Search found 279 matches
- Tue Apr 22, 2025 8:52 pm
- Forum: Gameplay Mods
- Topic: Universal i-frames
- Replies: 4
- Views: 1912
Re: Universal i-frames
A thought for another option: When you're in iframes and not taking damage, if you're hit by something that does a larger amount of damage, you still take the difference. So like, if you're hit for 5 from something, then 20 from something, then 10 from something, then 50 from something all within ...
- Sun Feb 02, 2025 6:59 pm
- Forum: Technical Issues
- Topic: Graphics Errors with newest (Jan 30, 2025) Nvidia Drivers and Vulkan in gzDoom 4.14.0
- Replies: 12
- Views: 1874
Re: Graphics Errors with newest (Jan 30, 2025) Nvidia Drivers and Vulkan in gzDoom 4.14.0
So it happens on AMD, Intel and NVidia GPUs?
- Sun Feb 02, 2025 3:26 am
- Forum: Technical Issues
- Topic: Graphics Errors with newest (Jan 30, 2025) Nvidia Drivers and Vulkan in gzDoom 4.14.0
- Replies: 12
- Views: 1874
Re: Graphics Errors with newest (Jan 30, 2025) Nvidia Drivers and Vulkan in gzDoom 4.14.0
Further Update: I'm on a laptop. Some driver update (either Nvidia or perhaps a manufacturer one) reset from "dGpu only" to "Hybrid Mode." Upon restoring discrete gpu mode, the issue seems to have vanish, so I suspect it wasn't even the Nvidia drivers, but rather just the Intel GPU not liking Vulkan.
- Sat Feb 01, 2025 9:07 pm
- Forum: Technical Issues
- Topic: Graphics Errors with newest (Jan 30, 2025) Nvidia Drivers and Vulkan in gzDoom 4.14.0
- Replies: 12
- Views: 1874
Re: Graphics Errors with newest (Jan 30, 2025) Nvidia Drivers and Vulkan in gzDoom 4.14.0
Shader cache didn't help. Decided to launch other Vulkan games, particularly 2D ones, and, interestingly, "Doom + Doom 2" on Steam has the issue (though all games I tried prior to that don't). So apparently NVidia just hates classic Doom. Guess I'll hope for a driver update to happen soon, though it ...
- Sat Feb 01, 2025 4:53 pm
- Forum: Technical Issues
- Topic: Graphics Errors with newest (Jan 30, 2025) Nvidia Drivers and Vulkan in gzDoom 4.14.0
- Replies: 12
- Views: 1874
Graphics Errors with newest (Jan 30, 2025) Nvidia Drivers and Vulkan in gzDoom 4.14.0
With gzDoom 4.14.0 (as well as 4.11.something, I updated to see if a newer version resolved the issue) and Vulkan rendering (it's fine with OpenGL), the graphics are corrupted when using "Nearest" scaling for textures (any mipmap choice has the same results). As far as I can tell, it doesn't affect ...
- Thu Oct 17, 2024 4:39 pm
- Forum: Gameplay Mods
- Topic: Re: DOOMablo: a looter-shooter DOOM (0.4.1a - Heal Me)
- Replies: 190
- Views: 42734
Re: DOOMablo: a looter-shooter DOOM (v.0.5a - Armor rework)
How about Heretic/Hexen support? Those games feel like a perfect target for randomized loot and/or progression mechanics. Especially with HXDD out there now. Actually I wanted to make this mod for Heretic initially. It's my first mod, so I sticked with Doom just because it seemed better documented ...
- Thu Oct 17, 2024 2:31 pm
- Forum: Gameplay Mods
- Topic: Re: DOOMablo: a looter-shooter DOOM (0.4.1a - Heal Me)
- Replies: 190
- Views: 42734
Re: DOOMablo: a looter-shooter DOOM (v.0.5a - Armor rework)
How about Heretic/Hexen support? Those games feel like a perfect target for randomized loot and/or progression mechanics. Especially with HXDD out there now.
- Tue Sep 17, 2024 9:01 am
- Forum: Graphic/Audio Patches
- Topic: DSDamNum v1.0.1 - Damage Numbers
- Replies: 8
- Views: 2309
Re: DSDamNum v1.0.0 - Damage Numbers
Like it! Love me a lightweight universal mod. Any chance to add support for like... the main fonts for various IWADs? Like, beyond the generic font, numbers in the style of Doom, Hexen, Strife, etc? I don't know if there's a way to grab the default HUD font, but it'd make a lot of sense if that's an ...
- Thu Aug 08, 2024 9:49 pm
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27447
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
Which files from my steam folder do I need to play it properly in GZDoom?
- Wed Jun 19, 2024 5:27 pm
- Forum: Gameplay Mods
- Topic: ReLite
- Replies: 274
- Views: 98692
Re: ReLite
Yeah, the light on the ceiling of E1M1 looks really good to me.
- Tue Jun 18, 2024 11:10 am
- Forum: Gameplay Mods
- Topic: ReLite
- Replies: 274
- Views: 98692
Re: WIWO 0.6.8a
WIWO 0.6.8a Menu options to toggle decorative, texture, flat lighting (done) Alternative to brightmap texture lighting (working on this) Using texture brightmaps for placing lights eliminates a lot of coding to decide where lights could be. This is still working within the texture patch format. The ...
- Sat May 11, 2024 7:10 pm
- Forum: Gameplay Mods
- Topic: ReLite
- Replies: 274
- Views: 98692
Re: ReLite
Honestly, I quite like them both. I feel like ReLite has a better look but is very "either it looks great, or it doesn't work too well at all" and there's not much in between, while Relighting feels generally more consistent (other than that weird subtractive lighting bug I keep experiencing in ...
- Thu May 09, 2024 7:33 pm
- Forum: Gameplay Mods
- Topic: ReLite
- Replies: 274
- Views: 98692
Re: ReLite
Just out of the box, the first map in Hexen is really dark. Not "broken dark" or anything, but just... very, very dark. Are there settings I should be tweaking? I don't even see a settings menu for this mod...
- Sun May 05, 2024 9:45 am
- Forum: Scripting
- Topic: Question about Decals on floors/walls
- Replies: 2
- Views: 238
Re: Question about Decals on floors/walls
Primarily for aesthetic reasons. Decals being aligned to the same pixel grid as the actual textures would, to me, create a feeling of "there can't be any higher resolution art than this on this surface." I just wanted to create a specific sort of illusion of limitations. Not a biggie or anything.
- Wed May 01, 2024 10:29 pm
- Forum: Scripting
- Topic: Question about Decals on floors/walls
- Replies: 2
- Views: 238
Question about Decals on floors/walls
I'm not 100% sure "decal" is the right word, but I think it is. Is it possible to align decals with textures? Like, if I do blood splashes on floors or walls when something is shot, can I make sure the pixels in the decal align with, and are the same size as, the pixels on the texture? (Like, I know ...