Search found 279 matches

by DarkkOne
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 ...
by DarkkOne
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.
by DarkkOne
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 ...
by DarkkOne
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 ...
by DarkkOne
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 ...
by DarkkOne
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.
by DarkkOne
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 ...
by DarkkOne
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?
by DarkkOne
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.
by DarkkOne
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 ...
by DarkkOne
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 ...
by DarkkOne
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...
by DarkkOne
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.
by DarkkOne
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 ...

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