Search found 82 matches

by Kotti
Wed May 02, 2018 3:22 am
Forum: Closed Bugs [GZDoom]
Topic: Abnormally high GPU usage while alt tabbed
Replies: 18
Views: 1299

Re: Abnormally high GPU usage while alt tabbed

Sounds good. Will you do it? I'll be quite busy with the renderer for at least two more weeks - and I want to get that to a state where I can test multithreading realistically.
by Kotti
Wed May 02, 2018 3:19 am
Forum: Closed Bugs [GZDoom]
Topic: Clicking on GZDoom can disable mouse cursor globally
Replies: 19
Views: 2535

Re: Clicking on GZDoom can disable mouse cursor globally

The main problem on Windows with an in-game mode change is that it requires a complete teardown of all video resources and rebuilding them afterward. And that's already causing some problems. True fullscreen is so crappy that even Apple recommends to avoid it since ~2010. For once I agree with Apple ...
by Kotti
Fri Apr 27, 2018 7:58 am
Forum: Off-Topic
Topic: Reviving video game rentals: A though experiment
Replies: 15
Views: 1255

Re: Reviving video game rentals: A though experiment

Scripten wrote:Steam already has a two-week return window

Wanna bet that you'll be kicked out if using that too often?
by Kotti
Fri Apr 27, 2018 4:33 am
Forum: Off-Topic
Topic: Reviving video game rentals: A though experiment
Replies: 15
Views: 1255

Re: Reviving video game rentals: A though experiment

I don't think that game studios will support this. They are thoroughly happy that they finally have a means to sell games where the consumer has little chance to check out the game before buying and no chance to sell it after having played it. Who cares if they alienate half of their potential user ...
by Kotti
Fri Apr 27, 2018 1:35 am
Forum: Closed Bugs [GZDoom]
Topic: *Gasp sound is not played
Replies: 7
Views: 632

Re: *Gasp sound is not played

I don't think the current default should be kept. It just sounds wrong.
by Kotti
Thu Apr 26, 2018 4:12 am
Forum: Scripting
Topic: Making the lite amp not suck
Replies: 22
Views: 1853

Re: Making the lite amp not suck

Jimmy wrote: - A "thermal visor" shader that colors the enemies (and possibly hazards) in red/yellow and the rest of the terrain in blue/purple.
Isn't that just a different color scheme for the existing 'enhanced Nightvision' mode?
by Kotti
Thu Apr 26, 2018 1:00 am
Forum: Scripting
Topic: *DECORATE* New Doom Barrel Damages Monsters But Not Player
Replies: 6
Views: 627

Re: *DECORATE* New Doom Barrel Damages Monsters But Not Play

In case you ask, why the setup is like this, you'll have to go back 25 years and ask the people who made the original Doom. Changing this stuff to be more intuitive now would only make things worse.
by Kotti
Thu Apr 26, 2018 12:36 am
Forum: General
Topic: ZDoom, XCode and the indent setting
Replies: 5
Views: 574

ZDoom, XCode and the indent setting

Every time I have to let CMake regenerate the project it will reset XCode's indent to use spaces instead of tabs, so I have to manually reset it. Is there any way to tell it to set it to tabs, as is the default for the GZDoom source? Unfortunately the CMake documentation is no help here, as usual ...
by Kotti
Thu Apr 26, 2018 12:17 am
Forum: Closed Bugs [GZDoom]
Topic: "skill" is not saved in save games
Replies: 5
Views: 439

Re: "skill" is not saved in save games

Are you sure that this isn't just a printout mismatch? I guess if this wasn't working it would have been discovered long, long ago, because the consequences would be too obvious.
by Kotti
Mon Apr 23, 2018 5:27 am
Forum: Scripting
Topic: Zscript PhysX/Havok/Bullet
Replies: 4
Views: 498

Re: Zscript PhysX/Havok/Bullet

Gutawer wrote:not mass * velocity - that's momentum.
Not according to vanilla Doom "physics"... :mrgreen:
by Kotti
Mon Apr 23, 2018 1:45 am
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165457

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Such a feature does not exist. You can set a color directly but there is no transfer function. Why do you need one?
by Kotti
Tue Apr 17, 2018 5:28 am
Forum: Off-Topic
Topic: Watch me Struggle: Attempting to use Old DOOM Map Editors!
Replies: 9
Views: 1008

Re: Watch me Struggle: Attempting to use Old DOOM Map Editor

Dumb question: Have you ever tried the DOS editors with 'cd'ing into their directories? Lots of software of that vintage cannot possibly be run like you tried. If it does not find its data in the current working directory it'll just fail.
by Kotti
Tue Apr 17, 2018 5:14 am
Forum: General
Topic: Brainstorming a GZDoom menu revamp
Replies: 104
Views: 12307

Re: Brainstorming a GZDoom menu revamp

One thing I find absolutely necessary here is that switching between simple and advancecd menus should be remembered for the next time the options menu is opened. While I appreciate the effort to make the menus more accessible, I have to admit that I felt completely lost in the simpler ones because ...
by Kotti
Thu Apr 12, 2018 1:21 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: 3D Floors which are Transparent AND Sloped
Replies: 14
Views: 1587

Re: 3D Floors which are Transparent AND Sloped

My guess is that outright 'no'ing it may be translated into 'Don't hold your breath.'
by Kotti
Wed Apr 11, 2018 7:50 am
Forum: General
Topic: Brainstorming a GZDoom menu revamp
Replies: 104
Views: 12307

Re: Brainstorming a GZDoom menu revamp

I see you still have separate entries for Rendering and Truecolor Software. These have been merged in the 2D Refactor branch which the next minor release will probably be based on.

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