Search found 293 matches

by Onar4241
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 :)
by Onar4241
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!

kodi wrote:http://i.imgur.com/RfqYbCH.jpg (full size)
Image
I always wondered how mappers were able to achieve this kind of maps in the old Doom engine - These Quake-style maps.
by Onar4241
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.
by Onar4241
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.
by Onar4241
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 ...
by Onar4241
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

Xeotroid wrote:I think that locks only floor/ceiling offsets so when you move sectors the textures move with them.
Works on the sides too for me.
by Onar4241
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 ...
by Onar4241
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 ...
by Onar4241
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

MaxED wrote:
Onar4241 wrote:I meant in visual mode.
Works for me.
That is very weird. Does my crappy graphics card count? I seriously cannot solve this issue.
by Onar4241
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

MaxED wrote:
Onar4241 wrote:I meant in visual mode.
Works for me.
That is very weird. Does my crappy graphics card count? I seriously cannot solve this issue.
by Onar4241
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 ...
by Onar4241
Sat Jun 13, 2015 9:39 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Player.LandTimeRecovery
Replies: 9
Views: 1152

Re: Player.LandTimeRecovery

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.
I literally love the people behind this project. Awesome job guys!
by Onar4241
Sat Jun 13, 2015 8:17 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Player.LandTimeRecovery
Replies: 9
Views: 1152

Re: Player.LandTimeRecovery

Graf Zahl wrote:Right now nobody is working on ZDoom so where should progress come from?
Do you expect me to know that? I'm not a developer.
by Onar4241
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

Kappes Buur wrote:
Onar4241 wrote:Bug in the latest test version; 3D Floors aren't highlighted.
Works for me:
Sorry, I meant in visual mode.
by Onar4241
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.

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