Search found 43673 matches

by Graf Zahl
Thu May 02, 2024 12:14 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Roll Property for Decals
Replies: 3
Views: 779

Re: Roll Property for Decals

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.
by Graf Zahl
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...
by Graf Zahl
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.
by Graf Zahl
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...
by Graf Zahl
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

Rachael wrote: Mon Apr 29, 2024 4:13 pm Sounds like the case-sensitivity bug reared its ugly head again.
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.
by Graf Zahl
Wed May 01, 2024 1:51 am
Forum: Closed Bugs [GZDoom]
Topic: Save Deletion
Replies: 4
Views: 169

Re: Save Deletion

fixed
by Graf Zahl
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.
by Graf Zahl
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.
by Graf Zahl
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...
by Graf Zahl
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.
by Graf Zahl
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.
by Graf Zahl
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.
by Graf Zahl
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.
by Graf Zahl
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...
by Graf Zahl
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.

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