Search found 235 matches
- Wed Apr 10, 2019 12:43 pm
- Forum: Game Engines
- Topic: LZDoom 4.11.4 03/28/25 released
- Replies: 566
- Views: 126820
Re: LZDoom [beta 4 11/29 released]
Got a crash on my first run with LZ 3.61 (32 bit) "Framebuffer must have exactly 1 lock to be updated" Using doom_complete.pk3 wadsmoosh, started a game under plutonia experiment, map 01 (the pk3 is in proper working order) I didnt fiddle with any options yet because I wanted to test performance ...
- Sun Mar 31, 2019 5:45 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged (updated to v1.11 - development paused)
- Replies: 4991
- Views: 682274
Re: [GZDoom] Hell-Forged - (Hellsmith sprites preview p.293)
i thought the new boss sprites were ok to use/edit after the full version release in their own project project. Thanks for referring me. Pretty much blown away here. Item stuff and monsters has a very diablo 2 kinda vibe, while the game has a heretic/hexen sorta feel. oddly, reminds me of warhammer ...
- Wed Mar 27, 2019 2:50 pm
- Forum: Scripting
- Topic: Zscript: Replacing Vanilla Functions
- Replies: 2
- Views: 625
Re: Zscript: Replacing Vanilla Functions
I mean I could tweak the gzdoom wad just to replace them directly, but thats also something I dont think people want to download necessarily (though, I could provide a zipped gz of the proper version with the options already laid out just in case so there isnt a mismatch).
- Tue Mar 26, 2019 3:42 pm
- Forum: Scripting
- Topic: Zscript: Replacing Vanilla Functions
- Replies: 2
- Views: 625
Zscript: Replacing Vanilla Functions
Some folks are trying to get me interested in using zscript. So, basically, here's my interest with it to get it over with and maybe get some answers. Mostly it concerns the kinds of tweaks id normally try to make... Except being applicable across a much broader range of other modifications. So I ...
- Tue Mar 26, 2019 2:36 pm
- Forum: Assets (and other stuff)
- Topic: Shader Help Thread
- Replies: 67
- Views: 68625
Re: Shader Help Thread
All im interested in is using those screen shaders like the Blaarg CRT stuff from zsnes.
Old school scanlines and rf artifacts like a vcr recording.
How do you get that going in zdoom?
Old school scanlines and rf artifacts like a vcr recording.
How do you get that going in zdoom?
- Tue Mar 26, 2019 1:46 pm
- Forum: Scripting
- Topic: [zScript]overriding parent class function
- Replies: 10
- Views: 1213
Re: [zScript]overriding parent class function
Hoping to avoid posting another thread but ive got a similar question: How do you override existing functions like for example the action for the shotgun sergeant firing his shotgun? I want to overwrite these functions so that I can graciously, and nicely, update monster attacks to reflect weapon ...
- Wed Jan 16, 2019 3:19 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Re: (wip) Ashes 2063 TC - THREAD EVACUATION
- Replies: 1374
- Views: 395006
Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs
Just Beat ashes last night and I wanna say DAMN that was fun. I was worried I was going to have to drag that motorcycle everywhere. Underground Tunnels were EPIC KINO (I wanna replay it now) Radiated City jumping between ledges was EPIC KINO I also enjoyed the final boss and the way the .50cal ...
- Tue Dec 04, 2018 12:38 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Re: (wip) Ashes 2063 TC - THREAD EVACUATION
- Replies: 1374
- Views: 395006
Re: Ashes 2063 TC - Goodies and 1.15 update packs
Might I suggest the Universal Enhanced AI mod by Josh771, as it not only makes enemies a little smarter but it also makes them less likely to see you when you're lurking in the shadows. It should just plug and play. I dont know what that is but I was about to suggest some tweaks to the AI movement ...
- Sat Dec 01, 2018 2:52 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Re: (wip) Ashes 2063 TC - THREAD EVACUATION
- Replies: 1374
- Views: 395006
Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs
okay, I was dragging and dropping the main .zip file that contains both the mod and the maps
So I should unzip that and drag+drop the two items on it?
--- Edit ---
This worked.
Have no idea why but loading the two resources out of the .zip makes it work but it did.
So I should unzip that and drag+drop the two items on it?
--- Edit ---
This worked.
Have no idea why but loading the two resources out of the .zip makes it work but it did.
- Sat Dec 01, 2018 2:29 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Re: (wip) Ashes 2063 TC - THREAD EVACUATION
- Replies: 1374
- Views: 395006
Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs
Little bit of a bug here: Running the game with the wadsmoosh (doom_complete.pk3) does not work (thats all I got). You still get junk items by shooting boxes but otherwise everything else (monsters, weapons, status bar) functions as per vanilla doom. Supposedly we can use freedoom wad with this so ...
- Thu Nov 29, 2018 1:49 pm
- Forum: Technical Issues
- Topic: 1:1 Pixel Ratio (and unnatural slowdowns, now with a VFE)
- Replies: 4
- Views: 624
Re: 1:1 Pixel Ratio (and unnatural slowdowns, now with a VFE
Ive got an AMD Radeon chip, its on a Lenovo Thinkpad. (4gb ram, 384mb video) Whats going on affects the hardware renderer too. Doesnt seem to matter which renderer is used when it comes to the slowdowns and crashes. I dont have Linux, ive got Windows 8.1 Pro. Ive tried to upgrade my graphics drivers ...
- Wed Nov 28, 2018 3:06 pm
- Forum: Technical Issues
- Topic: 1:1 Pixel Ratio (and unnatural slowdowns, now with a VFE)
- Replies: 4
- Views: 624
1:1 Pixel Ratio (and unnatural slowdowns, now with a VFE)
So lets say I set the resolution to 960x600. (forced in the .ini file - why isnt this natural threeX vanilla resolution not in the list?) I still end up with pixels on weapons, status, environment that have been stretched or are not being scaled properly. And through movement and bobbing on the ...
- Sat Aug 04, 2018 11:46 am
- Forum: Technical Issues
- Topic: Square Pixel Ratio
- Replies: 2
- Views: 818
Square Pixel Ratio
Is there any way to get it back? Some really funky stuff is going on with video modes (as early as v3.25 which im still using) and no matter how I configure the display the pixels are being stretched vertically to match the CRT ratio that they used to have in the 320x200 mode. I remember those days ...
- Tue Jul 24, 2018 6:47 pm
- Forum: Developer Blog
- Topic: What's up for GZDoom after running the survey?
- Replies: 72
- Views: 28933
Re: What's up for GZDoom after running the survey?
Hmm so if I am interpreting this correctly... even the software rendering mode (ie, openGL is turned OFF) will not work on my computer. Ive got an intel GMA 3150 which only goes up to opengl 1.5 and it doesnt look like ill be getting a new computer any time soon. (im comfy with GZ 3.25 currently ...
- Sat Jul 07, 2018 3:09 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Compendium - Classic Megawad Compilation
- Replies: 170
- Views: 150026
Re: Compendium
This sounds positively nuclear and im looking forward to playing it.
Hopefully it doesnt come with the screenshot HUD or doesnt actually require it.
Hopefully it doesnt come with the screenshot HUD or doesnt actually require it.