Quantcast
Channel: ZDoom
Browsing all 3391 articles
Browse latest View live

Gameplay Mods • Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

Small Localization error: the Leichenfaust says it needs 7 upgrade kits per upgrade, but if you don't have enough it says you need at least 5.Edit: Also, any tips on when I should use each Super...

View Article


Gameplay Mods • Re: Hearts of Demons - REVENANT [0.3.0 Beta]

It should work if you just load the zip as if it was a PK3. Or, you could extract the directory inside the Zip (along with its contents), and load it as if it was a file. Though it seems to work just...

View Article


General • bz2.dll, what is it for?

There's a file which is called bz2.dll bundled with GZDoom 4.14.1. What is it for? Checking the details pane in the file's properties yields nothing. There's no information whatsoever.Something else I...

View Article

Technical Issues • Map designer names always on?

So i recently decided to test some of the official iwads on the newest gzdoom version and i encountered something strange. whenever i finish a level the name of the map designer always appears beneath...

View Article

General • Re: bz2.dll, what is it for?

This is the DLL version of the bzip2 decompression library. I have no idea why it needed to be included in DLL form, it's presumably some screwed up setup that made CMake select this over the internal...

View Article


Technical Issues • Re: Map designer names always on?

Just to be clear, are you saying this happens with TNT and Plutonia, but not with Doom1 and Doom2?And can you also confirm what you mean by "Newest version of GZDoom" - what version number? (It should...

View Article

Image may be NSFW.
Clik here to view.

Gameplay Mods • Re: Crazy Colors

The new version of Crazy Colors is here: --1.3--This one adds full "Trippy Trails" support for all Heretic monsters and projectiles. It also updates the 3 Doom1/2 projectiles that originate from...

View Article

Mapping • Prevent hitscans triggering impact lines when passing through.

I want a switch that is activated by shooting.The switch is on a lower side-def texture on the side of a small box that sticks up from the ground.If I fire a projectile (plasma etc) at it, it works as...

View Article


Image may be NSFW.
Clik here to view.

Feature Suggestions [GZDoom] • Add Hard-Coded Sound Environments to reverbs.txt

There may be a good reason that these are hard coded but, if possible, it would be good if the sound environments hard-coded in s_environment.cpp could be moved to reverbs.txt in gzdoom.pk3I noticed...

View Article


General • Re: ZDoom project ideas you have

Here is a bizarre and rather insane idea I'm putting out:There is wad-smoosh, a mod that lets you smash maps into each other to play, but what if there was a mod for smooshing player/monster mods,...

View Article

Gameplay Mods • Re: HyperExia's Survival Shooter Mod (Previously Scavver's...

Shatter-Thought[V-4] wrote:> I've been playing this a little bit and it's pretty nicely made! I like the> new weapons and some new mechanics, though I am unsure how to use the> wrench to...

View Article

Gameplay Mods • Re: AvP 2.0 - JDREDALERT's Edition WIP Is Out For Testing !!

Buddy, i don't like to be that guy, but let me give you some friendly advice: Look at the last post's date before resurrecting the thread.You've been necroposting a lot lately. Don't take it to heart,...

View Article

Image may be NSFW.
Clik here to view.

Creation, Conversion, and Editing • Re: Ultimate Doom Builder

You could try to put a reverbs.txt with the missing ones into your resources.Well, I've just added a resource PK3 that only contains a minimal reverbs file for the missing entries. I think I got them...

View Article


Feature Suggestions [GZDoom] • Re: Add Hard-Coded Sound Environments to...

My guess is the reason why these aren't exported already is because they might be doing something internally with the setup in the reverb engine that can't yet be replicated with reverbs.txt - but I...

View Article

Gameplay Mods • Re: Aim Assist Mod v0.8.1

if you want to turn faster than 5 degrees per tic, you can set cl_aim_assist_rot_speed (called Assist Intensity in the menu) manually with the console to whichever value you wantStatistics: Posted by...

View Article


Gameplay Mods • Re: Bullet-Eye - v0.12.6b - 7/10/24 - Non-Hefty Update

Sorry for the super late reply, I took a long break from Doom not long after the latest update came out. I don't have much in terms of feedback because this last update addressed all the problems I...

View Article

Mapping • Re: Prevent hitscans triggering impact lines when passing through.

Not sure if there's a better way, but you could make the switch line damageable, create an ZScript event handler, override its "WorldLineDamaged" method, which knows where the line was hit, and do the...

View Article


Gameplay Mods • Re: Rust and Bones - (v1.5) Mar/23

Hey there, here's another small, but very welcoming update for this mod! Enjoy!23/03 (v1.5)- HUD reworked by JCDenton (supports all resolutions now);- Added a decal to the knife slash;- New sounds for...

View Article

Gameplay Mods • Re: Bullet-Eye - v0.12.7 - 3/23/25 - Hefty Amount of Changes!

Oh man, I wasn't expecting a big update like this, I can't wait to fully dig in and see what's new! I do have one immediate concern, the new energy screen system seems to let you absorb way more...

View Article

Levels • Re: DOOM+ V1.4.1: Thy Flesh Continued!

hey there can you make a patch to make this compatible with doom 2 music packs?Statistics: Posted by BLSZDOOM — Mon Mar 24, 2025 12:26 am

View Article
Browsing all 3391 articles
Browse latest View live