Search found 10455 matches
- Thu Apr 04, 2024 7:19 pm
- Forum: Creation, Conversion, and Editing
- Topic: "Error loading entry" when copying map from wad to pk3 in slade
- Replies: 1
- Views: 168
Re: "Error loading entry" when copying map from wad to pk3 in slade
Maps can only be loaded from wads because of how the data is laid out. Necessary reading: Storing maps in a PK3
- Tue Mar 05, 2024 12:26 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 963
- Views: 316595
- Tue Mar 05, 2024 12:24 pm
- Forum: Off-Topic
- Topic: The "Fresh Free Game Deals" Thread
- Replies: 621
- Views: 144280
Re: The "Fresh Free Game Deals" Thread
Probably worth noting that this is an expansion to a game that is normally free already.
- Mon Jan 22, 2024 9:50 am
- Forum: Off-Topic
- Topic: Is there dark mode for Slade3?
- Replies: 1
- Views: 595
Re: Is there dark mode for Slade3?
sirjuddington wrote: ↑Sun Jul 12, 2020 8:04 pmCan't be done unfortunately, unless Windows adds a dark mode theme for general win32 apps (not a custom one like file explorer has), or I rewrite SLADE entirely using a different UI toolkit like Qt.
- Fri Jan 19, 2024 11:52 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.5 (19/Dec/2023)
- Replies: 3082
- Views: 337452
Re: SLADE Discussion - Latest: v3.2.5 (19/Dec/2023)
SLADE doesn't detect common ZScript file extensions, like zs, zsc and zc, making me select them manually, is there a list or something of file extensions for automatically detecting the language? It doesn't even detect them as a text file. Anything under the zscript directory in your archive should...
- Tue Jan 09, 2024 7:30 pm
- Forum: General
- Topic: Ghastly Dragon's Quake Vore
- Replies: 5
- Views: 1670
Re: Ghastly Dragon's Quake Vore
He was not against it being used altogether, he just hated the negative publicity it was getting from your typical "throw it in" mods of the time. I'd like to say the community has moved well beyond the expectation of "run forward and shoot" monster behavior by now... I think it ...
- Mon Jan 01, 2024 11:25 am
- Forum: Levels
- Topic: [Alpha 2] DOOM: A Notion
- Replies: 0
- Views: 1267
[Alpha 2] DOOM: A Notion
https://i.imgur.com/11JMpod.png Happy new year? Some time ago, I had a notion to make some Doom maps. One or two of you might remember my old DUMP3 map, "The Duality". A large part of the gimmick involves moving between techbase and hell areas on the same level. I've continued on that ide...
- Sat Dec 16, 2023 9:02 am
- Forum: Graphic/Audio Patches
- Topic: GZSprFix 2.0 (Revenant100's sprite fixes repacked for GZDoom)
- Replies: 16
- Views: 14324
- Fri Sep 22, 2023 8:41 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 963
- Views: 316595
Re: Ultimate Doom Builder
I have a vague recollection of discussion over displaying decals in visual mode, but I think this would've been actual years ago. It's something I would be quite interested in, especially when trying to align texels properly at different line angles.
- Thu Sep 21, 2023 12:31 pm
- Forum: Off-Topic
- Topic: Github forces 2FA: what if I just not?
- Replies: 23
- Views: 4007
Re: Github forces 2FA: what if I just not?
I think this is a given for corporations, but utter overkill for anyone who just wants to tinker about. I want to say it should be up to the repo owner if they want to require 2FA for commit access and/or pull requests.
- Thu Aug 31, 2023 8:16 am
- Forum: General
- Topic: Support of new image formats
- Replies: 35
- Views: 6425
Re: Support of new image formats
That's where GPU native compression formats come in. Formats that result in a less-than-uncompressed amount of data and which can be copied directly into VRAM, without taking time to decompress on the CPU and copy the full uncompressed image. Yep... Thinking back to the days when game graphics were...
- Wed Aug 30, 2023 8:13 am
- Forum: General
- Topic: Support of new image formats
- Replies: 35
- Views: 6425
Re: Support of new image formats
That's the point. The only places where I've seen JPEG make sense is skyboxes and hires replacements. And hires replacements always come with a significant performance hit from the texture upload Solving this would effectively make GZDoom a viable engine for more modern stylings. It's never going t...
- Sun Aug 27, 2023 7:47 am
- Forum: General
- Topic: Support of new image formats
- Replies: 35
- Views: 6425
Re: Support of new image formats
I admit my only experience with webp has been seeing swaths of paletted gifs that have been reencoded into it and basically destroyed in the process, so I can't say I'm too taken with it. :P In terms of game projects, what users are most likely to notice is the dreaded Load Time™, so I'd be more con...
- Wed Jul 05, 2023 11:16 am
- Forum: Creation, Conversion, and Editing
- Topic: Batch tool to list grAb values to console output
- Replies: 8
- Views: 2699
Re: Batch tool to list grAb values to console output
In OpenGL, sprites are just flat planes and will clip into the floor. GZDoom adjusts the Y offset to avoid this, but by default if a certain percentage of the sprite is below the floor it won't adjust it.
- Mon Jun 26, 2023 10:03 am
- Forum: Creation, Conversion, and Editing
- Topic: Batch tool to list grAb values to console output
- Replies: 8
- Views: 2699
Re: Batch tool to list grAb values to console output
ImageMagick is what Slade uses, so that should more or less work fine.
One thing to keep in mind: If you modify 256-color PNGs with transparency, it might resave them with the transparent index changed. This is what usually happens to me in Slade, at least.
One thing to keep in mind: If you modify 256-color PNGs with transparency, it might resave them with the transparent index changed. This is what usually happens to me in Slade, at least.