0 was a good idea anyway
- Wed Mar 23, 2016 12:42 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Actors Spawned with A_SpawnItemEX
- Replies: 2
- Views: 227
Actors Spawned with A_SpawnItemEX
Actors spawned with A_SpawnItemEX gets moved to the bottom of 3dfloors
- Sun Jan 24, 2016 4:25 am
- Forum: Closed Bugs [GZDoom]
- Topic: A_SetAnge Doesn't work
- Replies: 2
- Views: 226
A_SetAnge Doesn't work
A_SetAngle Seem to have stopped working
ACTOR IRotate
{
states
{
Spawn:
SARG A 1 A_SetAngle(angle + 10)
loop
}
}
ACTOR IRotate
{
states
{
Spawn:
SARG A 1 A_SetAngle(angle + 10)
loop
}
}