Search found 36 matches

by Gato303
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 ...
by Gato303
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 ...
by Gato303
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 ...
by Gato303
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

Re: GZDoom g.4.1.2 New problems with custom scaled font for

_mental_ wrote:Fixed both issues in 688f130 and 733dea5.

Next time please post regressions to Bugs subforum, and create a separate topic for each issue.
Thanks for your help
by Gato303
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

Graf Zahl wrote:If you do not post a testable example for your non-working menus we cannot help you.
Here's the first mod:
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
by Gato303
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 ...
by Gato303
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 ...
by Gato303
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 ...
by Gato303
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

Graf Zahl wrote:No need to post the entire thing. Only the assets to show the problem are needed to check it.,
Here is a link to the (WIP) mod, I've been doing:

https://www.dropbox.com/s/4cfh5gsi5byvr2f/quakey.pk3

Hope it helps,
Gato303
by 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 ...
by Gato303
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

Graf Zahl wrote:Please post a runnable example that can be tested.
Good day, do you mean to post my unfinished mod?
It's a PK3 file like 50MB big, it's playable tho, would it be ok?
(I always edit with Slade3)
by Gato303
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 ...
by Gato303
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 ...
by Gato303
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 ...
by Gato303
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 ...

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