It's not that easy. Decals need to be clipped to a wall's polygon and rotating it will massively complicate the math.
It's not really worth the hassle.
Search found 43673 matches
- Thu May 02, 2024 12:14 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Roll Property for Decals
- Replies: 3
- Views: 779
- Wed May 01, 2024 9:51 am
- Forum: Closed Bugs [GZDoom]
- Topic: [4.12.2/4.12.1] Segfault when loading map from directory
- Replies: 4
- Views: 222
Re: [4.12.2/4.12.1] Segfault when loading map from directory
That reproduces the problem but it's not a case sensitivity issue. This happens when you -file a folder that contains maps with glbsp-style GL nodes. In this particular case (and only this case) the container object for the map WAD gets the wrong path set and trying to open its content will inevitab...
- Wed May 01, 2024 4:20 am
- Forum: Closed Bugs [GZDoom]
- Topic: 4.12 won't load..
- Replies: 4
- Views: 277
Re: 4.12 won't load..
This is from the code that reads the steam installation folders.
Of course this shouldn't abort if parsing the file fails - in that case it should just return without Steam info.
Of course this shouldn't abort if parsing the file fails - in that case it should just return without Steam info.
- Wed May 01, 2024 3:53 am
- Forum: Closed Bugs [GZDoom]
- Topic: Something wrong with sector lighting
- Replies: 1
- Views: 68
Re: Something wrong with sector lighting
Doom's default lighting is not linear. If you use a light mode that is designed to look close to the software renderer this is unavoidable. If this is important you will have to use another light mode that has a linear falloff. The only ones that do this are 0 (old Standard mode) and 4 (old Legacy m...
- Wed May 01, 2024 2:09 am
- Forum: Closed Bugs [GZDoom]
- Topic: [4.12.2/4.12.1] Segfault when loading map from directory
- Replies: 4
- Views: 222
Re: [4.12.2/4.12.1] Segfault when loading map from directory
What makes you think that?
It fails while trying to load the vertex data from glbsp-style GL nodes. On Windows this works and the data is definitely there, this needs to be debugged by someone who experiences the problem.
- Wed May 01, 2024 1:51 am
- Forum: Closed Bugs [GZDoom]
- Topic: Save Deletion
- Replies: 4
- Views: 169
Re: Save Deletion
fixed
- Mon Apr 29, 2024 1:22 pm
- Forum: Scripting
- Topic: FONTDEFS don't work for Console Fonts? (CONFONT)
- Replies: 1
- Views: 97
Re: FONTDEFS don't work for Console Fonts? (CONFONT)
Which font do you want to replace? The old CONFONT that gets used for a handful of things or the VGA font being used in the actual console?
If it's the latter, you cannot replace it. It's a 65536 character Unicode font and replacing that with a 256 character bitmap font is intentionally blocked.
If it's the latter, you cannot replace it. It's a 65536 character Unicode font and replacing that with a 256 character bitmap font is intentionally blocked.
- Sun Apr 28, 2024 11:27 am
- Forum: Projects
- Topic: [Duke3D] Alien World Order (v1.54)
- Replies: 85
- Views: 22966
Re: [Duke3D] Alien World Order (v1.54)
There's an option in the menu to toggle these icons.
- Fri Apr 26, 2024 10:52 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Put "Doom Legacy" Back In Sector Light Mode
- Replies: 19
- Views: 2264
Re: Put "Doom Legacy" Back In Sector Light Mode
Let's make it short: The option was demoted to a mapping option because general feedback told us that many mappers didn't appreciate having to adapt their mapping to users 'screwing up their map design'. The feature is still there but now it's in a form that causes far less problems to the vast majo...
- Tue Apr 23, 2024 2:19 pm
- Forum: Technical Issues
- Topic: PC bug
- Replies: 1
- Views: 120
Re: PC bug
You have to give a bit more information about what issue you have.
- Tue Apr 23, 2024 1:16 pm
- Forum: Assets (and other stuff)
- Topic: Hexen NOTCH / NETNOTCH
- Replies: 13
- Views: 85
Re: GZDoom 4.12.0 released
No, if you want custimization you still need to use the Hexen startup. The new one is merely a fallback for when nothing else is found.
- Sun Apr 21, 2024 7:56 am
- Forum: Closed Bugs [GZDoom]
- Topic: ( 4.11.3 ) moving lifts and sectors bug
- Replies: 2
- Views: 100
Re: ( 4.11.3 ) moving lifts and sectors bug
This was indeed fixed several weeks ago. Use 4.12.0 instead.
- Sun Apr 21, 2024 4:15 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.12.0 released
- Replies: 9
- Views: 2000
Re: GZDoom 4.12.0 released
No need. The containing function is unused, so just commenting it out was enough to get rid of the two offending imports.
- Sun Apr 21, 2024 3:53 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.12.0 released
- Replies: 9
- Views: 2000
Re: GZDoom 4.12.0 released
Due to recent changes in the widgets code, newer versions of GZDoom will probably no longer run on Windows 7 natively. If you cannot run GZDoom on Windows 7, you can try VxKex to see if it fixes the problem for you. Here's the link to the issue: https://forum.zdoom.org/viewtopic.php?p=1251557#p1251...
- Sat Apr 20, 2024 2:42 am
- Forum: OpenGL Renderer Bugs
- Topic: (Opengl) GZDooms devbuilds boot up to a black screen
- Replies: 2
- Views: 150
Re: (Opengl) GZDooms devbuilds boot up to a black screen
Actually, the issue is reproducable. Just start 'gzdoom -iwad doom2.wad +map map02' and it'll start with a black screen until you open the menu. This only happens with the regular GL backend.