Search found 19 matches

by sinaptica
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

Marisa Kirisame wrote:I have to wait until there's linux support 🤔
Is there any official word on that matter?
by sinaptica
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!
by sinaptica
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?
by sinaptica
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 ...
by sinaptica
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!
by sinaptica
Sat Nov 24, 2018 10:28 am
Forum: Off-Topic
Topic: New Member Introductions
Replies: 794
Views: 201400

Re: New Member Introductions

Get Phobo wrote:Hello,

I guess I forgot to introduce myself.
(···)
Welcome to the forums :)
Doom is like an incurable sickness that won't go away, even 20+ years after contracting it.
by sinaptica
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!
by sinaptica
Thu Nov 22, 2018 11:16 am
Forum: Scripting
Topic: ZScript deprecated functions.
Replies: 2
Views: 382

Re: ZScript deprecated functions.

Thank you!
by sinaptica
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 ...
by sinaptica
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.
by sinaptica
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.
by sinaptica
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.
by sinaptica
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 ...
by sinaptica
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 ...
by sinaptica
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 ...

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