Search found 45 matches

by Atendega
Thu Jun 15, 2017 6:57 am
Forum: Gameplay Mods
Topic: [ALPHA] Doom Hand (Definitive Version)
Replies: 6
Views: 4403

Re: [ALPHA] Doom Hand (Definitive Version)

AFAIK, you can fix it using the YScale option in the TEXTURES lump. 1.2, if I recall correctly.
by Atendega
Wed Jun 14, 2017 7:14 pm
Forum: Gameplay Mods
Topic: [ALPHA] Doom Hand (Definitive Version)
Replies: 6
Views: 4403

Re: [ALPHA] Doom Hand (Definitive Version)

Doomguy (and everything else) is looking a bit thin, don't you think? :lol:

Everything is vertically stretched, something you'll probably wanna fix. Nonetheless, this is freaking awesome.
by Atendega
Sun Jun 04, 2017 6:21 pm
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 165052

Re: D4T v2.0 (Released! 19-05-17)

I was only providing a counterpoint, I wasn't trying to start an argument or change your mind. You're the author, you've got full creative control. And for what it's worth, this thing is really fun to play :wub:
by Atendega
Sun Jun 04, 2017 5:38 pm
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 165052

Re: D4T v2.0 (Released! 19-05-17)

Well my argument would be that playing with the vertical stretching is the objectively correct way to play, because the entirety of Doom is designed with that stretching in mind. I've seen very few people disable it. In any case, if you play without the stretching then, while all the weapons and ...
by Atendega
Sun Jun 04, 2017 4:54 pm
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 165052

Re: D4T v2.0 (Released! 19-05-17)

...That's not how it works...? *ZDoom stretches the gameworld properly by default. Forcing your aspect ratio may be a dirty fix for the art that isn't properly scaled, but it will distort everything else. That's not a solution. The mod is at fault here, not the engine or my setup.
by Atendega
Sun Jun 04, 2017 4:44 pm
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 165052

Re: D4T v2.0 (Released! 19-05-17)

This isn't a result of that, nothing has changed in regards to the vertical stretching of the game world. Doom has always been vertically stretched in this manner.
by Atendega
Sun Jun 04, 2017 4:33 pm
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 165052

Re: D4T v2.0 (Released! 19-05-17)

I wouldn't say it's "merely aesthetic". The aesthetics are a big part of this mod's appeal, and nearly every piece of art it uses is grossly distorted. Just because a lot of mods don't bother fixing the aspect ratio doesn't mean this mod shouldn't. And what do the Praetor hands have to do with it ...
by Atendega
Sun Jun 04, 2017 10:24 am
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 165052

Re: D4T v2.0 (Released! 19-05-17)

So, I hate to ask this again, but I don't suppose there's any chance of you fixing the gross vertical stretching? Because this thing is pretty great, besides the fact that literally everything is stretched. One of the most basic quirks of the Doom engine is the unusual pixel aspect ratio, I'd think ...
by Atendega
Sat Jun 03, 2017 12:13 pm
Forum: Gameplay Mods
Topic: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25
Replies: 460
Views: 174391

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9

Welp, guess I should have scanned the topic more thoroughly, sorry about that :oops:
by Atendega
Sat Jun 03, 2017 9:59 am
Forum: Gameplay Mods
Topic: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25
Replies: 460
Views: 174391

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9

Bug report: z_pOsNl2Pa0 If you're out of sub-weapon ammo, and you hold down the sub-weapon button while firing most weapons (the Spitfire doesn't work, there might be others as well), you'll begin spamming it like crazy. As far as I've discovered, you need to actually have a sub-weapon for this to ...
by Atendega
Thu Jun 01, 2017 5:06 pm
Forum: Gameplay Mods
Topic: Space Hunter: vintage Metroid action UPDATE [4/8/20]
Replies: 59
Views: 32472

Re: Space Hunter: vintage Metroid inspired action

Damn near everything is vertically stretched. Remember to compensate for Doom's weird pixel aspect ratio!

Besides that though, this is actually a really interesting adaptation of the original Metroid's gameplay. I like it.
by Atendega
Tue May 16, 2017 4:11 pm
Forum: TCs, Full Games, and Other Projects
Topic: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Replies: 3217
Views: 707752

Re: [Blade of Agony] Chapter 2 release trailer | p134

I'm a bit disappointed to see that stuff like various decorations, as well as scopes, are still visibly vertically stretched. Is there any chance of that ever being fixed?
Assuming this hasn't already been asked, if it has, I apologize >_>
by Atendega
Tue May 16, 2017 11:08 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: More iwad compatibility fixes
Replies: 13
Views: 960

Re: More iwad compatibility fixes

I don't think changes to the original map layouts should be made unless something is seriously broken. I wouldn't call this a bug, I'd call it an oversight by the developers. They didn't intend for it to be there, but it is in the final revision of the game, and for faithfulness's sake, it should ...
by Atendega
Wed May 10, 2017 5:45 am
Forum: Gameplay Mods
Topic: [WIP] Zheg Mighty Adventures
Replies: 4
Views: 2012

Re: [WIP] Zheg Mighty Adventures

Do want
This looks awesome. Will it only work with the custom enemies, or will we get to beat up the legions of Hell, too? :wub:
by Atendega
Tue Apr 18, 2017 8:51 am
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 165052

Re: D4T (Death Foretold) The last teaser (3)

So, is there any chance of you fixing the vertical stretch on all the weapons and items? None of the Doom 4 mods I've played seem to compensate for the fact that Necronnixis's sprites (and, by extension, these newer edits) aren't designed with Doom's vertical stretching in mind.

Go to advanced search