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coelckers/gzdoom 1245

GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities

sirjuddington/SLADE 459

It's a Doom editor

Gaerzi/acc 0

ACC is an ACS script compiler for use with ZDoom and Hexen.

Gaerzi/chocolate-doom 0

Chocolate Doom is a Doom source port that is conservative and historically accurate.

Gaerzi/doomretro 0

The classic, refined DOOM source port. For Windows PC.

Gaerzi/freedoom 0

Freedoom is an effort to make an entirely free software game based on the Doom engine.

Gaerzi/gzdoom 0

GZDoom adds an OpenGL renderer to the ZDoom source port.

Gaerzi/modorganizer 0

Mod manager for various PC games. Discord Server: https://discord.gg/cYwdcxj if you would like to be more involved

Gaerzi/SLADE 0

It's a Doom editor

Gaerzi/ZMusic 0

GZDoom's music system as a standalone library

issue commentjewalky/UltimateDoomBuilder

DeHackEd: only the last file is parsed

Technically, the DEHACKED lump was introduced by MBF anyway. Obviously vanilla doesn't have it, and Boom didn't think of it. Choco only supports loading an internal DEHACKED lump as a convenience for a few community-made IWADs (Freedoom and Hacx IIRC) or if a special command line parameter is issued, just like we have to use -merge or -nwt instead of plain old -file to load some graphic replacements successfully. I.e., by default, Choco should not load DEHACKED lumps at all.

The issue with loading cumulative DEHACKED files (or lumps) is that it's very fickle. As long as they don't touch the same stuff, it would probably work fine, but if the two patches do conflict it can cause pretty weird behavior.

biwa

comment created time in 7 days

issue commentcoelckers/Raze

[Feature] Ambient Occlusion

Yes, you can use the console. All the menus do is give a nicer interface to set some console variables to relevant values; in this case the cvar in question is called gl_ssao and by default it's 0 (disabled) but you can set it to 1 to enable it.

NineKain

comment created time in 24 days

issue commentcoelckers/Raze

[SW] Difficulty resets when transitioning maps from a save

So it seems like the save load code doesn't init the difficulty setting.

srludicolo

comment created time in 25 days

pull request commentcoelckers/gzdoom

gldefs: make soulsphere yellow.

Oh, the Freedoom soulsphere. That makes more sense.

mc776

comment created time in 25 days

issue commentcoelckers/gzdoom

[BUG] macOS random lock-ups on gzDoom 4.7.0

The game automatically pauses when it loses focus. Maybe what's happening here is that the game thinks it has lost focus when it hasn't? What about the sounds and music, do they stop too during these freezes?

rtpHarry

comment created time in 2 months

issue commentteam-eternity/eternity

Add support for custom dynamic Doom1-style intermission display

PROBLEM: ZDoom implemented this directly in the MAPINFO (or ZMAPINFO) lump!

What? No. To take lostepis.wad as an example, what you find in its MAPINFO is just this:

enterpic $EP5INTE
exitpic $EP5INTE

So on the MAPINFO side, what's implemented is special behavior for when a dollar sign is encountered as the first character of an exitpic/enterpic lump; instead of a regular picture it's to be read as a script. The scripts themselves have their own syntax, explained on the wiki, and were never read by the MAPINFO parser. (Heck it used curly braces before the ZMAPINFO syntax was created.)

ioan-chera

comment created time in 2 months

issue commentjewalky/UltimateDoomBuilder

Editor key to skip ACS scripts from being listed in the dropdown box

Would probably be better if that was inside the script, I think.

{
//$Skip
}```
nashmuhandes

comment created time in 2 months

issue commentcoelckers/gzdoom

sort of a bug/feature... wondering if anything can be done to help the bottlenecks in mods like Blade of Agony featuring large open areas

Basically the BSP system used by Doom since 1993 allows to very quickly and efficiently find which areas should be rendered and which ones shouldn't. The problem with wide open levels is that the category "which areas should be rendered" becomes "all of them".

