Search found 263 matches

by Trusty McLegit
Wed Jun 15, 2022 9:21 am
Forum: Gameplay Mods
Topic: Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!
Replies: 145
Views: 158304

Re: Brutal Doom Platinum v3.0 release! GZ focused MEATHOOK

Damn, this new version is amazing! I love the meathook, except I can't seem to be able to fire the shotgun while being reeled in by the meathook so I end up just flying past the enemy every time. Is this something that could be addressed? Either way, this is my new favorite gameplay mod Edit: My bad ...
by Trusty McLegit
Sun Jun 12, 2022 10:42 pm
Forum: Gameplay Mods
Topic: LegenDoom [3.0] - LDL [4.2]
Replies: 661
Views: 232189

Re: LegenDoom [2.8.3] - LDL [4.1]

Hey, just so you know the mirrors are down now too
by Trusty McLegit
Sun May 01, 2022 11:42 am
Forum: Assets (and other stuff)
Topic: Making Voxels Without Slab6?
Replies: 2
Views: 600

Re: Making Voxels Without Slab6?

Oh okay, cool. Thanks! :D
by Trusty McLegit
Sat Apr 30, 2022 5:24 pm
Forum: Assets (and other stuff)
Topic: Making Voxels Without Slab6?
Replies: 2
Views: 600

Making Voxels Without Slab6?

I've been following a couple older tutorials on making voxels for GZDoom, and they all say I need to use slab6 to set the pivot point and export it to KVX. Is there no better way to do this by now? Some plugin for Magicavoxel or something? Why doesn't GZDoom support .vox or something by now ...
by Trusty McLegit
Sat Apr 30, 2022 4:39 pm
Forum: General
Topic: How palettes work with hardware rendering?
Replies: 2
Views: 558

Re: How palettes work with hardware rendering?

Okay, perfect. Thanks! :D
by Trusty McLegit
Sat Apr 30, 2022 4:29 pm
Forum: General
Topic: How palettes work with hardware rendering?
Replies: 2
Views: 558

How palettes work with hardware rendering?

Hi, I'm working on a standalone game for GZDoom, though I'm still somewhat new to Doom modding. I'm using Nash's Standalone Game Template as a reference, and I'm curious what, if any relevance the included palette lump will have on my game if I'm only planning on having the game run in hardware ...
by Trusty McLegit
Sun Apr 03, 2022 12:41 pm
Forum: Off-Topic
Topic: Is This Even Real?
Replies: 19
Views: 3603

Re: Is This Even Real?

I've been playing through this today. Don't worry, you can disable bloom. Honestly I think it looks pretty good for the most part. The green glow from the barrels is a bit much, but it shouldn't be to hard to fix that with a mod I think. The only real issue is with the reflections, they update kinda ...
by Trusty McLegit
Tue Aug 03, 2021 8:15 am
Forum: Closed Bugs [GZDoom]
Topic: [4.7.0pre-91] Portal Dynamic Light Bleeding
Replies: 5
Views: 548

Re: [4.7.0pre-91] Portal Dynamic Light Bleeding

Okay, thank you for explaining.
by Trusty McLegit
Mon Aug 02, 2021 10:24 pm
Forum: Closed Bugs [GZDoom]
Topic: [4.7.0pre-91] Portal Dynamic Light Bleeding
Replies: 5
Views: 548

Re: [4.7.0pre-91] Portal Dynamic Light Bleeding

So for instance in this version, I want the torches cascading in through the archway towards the player. Instead almost all the light comes out the back. This is the intended behavior?
by Trusty McLegit
Mon Aug 02, 2021 9:46 pm
Forum: Closed Bugs [GZDoom]
Topic: [4.7.0pre-91] Portal Dynamic Light Bleeding
Replies: 5
Views: 548

[4.7.0pre-91] Portal Dynamic Light Bleeding

Demo map included. Using the built in dynamic lights on the lost souls you can see their lights in places they shouldn't be on the other end of the portals. This works with all dynamic lights so far as I can tell, making portals unusable with dynamic lights. Am I doing something wrong or is this a ...
by Trusty McLegit
Sat Jul 31, 2021 9:21 am
Forum: Gameplay Mods
Topic: Re: Combined_Arms v2.3: Reloaded edition! (last post here 4-18-23)
Replies: 182
Views: 128851

Re: Combined_Arms v2.3: Reloaded edition! (Bugfix 5-25-21)

Fair enough, I was able to find it on an old hard drive anyways. Cheers!
by Trusty McLegit
Fri Jul 30, 2021 12:52 pm
Forum: General
Topic: Non Euclidean Doom Map?
Replies: 6
Views: 2073

Re: Non Euclidean Doom Map?

I actually really want to make something in a similar vein. I've only made a couple maps before so idk how long it'll take, but that's actually why I wanted to find this map for inspiration. If I ever make something I think is decent I'll send you a link!
by Trusty McLegit
Fri Jul 30, 2021 12:07 pm
Forum: General
Topic: Non Euclidean Doom Map?
Replies: 6
Views: 2073

Re: Non Euclidean Doom Map?

Yes I think that's it! Thank you so much! :D
by Trusty McLegit
Fri Jul 30, 2021 10:43 am
Forum: Gameplay Mods
Topic: Re: Combined_Arms v2.3: Reloaded edition! (last post here 4-18-23)
Replies: 182
Views: 128851

Re: Combined_Arms v2.3: Reloaded edition! (Bugfix 5-25-21)

Damn, I love this mod so much! Great to see all the progress and I'm excited to see the new classes as they come. Any chance of uploading V1.4 again? MKII is great but I'm nostalgic for the old sprites and can't find it anywhere. Thanks for all the hard work!
by Trusty McLegit
Fri Jul 30, 2021 10:40 am
Forum: General
Topic: Non Euclidean Doom Map?
Replies: 6
Views: 2073

Non Euclidean Doom Map?

I remember playing an awesome 1 level wad that heavily featured non Euclidean geometry. For example you start at the top of the map and work your way down. But by the end of it you end up back at the top again. And there was a circular hallway that circled 720 degrees before finding the exit. This ...

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