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  Topic: [ACS] Script scope addition for arrays
Body-Guard

Replies: 3
Views: 4495

PostForum: Pending Requests   Posted: Sun Jul 04, 2021 3:25 pm   Subject: [ACS] Script scope addition for arrays
What would the overall advantage be over map, global or world scope arrays.
Perhaps you could provide us with a use case?
...
the addition of arrays in a script-scope would imply it has the potent ...
  Topic: [DeHackEd] Item effects are not linked to their sprite names
Body-Guard

Replies: 8
Views: 13099

PostForum: Rejected Bugs   Posted: Thu May 03, 2018 11:30 am   Subject: [DeHackEd] Item effects are not linked to their sprite names
Despite what the old doom behavior might have been, item effects SHOULD NOT be linked to their sprite names in my opinion. There are mods out there using various item sprites out of their original con ...
  Topic: SpectatorSpot thing
Body-Guard

Replies: 12
Views: 11490

PostForum: Rejected Requests   Posted: Thu Mar 22, 2018 1:40 pm   Subject: SpectatorSpot thing
Hmm somehow I managed to not notice that one. With that implemented, I completely agree that this request can be closed now.
  Topic: SpectatorSpot thing
Body-Guard

Replies: 12
Views: 11490

PostForum: Rejected Requests   Posted: Sun Mar 18, 2018 8:19 pm   Subject: SpectatorSpot thing
That is already the behavior in current Zdaemon (there is a custom keybind for spectator teleport). But what if there is no teleport sector? Eg. the starting room is impassable and only a polyobject d ...
  Topic: Support for SNDINFO attenuation
Body-Guard

Replies: 7
Views: 8259

PostForum: Implemented Requests   Posted: Sun Mar 18, 2018 8:08 pm   Subject: Support for SNDINFO attenuation
From d_dehacked.cpp in 1.06 source:

// The only remotely useful thing Dehacked sound patches could do
// was change where the sound's name was stored. Since there is no
// real benefit to doing t ...
  Topic: SpectatorSpot thing
Body-Guard

Replies: 12
Views: 11490

PostForum: Rejected Requests   Posted: Sun Mar 18, 2018 7:38 pm   Subject: SpectatorSpot thing
I think this one should be revised as it has been sitting here for quite a long time now. Given that how the spawning algorythm is already separated for spectators, this feature shouldn't be too much ...
  Topic: Support for multi-core software rendering
Body-Guard

Replies: 4
Views: 14678

PostForum: Wishlist   Posted: Sun Mar 18, 2018 1:25 pm   Subject: Support for multi-core software rendering
Rendering is a task which is very much suitable for parallelization, no matter if software or hardware rendering is used. How much the performance gain is by doing so is an another question. I realize ...
  Topic: Support for multi-core software rendering
Body-Guard

Replies: 4
Views: 14678

PostForum: Wishlist   Posted: Fri Mar 16, 2018 6:07 pm   Subject: Support for multi-core software rendering
Given that openGL renderer is unlikely to happen, it would be great if ZDaemon was capable of utilizing all available cores for rendering.

This could greatly boost performance at CPU intensive rend ...
  Topic: Infinite ammo extension to inventory items
Body-Guard

Replies: 5
Views: 5684

PostForum: Implemented Requests   Posted: Thu Mar 15, 2018 7:13 am   Subject: Infinite ammo extension to inventory items
How about handling inventory item infiniteness with a separate sv_infiniteinventory instead? I don't think there is any need to differentiate between specific inventory items, and this naming should c ...
  Topic: Dehacked Spawn desync in online mode
Body-Guard

Replies: 10
Views: 8972

PostForum: Confirmed Bugs   Posted: Sat Mar 03, 2018 2:53 pm   Subject: Dehacked Spawn desync in online mode
As a note, I think this is a related problem as well:

http://forums.zdaemon.org/viewtopic.php?t=16703
  Topic: Dehacked Spawn desync in online mode
Body-Guard

