Search found 33 matches
- Tue May 19, 2020 6:33 pm
- Forum: Resources
- Topic: MAPINFO/DEHACKED for some Doom WADs [v1.32]
- Replies: 24
- Views: 13510
Re: MAPINFO pack for some Doom WADs [v1.2]
Also mIght be a nice idea to add author names for each map, now that gzdoom supports it.
- Sun Nov 04, 2018 11:31 am
- Forum: Resources
- Topic: [Skins] 150 Doomguy Skins (New Download!)
- Replies: 20
- Views: 19951
Re: [Resource] All the Doomguy variants,107 so far+new HUD f
This is very cool. Out of curiosity, did you stumble upon any doom 64 variants of the marine during your search?
- Sat Nov 03, 2018 4:12 pm
- Forum: Scripting
- Topic: Any way for decals not be affected by dynamic lights?
- Replies: 1
- Views: 258
Any way for decals not be affected by dynamic lights?
I just ran into the bug where spotlights make decals flicker and it's extremely distracting.
Is there any way for them not to be affected by the spotlight? To experiment, I've tried inheriting and replacing the Decal class setting +BRIGHT but it doesn't seem to work.
Is there any way for them not to be affected by the spotlight? To experiment, I've tried inheriting and replacing the Decal class setting +BRIGHT but it doesn't seem to work.
- Tue Oct 16, 2018 8:35 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Flickering dynamic lights + PBR get cut off at a distance
- Replies: 3
- Views: 421
Re: Flickering dynamic lights + PBR get cut off at a distanc
Is it really? This particular instance of the bug only started appearing in version 3.6, whereas the topic you mentioned was created in April.
- Thu Oct 11, 2018 10:26 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Flickering dynamic lights + PBR get cut off at a distance
- Replies: 3
- Views: 421
Flickering dynamic lights + PBR get cut off at a distance
When using PBR materials and placing a flickering dynamic light with a large secondarySize, the edge of the emitted light gets cut off when looking at it at a distance. Disabling shadowmaps solves the issue. This did not happen in version 3.5.1. For reference, this is the light definition ...
- Mon Sep 24, 2018 7:43 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Voxels not affected by dynamic lights
- Replies: 5
- Views: 458
Voxels not affected by dynamic lights
Voxel models are not being lit up by dynamic lights. Judging from past threads, it seems like this has worked before (https://forum.zdoom.org/viewtopic.php?f=37&t=36486&start=15), but it is not working on version 3.5.1. Attached is a screenshot and a test map with a lot of models. Press R to use the ...
- Fri Aug 03, 2018 5:33 pm
- Forum: Graphic/Audio Patches
- Topic: Doom 64 Retribution PBR Materials : Vaseline Edition
- Replies: 31
- Views: 20151
Re: Doom 64 Retribution PBR Materials : Vaseline Edition
Both look great actually... Can you share your processing method? I want to try it on the Doom 3 texture pack from D4T!!! I used a program called ShaderMap4, and played with it, and was able to batch process the textures. It requried ALOT of manual renaming Can you share your settings? I've ...
- Wed Aug 01, 2018 6:42 pm
- Forum: Graphic/Audio Patches
- Topic: Doom 64 Retribution PBR Materials : Vaseline Edition
- Replies: 31
- Views: 20151
Re: Doom 64 Retribution PBR Materials : Vaseline Edition
It'd be awesome to have something similar to this for the PSX doom textures, it would look great on its atmosphere...
- Sat Nov 18, 2017 6:18 pm
- Forum: Shaders
- Topic: Fill Spectre v3.1
- Replies: 157
- Views: 48481
Re: Fill Spectre v1.1
I figured it out, it was because I had the Blood type setting set to Sprites and particles. The particles have pink color, the sprites are ok.
- Sat Nov 18, 2017 11:01 am
- Forum: Shaders
- Topic: Fill Spectre v3.1
- Replies: 157
- Views: 48481
Re: Fill Spectre v1.1
For some reason, I'm seeing pink blood when I shoot the spectres as if the color was not being caught by the shader.
Also, a small request, can you do a version of this for the Doom 64 spectre? Probably Nevander's Retribution mod can be used as a base.
Also, a small request, can you do a version of this for the Doom 64 spectre? Probably Nevander's Retribution mod can be used as a base.
- Thu Jun 15, 2017 4:32 pm
- Forum: Resources
- Topic: Resurrect: Ability to revive players in coop
- Replies: 15
- Views: 6739
Re: Resurrect: Ability to revive players in coop
Fully human, with 1 HP (tweakable through the resurrect_life cvar).
- Wed Jun 14, 2017 1:31 pm
- Forum: Resources
- Topic: Resurrect: Ability to revive players in coop
- Replies: 15
- Views: 6739
Resurrect: Ability to revive players in coop
A while back I read a post of someone asking for the ability to revive dead players in coop without respawning: https://forum.zdoom.org/viewtopic.php?f=3&t=51692&start=0 . There were some hacky proposals implemented through ACS, but none felt very natural. Through ZScript, I've been able to ...
- Thu May 25, 2017 6:29 pm
- Forum: Resources
- Topic: StatsKeeper: Universal playthrough stats recorder
- Replies: 3
- Views: 4825
StatsKeeper: Universal playthrough stats recorder
So I started experimenting with ZScript and ended up doing this. It's simple: stats such as kills, items, secrets, etc. are accumulated across a single playthrough and you can toggle a screen to check them. It's universal, so it's supposed to work with any IWAD/mod. Works with saved games. The idea ...
- Fri May 19, 2017 8:44 am
- Forum: Closed Bugs [GZDoom]
- Topic: WIPAR graphic not displayed on intermission screens
- Replies: 1
- Views: 140
WIPAR graphic not displayed on intermission screens
For some reason, on versions 3.0.0/3.0.1, the WIPAR lump is not displayed on intermission screens anymore. I loaded freshly downloaded installations of GZDoom 2.4.0 and 3.0.1 and ran through Ultimate Doom's first level to compare. As you can see on the screenshots below, the graphic was not ...
- Wed May 10, 2017 9:56 am
- Forum: Graphic/Audio Patches
- Topic: [PSX TC/D64 Retribution] Visual effects for console TCs
- Replies: 7
- Views: 3632
Re: [PSX TC/D64 Retribution] Visual effects for console TCs
Oh, you need version 2.135 of the TC. You can download it from here (the first post in that thread is a mess):
https://www.doomworld.com/forum/topic/5 ... nt-1735774
https://www.doomworld.com/forum/topic/5 ... nt-1735774