Search found 81 matches
- Wed Oct 22, 2025 11:25 am
- Forum: General
- Topic: Texture filtering default discussion
- Replies: 19
- Views: 453
Re: Texture filtering default discussion
Just the way it's phrased says to me it's precisely that thing that so many people apparently find so important; that it is the "poster child" of the move to UZDoom, and I just don't really get why it's become such a big deal. It can't just be the preference itself. There's more going on. I think ...
- Tue Oct 21, 2025 5:26 pm
- Forum: General
- Topic: Texture filtering default discussion
- Replies: 19
- Views: 453
Re: Texture filtering default discussion
It's become a poster-boy because it's the simplest example of a change that 9 in 10 users wanted, but was prevented from happening due to the personal opinion of one person. And that's precisely my point: it's a preference that the entire community knows about, and can therefore change easily (when ...
- Tue Oct 21, 2025 2:48 pm
- Forum: General
- Topic: Texture filtering default discussion
- Replies: 19
- Views: 453
Texture filtering default discussion
Personally, I don't get why texture filtering has become the poster-boy for "we're doing things differently". This Doomworld thread gives an indication of the overwhelming preferences of the community: https://www.doomworld.com/forum/topic/137248-do-you-think-gzdoom-should-have-texture-filtering-on ...
- Mon May 23, 2022 3:20 am
- Forum: Levels
- Topic: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!
- Replies: 118
- Views: 67559
Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
Yep, the shader has been removed entirely from there in the final build. It had been temperamental ever since I first put it in, and apparently was using out of date code anyway. The effect it produced was super subtle, so rather than continuing to fight it I just replaced it with the basic grass ...
- Sun May 08, 2022 5:28 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Modeldef option to always render model
- Replies: 10
- Views: 1813
Re: Modeldef option to always render model
True, an actor flag would also work perfectly well too (given RenderRadius is an Actor flag there's precedent there).
- Sun May 08, 2022 12:41 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Modeldef option to always render model
- Replies: 10
- Views: 1813
Modeldef option to always render model
Currently the rendering of in-game models is directly tied to the rendering of the underlying Thing a model is tied to, specifically whether or not the sector the Thing's origin is in is being rendered at the time. This works fine for sprites, but in the era of increasingly large models (such as ...
- Tue Apr 26, 2022 7:54 pm
- Forum: Levels
- Topic: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!
- Replies: 118
- Views: 67559
Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
For what it's worth, we spent a huge amount of effort optimizing Elementalism as best we could. It is true for at least a couple of maps that they were designed with art in mind first, and then optimized later, but we still put considerable effort into ensuring the mapset ran acceptably before ...
- Fri Mar 18, 2022 7:24 pm
- Forum: Levels
- Topic: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!
- Replies: 118
- Views: 67559
Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
Just a quick note to say RC2 has been released! Bunch of bug fixes, QOL improvements and some small FPS optimizations. Download link here Full change-log from RC1: General: Earth Wand has had it's damaged buffed and a small AOE effect added, but re-fire speed has been slowed down Boss health bars ...
- Fri Mar 18, 2022 9:26 am
- Forum: Assets (and other stuff)
- Topic: Request: Help with modernizing Elementalism's shaders
- Replies: 13
- Views: 1215
Re: Request: Help with modernizing Elementalism's shaders
//=========================================================================== // // BEFORE // //=========================================================================== Material ProcessMaterial() { mat3 tbn = GetTBN(); vec2 texCoord = ParallaxMap(tbn); Material material; material.Base = getTexel ...
- Wed Mar 16, 2022 11:58 pm
- Forum: Assets (and other stuff)
- Topic: Request: Help with modernizing Elementalism's shaders
- Replies: 13
- Views: 1215
Re: Request: Help with modernizing Elementalism's shaders
That's fantastic news, thanks for reviewing them Rachael! That's a big relief! To confirm it was Graf who suggested the shaders needed updating, he said: "A technical note: While looking at the shaders I noticed that there's still several that use the broken and deprecated ProcessMaterial function ...
- Wed Mar 16, 2022 7:41 pm
- Forum: Assets (and other stuff)
- Topic: Request: Help with modernizing Elementalism's shaders
- Replies: 13
- Views: 1215
Request: Help with modernizing Elementalism's shaders
Hello lovely people, With the RC1 release of Elementalism , it's been pointed out that the shaders I have been using are out of date, to the extent that they might not even work properly with 4.8 when it releases. I know basically nothing about writing shaders, and had cobbled most of these together ...
- Sun Jan 16, 2022 12:09 am
- Forum: Bugs [GZDoom]
- Topic: New Actor Mover code breaks monster interpolation paths
- Replies: 3
- Views: 1754
Re: New Actor Mover code breaks monster interpolation paths
Discovered another related bug. It seems new CustomInventory actors are prevented from being picked up once they are placed on an Interpolation path - the player just runs straight through them. Edit: Found solutions to both my problems. They're work-arounds, but they work: - Immortal monster can be ...
- Sun Jan 09, 2022 11:40 am
- Forum: Bugs [GZDoom]
- Topic: New Actor Mover code breaks monster interpolation paths
- Replies: 3
- Views: 1754
New Actor Mover code breaks monster interpolation paths
The solution to this recent bug seems to involve making anything that is a monster invulnerable and dormant while they are on an interpolation path. The GitHub Pull is here: https://github.com/coelckers/gzdoom/pull/1524/files (specifically lines 502 and 503). Unfortunately this means any monsters ...
- Tue Aug 31, 2021 10:31 am
- Forum: Closed Bugs [GZDoom]
- Topic: Sprite rendering order transparent midtexture error
- Replies: 10
- Views: 710
Re: Sprite rendering order transparent midtexture error
I'm pretty sure the option to have "sprites face camera" didn't even exist in 2.1.1, so that's not exactly an apple-to-apple comparison. No you're right, but "X/Y Billboarding" was there, which is what I was checking against. The glitch was surely there before as well, but the line picking logic ...
- Tue Aug 31, 2021 9:54 am
- Forum: Closed Bugs [GZDoom]
- Topic: Sprite rendering order transparent midtexture error
- Replies: 10
- Views: 710
Re: Sprite rendering order transparent midtexture error
Yep, I went back and checked through old versions of GZDoom to find when the glitch first started occurring, and you're right, you have to go back about five years: it first appeared in GZDoom 2.2.0. In GZDoom 2.1.1 and earlier they render correctly. If it's been five years and barely anyone has ...