Is there any official word on that matter?Marisa Kirisame wrote:I have to wait until there's linux support
Search found 19 matches
- Thu Dec 06, 2018 2:31 am
- Forum: Off-Topic
- Topic: Doom 3: Phobos Episode 1 Out Now
- Replies: 9
- Views: 1382
Re: Doom 3: Phobos Episode 1 Out Now
- Sat Dec 01, 2018 9:19 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Ashes: Dead Man Walking
- Replies: 105
- Views: 56532
Re: Ashes: Dead Man Walking (WIP)
I'm looking forward to play this!
- Fri Nov 30, 2018 11:49 am
- Forum: General
- Topic: Ideas for a randomized Rougelike?
- Replies: 7
- Views: 524
Re: Ideas for a randomized Rougelike?
Have you thought about randomizing portals?
- Tue Nov 27, 2018 5:03 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Re: (wip) Ashes 2063 TC - THREAD EVACUATION
- Replies: 1374
- Views: 394770
Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs
Finished the first chapter on normal difficulty without the add-ons yesterday. Damn, where to begin, I'll try to be brief. WHAT A BLAST. I have enjoyed this from start to finish. I'm a big fan of the genere, and man, from my POV this mod is spot on. Big and well designed levels (the subway station ...
- Mon Nov 26, 2018 3:39 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP] Might & Magic VII in DOOM
- Replies: 50
- Views: 32315
Re: [WIP] Might & Magic VII in DOOM
Great work. This looks fantastic!
- Sat Nov 24, 2018 10:28 am
- Forum: Off-Topic
- Topic: New Member Introductions
- Replies: 794
- Views: 201400
Re: New Member Introductions
Welcome to the forumsGet Phobo wrote:Hello,
I guess I forgot to introduce myself.
(···)

Doom is like an incurable sickness that won't go away, even 20+ years after contracting it.
- Thu Nov 22, 2018 7:29 pm
- Forum: Levels
- Topic: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!
- Replies: 118
- Views: 67229
Re: Elementalism - an ambitious new 32-map megawad
I'm really getting psyched for playing this when it's ready.
Those screenshots are quite something!
Those screenshots are quite something!
- Thu Nov 22, 2018 11:16 am
- Forum: Scripting
- Topic: ZScript deprecated functions.
- Replies: 2
- Views: 382
Re: ZScript deprecated functions.
Thank you!
- Thu Nov 22, 2018 9:56 am
- Forum: Scripting
- Topic: ZScript deprecated functions.
- Replies: 2
- Views: 382
ZScript deprecated functions.
I'm working on a PR for SLADE to improve the function call tips on the text editor. It's now possible for the call tip, not only to warn the user if the function is deprecated and since what version, but also to suggest another function to use instead. I've searched all relevant files inside gzdoom ...
- Thu Nov 22, 2018 3:18 am
- Forum: TCs, Full Games, and Other Projects
- Topic: ZDoc - Automatically generated documentation for PK3s
- Replies: 10
- Views: 2512
Re: ZDoc - Automatically generated documentation for PK3s
I have not had the time yet to look at the sources.
The first step should be to check what does sirjuddington thinks about all this.
I'll try to read the source this week end and come up with some ideas.
The first step should be to check what does sirjuddington thinks about all this.
I'll try to read the source this week end and come up with some ideas.
- Tue Nov 20, 2018 4:35 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: ZDoc - Automatically generated documentation for PK3s
- Replies: 10
- Views: 2512
Re: ZDoc - Automatically generated documentation for PK3s
Cool!
The first thought I had was this could be a great thing to integrate into SLADE, somehow... maybe.
The first thought I had was this could be a great thing to integrate into SLADE, somehow... maybe.
- Mon Nov 19, 2018 5:37 pm
- Forum: Graphic/Audio Patches
- Topic: Billboarder (XY billboarding for missiles & more - UPDATED)
- Replies: 15
- Views: 13603
Re: Billboarder (XY billboard patch for missiles & more)
I like the idea.
I've quickly tested and the only weird thing I've found is when shooting with the RL all the way up to the zenith, the sprite missile sometimes shows the frontal view. Also, when shooting looking up while strafing, the missile almost instantly changes to the lateral view.
I've quickly tested and the only weird thing I've found is when shooting with the RL all the way up to the zenith, the sprite missile sometimes shows the frontal view. Also, when shooting looking up while strafing, the missile almost instantly changes to the lateral view.
- Mon Nov 19, 2018 4:27 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Motion Blur?
- Replies: 28
- Views: 3395
Re: Motion Blur?
Newer and more advanced motion blur algorithms uses both the depth buffer as well as motion vectors for each pixel. In those the stuff further away will blur less and things moving same way as the camera will too. You are right that true exact motion blur can only be done by rendering lets say 10 ...
- Mon Nov 19, 2018 3:49 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Motion Blur?
- Replies: 28
- Views: 3395
Re: Motion Blur?
Motion blur is different than those other effects in the sense that it is trying to fix a specific aliasing problem. As Nash already described, it helps a lot at lower frame rates. Even at higher ones it does make the movement feel more smooth, but it comes with the price of a less crisp scene ...
- Mon Nov 19, 2018 2:30 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Motion Blur?
- Replies: 28
- Views: 3395
Re: Motion Blur?
One question: Why? What's this obsession to add the degrading effects by today's cameras to an image that is perfectly sharp? Well, I can understand someone wanting to simulate certain lens phenomena and/or the peculiarities of a particular film medium if they want to simulate a real world camera ...