Replies: 10
Views: 8972

PostForum: Confirmed Bugs   Posted: Tue Feb 13, 2018 8:39 pm   Subject: Dehacked Spawn desync in online mode
Thank you for the detailed bug introduction Smile I have lost that test wad since a long while now, it is good that you still have it.
  Topic: PixelCon November 2017 with John Romero
Body-Guard

Replies: 15
Views: 9162

PostForum: General Offtopic Chat   Posted: Fri Nov 24, 2017 8:27 pm   Subject: PixelCon November 2017 with John Romero
I got a Doom poster at the event, and he signed it. I didn't really bring anything else, I was there for the challenge Smile
  Topic: PixelCon November 2017 with John Romero
Body-Guard

Replies: 15
Views: 9162

PostForum: General Offtopic Chat   Posted: Thu Nov 16, 2017 10:53 am   Subject: PixelCon November 2017 with John Romero
There was no particular reward, the final round itself was not even planned originally (I think), though it makes sense to have something like it if there are enough good players. After the deathmatch ...
  Topic: PixelCon November 2017 with John Romero
Body-Guard

Replies: 15
Views: 9162

PostForum: General Offtopic Chat   Posted: Sun Nov 12, 2017 5:25 pm   Subject: PixelCon November 2017 with John Romero
So, the port was GZDoom, we played Doom2 map07 (4 player deathmatch). Although I was ill, I managed to get into the final round where the players with best scores played dm against each other and Rom ...
  Topic: PixelCon November 2017 with John Romero
Body-Guard

Replies: 15
Views: 9162

PostForum: General Offtopic Chat   Posted: Sun Nov 05, 2017 3:02 pm   Subject: PixelCon November 2017 with John Romero
Well they didn't say which port, I suppose it will be in original doom with dosbox emulation, or maybe chocolate doom (I suspect this because the whole event is quite oldschool, there will be C64 game ...
  Topic: PixelCon November 2017 with John Romero
Body-Guard

Replies: 15
Views: 9162

PostForum: General Offtopic Chat   Posted: Fri Oct 27, 2017 12:03 pm   Subject: PixelCon November 2017 with John Romero
So there will be an event in my city, and guess what: John Romero will be there and will play classic doom deathmatch against the fans. The event will be hosted at my university, so wish me luck again ...
  Topic: TEH BASE Cooperative - Release 1f
Body-Guard

Replies: 67
Views: 48336

PostForum: Wad Editing   Posted: Tue Jan 31, 2017 12:19 pm   Subject: TEH BASE Cooperative - Release 1f
Bumping this again, because a new release is out. Hopefully the last one before r2 arrives. This update is intended as a fix for known issues and gives finishing touches to maps as they were originall ...
  Topic: CPW_CustomBulletAttack bullet puff not spawned online
Body-Guard

Replies: 7
Views: 8845

PostForum: Fixed Bugs   Posted: Sat Dec 24, 2016 6:21 am   Subject: CPW_CustomBulletAttack bullet puff not spawned online
Just because it has the NONETSPAWN flag that does not mean that the bug report is obsolete. The custom bullet attack has a parameter which allows to define whatever actor as the bullet puff of the hit ...
  Topic: FYI - truecolor software renderer fork of zdoom
Body-Guard

Replies: 2
Views: 3838

PostForum: General Offtopic Chat   Posted: Tue Sep 27, 2016 7:28 pm   Subject: FYI - truecolor software renderer fork of zdoom
Some of you might not be familiar about what is going on over at zdoom recently. I found this project, QZDoom especially interesting. It aims to provide 32 bit software rendering. While still in early ...
  Topic: [Rendering] Support for ZDoom extended NODES
Body-Guard

Replies: 6
Views: 11148

PostForum: Implemented Requests   Posted: Tue Sep 06, 2016 3:09 pm   Subject: [Rendering] Support for ZDoom extended NODES
While mapping, I bumped into a limitation. It appears that the SEGS limit is 65536. Going above this triggers ZDBSP to build extended nodes. While the map loads up in ZDoom correctly, ZDaemon does not ...
 
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