Doom is not a good engine for large open worlds. It doesn't have any of the tricks that engines written for large open worlds have, such as simplified LODs (BOA tries to implement this, but it's done through actor code so it adds a lot of overhead) or having a distance cutoff for rendering, or using a dynamic cell system, or so on. Those BOA maps that give poor performances are kind of like a worst-case scenario for the engine.

RichardEllicott

comment created time in 2 months

issue closedsirjuddington/SLADE

Green stripes and glitches in image viewer (Intel UHD Graphics)

SLADE Version: 3.2.0 beta 3 (and latest stable version) Operating System: Windows

Issue Details: Recently, I got a new laptop, an Acer Nitro 5. Though other parts of SLADE 3 (both the latest stable and beta versions), when I click on an image or palette to view it in SLADE, it looks glitched, with horizontal green lines drawn all over the area, seemingly corrupting colors and slightly scrambling outlines (hard to explain), shown in this screenshot: image image

Before downloading these recent builds, I used an older version of SLADE 3, and the bug is worse there; The green lines flicker between where they are here and the empty areas, which looks flashy.

This bug does not happen when SLADE 3 is forced to use its NVIDIA GTX 1650, and only appears for the Intel(R) UHD Graphics.

closed time in 2 months

Xane123

issue commentsirjuddington/SLADE

Green stripes and glitches in image viewer (Intel UHD Graphics)

Obviously a driver issue, nothing that could be done on SLADE's side.

Xane123

comment created time in 2 months

issue commentcoelckers/Raze

New Games

The source code for these games was released by a former Capstone employee after this company's demise. As that person notes, he was not actually legally empowered to release these sources.

These games were released by Capstone Software prior to them folding in 1996. As a former Capstone programmer I found these developer snapshots in my archives and by popular demand I've decided to release it to the hobbyist community in hopes that the games will be revived. I do not own the rights to these games. I do not know who owns the rights to these games.

This is what Graf means when he says the available source is not usable. For better or for worse, he takes the legal aspect seriously, even when it is overall detrimental to the project (e.g. having to create a "lite" version of ZMusic due to license incompatibilities between some of the full content of ZMusic and Build).

Ultimately it'd take something like Nightdive acquiring these games and then giving their blessing to the source code release for it to be usable in Raze. In the meantime you will have to make do with BuildGDX.

AntonZab

comment created time in 2 months

issue commentcoelckers/gzdoom

[BUG] Can't kill the Arch-vile in Plutonia level 27

Doom (Strict) is a bad idea, it'd definitely break a lot of Boom and ZDoom maps, it's the "halp I can't open this door" setting. That's why there are different presets for "Doom" and "Doom (Strict)", the former is safer to use in general than the latter. Same for Boom and Boom (Strict).

But you can also pick and choose. I'd suggest keeping default and just re-enabling vertical explosions.

Froyd1

comment created time in 2 months

issue commentsirjuddington/SLADE

Feature request: Camera eye height setting for 3D view

It might make more sense to put it as a game configuration variable (to replace hardcoded check on Doom 64 map format), and then you can set the value you need in your custom game configuration.

NovaSilisko

comment created time in 3 months

issue commentsirjuddington/SLADE

Copy/pasting on TEXTUREx editor brings excess textures

I think this was fixed already? It looks like a duplicate of #1258.

Though yes, the fix happened a couple days /after/ the latest release, so there's no official build out there without that bug.

Nour-T

comment created time in 3 months

issue commentsirjuddington/SLADE

3D floors preview (editing)

It's not fixed, #966 was not merged in and is probably severely outdated now since there's been a lot of refactoring and changes.

Monsterovich

comment created time in 3 months

issue commentcoelckers/gzdoom

[BUG] Can't kill the Arch-vile in Plutonia level 27

I managed to kill it from this place: Sector #126

Froyd1

comment created time in 3 months

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