Search found 479 matches
- Mon Apr 29, 2024 6:11 pm
- Forum: Resources
- Topic: Mike12's Resources - Blood-style Revolver, 12/4/2016
- Replies: 266
- Views: 92453
Re: Mike12's Resources - Blood-style Revolver, 12/4/2016
I noticed that wayback machine has most of the stuff that was on here. Might be worth going through again and downloading everything.
- Sat Mar 23, 2024 2:09 pm
- Forum: Resources
- Topic: Mike12's Resources - Blood-style Revolver, 12/4/2016
- Replies: 266
- Views: 92453
Re: Mike12's Resources - Blood-style Revolver, 12/4/2016
I've been looking for most of these sprites, anyone have them archived? (Like the DemonTech Rifle)
- Tue Jun 20, 2023 12:45 am
- Forum: General
- Topic: What about NBlood's 'modern' features
- Replies: 11
- Views: 4779
Re: What about NBlood's 'modern' features
Aren't these things part of NotBlood, not NBlood? I was certain NBlood was still mostly vanilla.
- Tue Jun 06, 2023 9:20 pm
- Forum: Networking
- Topic: Doom multiplayer scene status
- Replies: 1
- Views: 3960
Re: Doom multiplayer scene status
I often wonder the same thing. Like, are there any efforts out there at all for a C/S GZDoom fork, or to catch any of the existing ports up? As far as I know, there's nothing out there that supports ZScript, or even the latest DECORATE. (I had several projects on the go, but I've had to put them on ...
- Wed Mar 11, 2020 11:58 pm
- Forum: General
- Topic: Download links?
- Replies: 70
- Views: 5615
Re: Download links?
Regarding Ion Fury, VoidPoint would have to get consent from all past and present contributors to EDuke to make IF legal. They did. TerminX is in contact with all of the previous and current contributors who've submitted code under BUILDLIC, and they've all signed consent. Ken Silverman included ...
- Sat Feb 01, 2020 5:36 pm
- Forum: ZDoom (and related) News
- Topic: Raze officially revealed!
- Replies: 368
- Views: 110590
Re: A new build engine is being developed!
I might actually be thinking of something that was done prior to Nuke.YKT's changes (which looks nice, to be fair, especially with interpolation on). Some time before that, pogokeen got rid of the old way of palette emulation (copies of textures for every shade and palette), and moved to shaders ...
- Sat Feb 01, 2020 6:08 am
- Forum: ZDoom (and related) News
- Topic: Raze officially revealed!
- Replies: 368
- Views: 110590
Re: A new build engine is being developed!
Careful! I believe you are mixing two things up. There's two levels of palette emulation. If you just use the texture with the LUT as your texel input it can surely be used for lighting and that's how Polymer works from what I have seen But that's not the case if you use Nuke.YKT's code to use the ...
- Sat Feb 01, 2020 5:40 am
- Forum: ZDoom (and related) News
- Topic: Raze officially revealed!
- Replies: 368
- Views: 110590
Re: A new build engine is being developed!
That's great news. EDuke controller support and set-up was terrible! That's been fixed for a while now, since Ion Fury's release. https://dukeworld.duke4.net/eduke32/synthesis/20200201-8576/ This build should be alright. You may want to delete your configs if they're very old, though. But ...
- Sat Nov 23, 2019 5:25 pm
- Forum: Graphic/Audio Patches
- Topic: SpriteShadow v2.0 (now built into GZDoom 4.6.0!)
- Replies: 183
- Views: 83450
- Sat Nov 23, 2019 4:05 pm
- Forum: Off-Topic
- Topic: Can a GZDoom-like engine be made for Build games?
- Replies: 185
- Views: 20401
Re: Can a GZDoom-like engine be made for Build games?
Ok, well, if you think so, but I cannot agree. The code is so performant that it renders the opening scene in Ion Fury with about the same performance on my system as the infamous bridge scene in Frozen Time gets done in GZDoom (12 ms processing time each) - that scene has 13000 linedefs visible ...
- Fri Nov 22, 2019 4:48 pm
- Forum: Off-Topic
- Topic: Can a GZDoom-like engine be made for Build games?
- Replies: 185
- Views: 20401
Re: Can a GZDoom-like engine be made for Build games?
So why is it then that the biggest "progress" over the last year has been the total disintegration of proper, i.e. true color, hardware rendering? Because it hasn't? And that isn't the only "progress"? The code is cleaner and faster than it's ever been, the collision code isn't a god-awful horrific ...
- Thu Nov 21, 2019 6:17 pm
- Forum: Off-Topic
- Topic: Can a GZDoom-like engine be made for Build games?
- Replies: 185
- Views: 20401
Re: Can a GZDoom-like engine be made for Build games?
But my main problem with Build is still present in all its incarnations, down to the latest EDuke32, and that is using global variables to pass data between functions. This structure makes it extremely hard to investigate the information flow in the engine. As someone who also works on EDuke32- If ...
- Wed Oct 23, 2019 10:52 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 164984
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
My reading of boris' comment was not that he was asking if the node builder allows precision of less than one, more that he was asking whether there was anything to suggest the limit on precision was 0.125 - which is what your post implies. That is the smallest level of granularity in the GZDB grid ...
- Wed Oct 23, 2019 12:23 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 164984
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
The nodebuilder, as far as I'm aware allow vertices of positions as fine as 0.125 map pixels Is that documented somewhere or just hearsay? The UDMF specs don't say anything about resolution limitation The lowest grid setting in GZDB-BF is 0.125, but that doesn't really say anything (it has to stop ...
- Sun Oct 20, 2019 8:25 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 164984
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Seems "check for off-grid vertices" is buggy in UDMF maps. The nodebuilder, as far as I'm aware allow vertices of positions as fine as 0.125 map pixels, but "check off-grid vertices" in UDMF maps trips off if anything is sub 1:1 mappixels. If this could be remedied, perhaps with an option in GZDB to ...