Search found 3389 matches

by DoomKrakken
Mon Nov 13, 2023 12:37 am
Forum: OpenGLES Renderer Bugs
Topic: OpenGL ES causing weird IQM issues with models disappearing and weird lines.
Replies: 0
Views: 1368

OpenGL ES causing weird IQM issues with models disappearing and weird lines.

If OpenGL ES is the preferred renderer, I will have experience the issue below. It won't happen with OpenGL or Vulkan, however. If I spawn in two of the same actor, the first one gets these weird lines sprouting from it. If I spawn any more, only the most recently-spawned actor will be normal, while...
by DoomKrakken
Mon Oct 02, 2023 5:38 pm
Forum: General
Topic: Mod Download Broken? Request Reuploads Here
Replies: 4852
Views: 1011246

Re: Mod Download Broken? Request Reuploads Here

VitSm wrote: Sat Sep 30, 2023 2:12 pm Ironclad - Doom Chronicles
Thanks so much!
by DoomKrakken
Sun Oct 01, 2023 11:34 pm
Forum: TCs, Full Games, and Other Projects
Topic: Venturous 1.5 Release
Replies: 69
Views: 42661

Re: Venturous Release

Off-topic... you ought to have the double-barreled shotgun be able to reload if you fired off only one of the barrels (and have enough ammo to load it, of course). It'll be the only weapon with a reload function, but I could probably figure out how to make that work. Remember that GZDoom comes with...
by DoomKrakken
Sat Sep 30, 2023 3:15 pm
Forum: TCs, Full Games, and Other Projects
Topic: Venturous 1.5 Release
Replies: 69
Views: 42661

Re: Venturous Release

I found that in your Hold state sequence D'oh! I tweaked FIRE but forgot to fix HOLD. I've removed the second fire and added CHANF_OVERLAP. It sounds a bit different now, but it should now really be fixed. I'll play around with the speed of the projectile, and the Kopesh later. What did you have in...
by DoomKrakken
Sat Sep 30, 2023 1:52 am
Forum: General
Topic: Mod Download Broken? Request Reuploads Here
Replies: 4852
Views: 1011246

Re: Mod Download Broken? Request Reuploads Here

Does anyone have the Ironclad and Brutal Ironclad mapsets?
Spoiler: Gameplay footage
by DoomKrakken
Fri Sep 29, 2023 3:55 pm
Forum: TCs, Full Games, and Other Projects
Topic: Venturous 1.5 Release
Replies: 69
Views: 42661

Re: Venturous Release

-I just counted the tics on the shotgun's alt fire. It's faster than regular fire by 1 tic (35 compared to 36). I can't believe you noticed that. Its damage output, spread and rate of fire is identical to the stock Doom shotgun. A 1-tic discrepancy across a whole second? Damn I never figured I woul...
by DoomKrakken
Fri Sep 29, 2023 1:45 am
Forum: TCs, Full Games, and Other Projects
Topic: Venturous 1.5 Release
Replies: 69
Views: 42661

Re: Venturous Release

Quick update... Just played through the first two levels on "Adventurer! (UV)" difficulty. Here are my observations thus far... - The pistol is super useful but there ain't nearly enough ammo for it to be used effectively. - Decent amount of ammo for the Shotgun, but its damage output for ...
by DoomKrakken
Thu Sep 28, 2023 12:31 pm
Forum: TCs, Full Games, and Other Projects
Topic: Venturous 1.5 Release
Replies: 69
Views: 42661

Re: Venturous Release

Discovered AlphaBetaGamer's video on Discord, hot damn I can tell a lot of passion went into this project! It's nice! I haven't played it myself so I'm going off of ABG's video for the most part (but I think I just might, 'cuz it looks so damn good). Not to mention, I can absolutely relate to the pr...
by DoomKrakken
Wed Sep 27, 2023 12:17 pm
Forum: Feature Suggestions [GZDoom]
Topic: Native support for pitch rotations for sprites.
Replies: 6
Views: 1136

Re: Native support for pitch rotations for sprites.

Considering how bad inert decorations with multiple rotations look I'm not sure this will end well. That's an art problem, not a rotation problem. ;) No, that's a rotation problem. It just doesn't look good how these items 'jump' around when they change their angle. I remember some pretty gross exa...
by DoomKrakken
Wed Sep 27, 2023 11:38 am
Forum: Feature Suggestions [GZDoom]
Topic: Native support for pitch rotations for sprites.
Replies: 6
Views: 1136

Re: Native support for pitch rotations for sprites.

I do not see much value in this. It looks vastly inferior than using models or voxels. Agree to disagree. First, sprites are oftentimes easier to use than models. Second, from my experience, models and voxels (especially voxels) in GZDoom wind up being quite process-intensive. Third, Prodeus actual...
by DoomKrakken
Tue Sep 26, 2023 4:10 am
Forum: Feature Suggestions [GZDoom]
Topic: Native support for pitch rotations for sprites.
Replies: 6
Views: 1136

Re: Native support for pitch rotations for sprites.

Considering how bad inert decorations with multiple rotations look I'm not sure this will end well. That's an art problem, not a rotation problem. ;) It doesn't have to be used by people who don't want to use it (just like if for some reason a mod maker wants every monster to appear to face the sam...
by DoomKrakken
Mon Sep 25, 2023 6:09 pm
Forum: Feature Suggestions [GZDoom]
Topic: Native support for pitch rotations for sprites.
Replies: 6
Views: 1136

Native support for pitch rotations for sprites.

Thanks to Caligari87, we have a way to represent the aforementioned functionality right now in GZDoom: Assuming we have sprites set up like this...: POSS = 8 horizontal sprite rotations POS1 = 8 45° up sprite rotations POS2 = 8 45° down sprite rotations ... we can have an actor that does this: actor...
by DoomKrakken
Mon Sep 25, 2023 12:36 pm
Forum: Feature Suggestions [GZDoom]
Topic: Remapping of texture graphics to sprites akin to MODELDEF.
Replies: 0
Views: 809

Remapping of texture graphics to sprites akin to MODELDEF.

In MODELDEF, individual actors are assigned models, and those models in different states of their animations show up by being bound to a sprite name and frame. Model EMGTracer { Path "Models" Skin 0 "tracerpistol.png" Model 0 "tracer.md3" Scale 1.0 1.0 1.0 PITCHFROMMOME...
by DoomKrakken
Mon Sep 25, 2023 12:17 pm
Forum: Off-Topic
Topic: What games do you play other than Doom?
Replies: 93
Views: 25330

Re: What games do you play other than Doom?

In no specific order:
- Borderlands (2 and 3)
- Shadow Warrior (2 and 3)
- Team Fortress (2 and 3) :P
- Turbo Overkill
- Prodeus
- Warhammer 40,000: Boltgun
- DOOM (2016 and Eternal) (does this count?)
- Left 4 Dead 2
- Hedon
- Supplice
by DoomKrakken
Wed Aug 30, 2023 4:46 pm
Forum: Levels
Topic: [WIP] Doom 2 - Re-Build-t [updated 4-12-2020]
Replies: 96
Views: 75712

Re: [WIP] Doom 2 - Re-Build-t [updated 4-12-2020]

abelar wrote: Mon Aug 14, 2023 3:07 am Skip to 50:46
For some reason your video is completely black with no audio. Stranger still, I can see frames in the thumbnail preview when browsing through the progress bar on the video player.

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