Search found 36 matches
- Sun Oct 03, 2021 5:49 pm
- Forum: General
- Topic: Suggestions for playing multiplayer doom on Rasperry Pi
- Replies: 29
- Views: 4721
Re: Suggestions for playing multiplayer doom on Rasperry Pi
I think it's worth noting that GZDoom works flawlessly on the Pi 4 now. You will have to select the GLES renderer though - +vid_preferbackend 3 in the command line. Thanks for the answer, tho seems the problem I am having it's not related to LZDoom specifically, this weekend I compiled Quakespasm ...
- Sun Sep 26, 2021 2:24 pm
- Forum: General
- Topic: Suggestions for playing multiplayer doom on Rasperry Pi
- Replies: 29
- Views: 4721
Re: Suggestions for playing multiplayer doom on Rasperry Pi
Since we talking pi and source ports i just have a quick question since im about to get one of those pi's Whats the best source port for doom on the pi? that has the best performance? im just looking for best performance which one is it? zdoom maybe? sorry dont mean to highjack but thats the only ...
- Sun Sep 26, 2021 2:20 pm
- Forum: General
- Topic: Suggestions for playing multiplayer doom on Rasperry Pi
- Replies: 29
- Views: 4721
Re: Suggestions for playing multiplayer doom on Rasperry Pi
The Pi4 for now only supports GL 2.1 so to play with OpenGL you need either LZDoom or GZDoom legacy. The best you can do is compile them yourself (but don't forget to change the build type to Release). https://github.com/drfrag666/gzdoom/tree/g3.3mgw https://github.com/drfrag666/gzdoom/tree/legacy ...
- Sun Jun 02, 2019 1:32 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GZDoom g.4.1.2 New problems with custom scaled font for Menu
- Replies: 8
- Views: 808
- Mon May 20, 2019 8:14 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GZDoom g.4.1.2 New problems with custom scaled font for Menu
- Replies: 8
- Views: 808
Re: GZDoom g.4.1.2 New problems with custom scaled font for
Here's the first mod:Graf Zahl wrote:If you do not post a testable example for your non-working menus we cannot help you.
https://www.dropbox.com/s/4cfh5gsi5byvr2f/quakey.pk3
And here is the second one:
https://www.dropbox.com/s/oxmwezu3ka2qd ... tstorm.pk3
Hope that helps, please let me know
- Sun May 19, 2019 6:18 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GZDoom g.4.1.2 New problems with custom scaled font for Menu
- Replies: 8
- Views: 808
Re: GZDoom g.4.1.2 New problems with custom scaled font for
I'm also having problems with another mod I am doing, in the Main Menu, it doesn't show properly on g4.1.2: BS-MainMenu.jpg This is the corresponding MenuDef code: DefaultListMenu { Font "MenuFont" } ListMenu "MainMenu" { StaticPatch 34, 57, "BarInac" StaticPatch 34, 69, "BarInac" StaticPatch 34, 81 ...
- Sun May 19, 2019 6:02 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GZDoom g.4.1.2 New problems with custom scaled font for Menu
- Replies: 8
- Views: 808
Re: GZDoom g.4.1.2 New problems with custom scaled font for
I can't tell what's wrong with the first screenshot, you'll have to post an example. The second one is to be expected. The font for the menus has been replaced for readability and localization purposes and will no longer use the mod provided SmallFont. I guess that means it also affects the font ...
- Sat May 18, 2019 6:38 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GZDoom g.4.1.2 New problems with custom scaled font for Menu
- Replies: 8
- Views: 808
GZDoom g.4.1.2 New problems with custom scaled font for Menu
Good evening, I recently updated to GZDoom g.4.1.2 using the DRD Team Debian Repository. And now, additional to the problems I had with the custom HUD with scaled custom font on g.3.7 https://forum.zdoom.org/viewtopic.php?f=50&t=63532 , now I have additional problems regarding using a custom scaled ...
- Sun Feb 17, 2019 7:35 pm
- Forum: Technical Issues
- Topic: GZDoom3.7 - HUD scaling problems with custom font
- Replies: 8
- Views: 767
Re: GZDoom3.7 - HUD scaling problems with custom font
Here is a link to the (WIP) mod, I've been doing:Graf Zahl wrote:No need to post the entire thing. Only the assets to show the problem are needed to check it.,
https://www.dropbox.com/s/4cfh5gsi5byvr2f/quakey.pk3
Hope it helps,
Gato303
- Sun Feb 10, 2019 10:39 pm
- Forum: Technical Issues
- Topic: GZDoom3.7 - HUD scaling problems with custom font
- Replies: 8
- Views: 767
Re: GZDoom3.7 - HUD scaling problems with custom font
No need to post the entire thing. Only the assets to show the problem are needed to check it., I couldn't upload the file, which is about 30MB big (not as big as I thought), tho it doesn't upload to Zdoom Forums, it reaches like 56% then I got this error: forum.zdoom.org unexpectedly closed the ...
- Tue Feb 05, 2019 9:35 am
- Forum: Technical Issues
- Topic: GZDoom3.7 - HUD scaling problems with custom font
- Replies: 8
- Views: 767
Re: GZDoom3.7 - HUD scaling problems with custom font
Good day, do you mean to post my unfinished mod?Graf Zahl wrote:Please post a runnable example that can be tested.
It's a PK3 file like 50MB big, it's playable tho, would it be ok?
(I always edit with Slade3)
- Sun Feb 03, 2019 6:42 pm
- Forum: Technical Issues
- Topic: GZDoom3.7 - HUD scaling problems with custom font
- Replies: 8
- Views: 767
Re: GZDoom3.7 - HUD scaling problems with custom font
Do you get the problem with GZDoom 3.7.2? Thanks for answering, yes, I am using the DRDTeam Debian Linux repository: http://debian.drdteam.org And the current version they have on that repository that I have installed is this: GZDoom g3.7.2 - 2019-01-20 18:58:02 +0100 - SDL version Compiled on Jan ...
- Sun Feb 03, 2019 4:44 pm
- Forum: Technical Issues
- Topic: GZDoom3.7 - HUD scaling problems with custom font
- Replies: 8
- Views: 767
GZDoom3.7 - HUD scaling problems with custom font
Good afternoon, I would like to report I am having problems with the fullscreen HUD using a custom font on GZDoom 3.7 Stable. I am using a hi-res HUD font for Quake 1, I adapted it to GZDoom standards using FontDefs. Since the pics for every character/number are too big, I am scaling them using ...
- Fri Jan 25, 2019 5:51 pm
- Forum: Abandoned/Dead Projects
- Topic: [0.5A Release] ZRift - Chasm in Doom and Heretic
- Replies: 215
- Views: 51815
Re: [WIP] ZRift - Chasm in Doom, kinda
I hate using Blender, I mostly use Cinema4D or Maya, Md2 was the best choice for automatic conversion from Chasm to Quake model format, because it could directly be modified in original quake model editor, which is very powerful and recommended tool for any quake modder. For the additional addons ...
- Thu Jan 24, 2019 10:21 pm
- Forum: Abandoned/Dead Projects
- Topic: [0.5A Release] ZRift - Chasm in Doom and Heretic
- Replies: 215
- Views: 51815
Re: [WIP] ZRift - Chasm in Doom, kinda
... Converted from Chasm Format to to Md2,most of the frames were edited for MD2's use in Gzdoom to best fit the Actors behavior I could Use MD3, But Md2 was the better choice, because I could Directly edit the frames and animation in Quake Model editor. Don't know if you know, but you can edit MD3 ...