Search found 33 matches

by sylandro
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.
by sylandro
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?
by sylandro
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.
by sylandro
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.
by sylandro
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 ...
by sylandro
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 ...
by sylandro
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 ...
by sylandro
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...
by sylandro
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.
by sylandro
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.
by sylandro
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).
by sylandro
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 ...
by sylandro
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 ...
by sylandro
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 ...
by sylandro
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

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