Search found 33 matches
- Mon Feb 18, 2019 12:04 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Touhou Doom - Full Release (V1.24)
- Replies: 202
- Views: 183801
Re: Touhou Doom - Episode 3.66 (Updated Re-Release)
The problem isn't the lag during the spellcards, but the lingering lag afterwards. I couldn't reproduce the sub-1 FPS, but it still gets progressivly slower, regardless of renderer. I used Episode 2 extra stage (i think on lunatic) to test. In the black intro room with the teleporters and the beginn...
- Tue Feb 12, 2019 3:03 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Touhou Doom - Full Release (V1.24)
- Replies: 202
- Views: 183801
Re: Touhou Doom - Episode 3.66 (Updated Re-Release)
Are Episode 2 and up of this mod supposed to be presented in blistering 1 FPS? ( you know, for that cinematic feel ) Because that's what happens to me, lol. As soon as any boss battle gets going, the performance starts heavily degrading. It doesn't get better after the fight is over and all the bull...
- Sat Oct 14, 2017 9:42 am
- Forum: Networking
- Topic: ZDoom multiplayer setup, troubleshooting and FAQ
- Replies: 61
- Views: 210007
Re: ZDoom multiplayer setup, troubleshooting and FAQ
Does anyone know which DMFlags settings result in a good Hexen coop mode?
- Sun Jul 30, 2017 12:08 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Model/Voxel Toggle Cvars
- Replies: 4
- Views: 669
Re: Model/Voxel Toggle Cvars
Vor voxels, r_drawvoxels already exists, but is not archived or in the menu by default.
- Wed Jul 19, 2017 9:48 am
- Forum: General
- Topic: What "license" should I be using?
- Replies: 5
- Views: 560
Re: What "license" should I be using?
Inevitably you will fall under the GPL license because of GZDoom, itself, and therefore it is suggested you treat your works the same way. The license text is very readable on the more permissive ones, though, and you should read it all the way through when you get a chance so you know what they do...
- Tue Jul 18, 2017 10:57 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Point lights affected by actor movers get stuck.
- Replies: 7
- Views: 2012
Re: Point lights affected by actor movers get stuck.
For me, the +NOCLIP flag bugged the lights a little. They would not illuminate walls that were outside of their spawn radius.
So i resorted to writing an Actor that copies its args and position to a point light. (That works)
So i resorted to writing an Actor that copies its args and position to a point light. (That works)
- Fri Jun 23, 2017 12:53 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Mapinfo/Gameinfo: CheatArmorType property
- Replies: 9
- Views: 1099
Re: Mapinfo/Gameinfo: CheatArmorType property
The raven games (+Strife) change the cheatcodes already. Thats why allcheats exists. I don't see a reason to not allow big projects like TCs and standalone stuff to have their own (which can be overridden by allcheats, like heretics idkfa).
- Sat Jun 17, 2017 2:53 am
- Forum: Editing (Archive)
- Topic: A way to achieve "screen blend" effect without 3D floors?
- Replies: 2
- Views: 362
Re: A way to achieve "screen blend" effect without 3D floors
I'm interested enough to bump this one
- Fri Jun 09, 2017 4:05 am
- Forum: Editing (Archive)
- Topic: A way to achieve "screen blend" effect without 3D floors?
- Replies: 2
- Views: 362
Re: A way to achieve "screen blend" effect without 3D floors
Count me as interested :) filling sectors with 3D Floors is annoying. I tried Transfer_heights-ing the sector onto itself, that gave me the screen blend, but it mucked up the sw renderer, which drew a massive slimetrail from the opening to a sector with 3d water. Meh. Maybe someone adds a nice UDMF ...
- Wed Jun 07, 2017 6:32 pm
- Forum: Editing (Archive)
- Topic: Alpha Value of a 3d floor blend
- Replies: 0
- Views: 227
Alpha Value of a 3d floor blend
When a screen blend is set up using the fade color of a 3dfloor control sector, what is used as the alpha value? (This is needed so the same blend can be used in a Transfer_Heights sector)
- Wed Jun 07, 2017 1:59 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [ZScript Status Bar] CompleteBorder doenst always "stick"
- Replies: 1
- Views: 206
[ZScript Status Bar] CompleteBorder doenst always "stick"
Sometimes, CompleteBorder gets reset to false. Even when setting it to true in the rendering code, it sometimes glitches (screenmelts, for example, show the hom-like effect). It happens mostly in GL mode, but I think sometimes in SW, too( not sure). Here is my code: class LangenBar : BaseStatusBar {...
- Wed Jun 07, 2017 7:08 am
- Forum: On Hold Bugs
- Topic: Mouse cursor stuck in middle of screen, old bug
- Replies: 20
- Views: 6717
Re: Mouse cursor stuck in middle of screen, old bug
This sometimes happens to me. It can be fixed by opening the menu, but only when the mouse is enabled in the menu (including touchscreen mode)
- Wed May 31, 2017 11:06 am
- Forum: Closed Bugs [GZDoom]
- Topic: Regressions: Voxels dont render... (Post title too long)
- Replies: 1
- Views: 192
Regressions: Voxels dont render... (Post title too long)
When a Voxel replaces a sprite that does not actually exist, it will not be rendered.
Check the "Voxel Vehicle Pack" WAD. All the vehicles are missing in SW mode!
Check the "Voxel Vehicle Pack" WAD. All the vehicles are missing in SW mode!
- Sun May 28, 2017 1:39 pm
- Forum: Classic ("Carmack") Software Renderer Bugs
- Topic: Various Texture Scaling issues
- Replies: 0
- Views: 1032
Various Texture Scaling issues
(Sorry if reporting all these in a single thread causes you some inconvenience :oops: ) Example WAD is attached as usual. slopepan.wad 1. Negative UDMF scaling factors are broken on lower textures (haven't tested other ones): Look at the left sides of the computer cases - 8-bit software just ignores...
- Thu May 25, 2017 11:48 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: ACS Sky Getters
- Replies: 3
- Views: 366
Re: ACS Sky Getters
I was referring to viewtopic.php?f=53&t=56591
I see that fixing this in the engine wouldn't be that good of an idea.
These Getters would allow a relatively tidy solution, plus some extra utility
I see that fixing this in the engine wouldn't be that good of an idea.
These Getters would allow a relatively tidy solution, plus some extra utility