
Search found 293 matches
- Tue Jul 14, 2015 12:17 am
- Forum: Graphic/Audio Patches
- Topic: High resolution sprites and textures
- Replies: 202
- Views: 35008
Re: High resolution sprites and textures
Amazing, that's all I can say 

- Mon Jul 13, 2015 8:19 am
- Forum: General
- Topic: Reshade for GZDoom 2.0+ (1-24-16 update)
- Replies: 164
- Views: 46419
Re: Reshade for Latest GZDoom - New Bloom Preset!
I always wondered how mappers were able to achieve this kind of maps in the old Doom engine - These Quake-style maps.
- Mon Jul 13, 2015 8:16 am
- Forum: Graphic/Audio Patches
- Topic: High resolution sprites and textures
- Replies: 202
- Views: 35008
Re: High resolution sprites and textures
I love how that looks, but haven't we see enough of this "High resolution textures" stuff? I'm more into the high-res sprites because nobody succeeded on that at all and you did a great job.
- Mon Jun 29, 2015 11:08 pm
- Forum: General
- Topic: Reshade for GZDoom 2.0+ (1-24-16 update)
- Replies: 164
- Views: 46419
Re: Reshade for Latest GZDoom - New Bloom Preset!
I never thought that post-processing effects could look that good. I have seen so many kids playing games with ReShade and OH MY GOD, that is an instant eye killer...
Making a little experiment myself, hopefully I will get something good.
Making a little experiment myself, hopefully I will get something good.
- Sun Jun 28, 2015 1:08 pm
- Forum: Gameplay Mods
- Topic: [Release] The Trailblazer - 1.5e
- Replies: 1537
- Views: 489552
Re: [Release] The Trailblazer (1.2d)
Drew some fanart for Trailblazer, finally... :D http://pre00.deviantart.net/caaf/th/pre/i/2015/178/2/9/malcom_striker__the_trailblazer_by_sigfriedofgaea-d8z0ruh.jpg A link to the deviantART page, so that you can +fav it there, if you also happen to be on deviantART! :D That is fucking badass. Epic ...
- Sun Jun 21, 2015 4:42 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590751
Re: GZDoom Builder 1.14
Works on the sides too for me.Xeotroid wrote:I think that locks only floor/ceiling offsets so when you move sectors the textures move with them.
- Sat Jun 20, 2015 8:58 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590751
Re: GZDoom Builder 1.14
Feature request: Lock texture offsets checkbox For what? I often use autoalign (x/y) to align my textures but certain parts of it are aligned manually and I want this to stay. Though after autoaligning somewhere else, it kills my manual alignments again and I have to do it all over. Locking texture ...
- Thu Jun 18, 2015 8:35 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590751
Re: GZDoom Builder 1.14
That is very weird. Does my crappy graphics card count? Perhaps. I seem to remember selecting surfaces in Doom Builder 2 (not sure about GZDB) in my older computer, and they not showing up highlighted. They were still selected though, as I could still change sector heights anyways. Try "selecting ...
- Tue Jun 16, 2015 5:50 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590751
Re: GZDoom Builder 1.14
That is very weird. Does my crappy graphics card count? I seriously cannot solve this issue.MaxED wrote:Works for me.Onar4241 wrote:I meant in visual mode.
- Tue Jun 16, 2015 5:50 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590751
Re: GZDoom Builder 1.14
That is very weird. Does my crappy graphics card count? I seriously cannot solve this issue.MaxED wrote:Works for me.Onar4241 wrote:I meant in visual mode.
- Sun Jun 14, 2015 12:56 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Player.LandTimeRecovery
- Replies: 9
- Views: 1152
Re: Player.LandTimeRecovery
Sorry, I haven't really touched that in a while. I remember running into 2 issues last time though. If you were using a low delay, stepping up a ledge while in mid-air and holding jump caused another jump, essentially adding to your current velocity and jumping extremely high. The other was finding ...
- Sat Jun 13, 2015 9:39 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Player.LandTimeRecovery
- Replies: 9
- Views: 1152
Re: Player.LandTimeRecovery
I literally love the people behind this project. Awesome job guys!edward850 wrote:No, you're not. And you certainly don't need to be. Not that it matters anyway, as nobody is required to do anything.
- Sat Jun 13, 2015 8:17 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Player.LandTimeRecovery
- Replies: 9
- Views: 1152
Re: Player.LandTimeRecovery
Do you expect me to know that? I'm not a developer.Graf Zahl wrote:Right now nobody is working on ZDoom so where should progress come from?
- Sat Jun 13, 2015 8:15 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590751
Re: GZDoom Builder 1.14
Sorry, I meant in visual mode.Kappes Buur wrote:Works for me:Onar4241 wrote:Bug in the latest test version; 3D Floors aren't highlighted.
- Sat Jun 13, 2015 5:37 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590751
Re: GZDoom Builder 1.14
Bug in the latest test version; 3D Floors aren't highlighted.