Search found 66 matches
- Sun Jun 14, 2020 12:23 pm
- Forum: Mapping
- Topic: Optimization help
- Replies: 4
- Views: 1688
Optimization help
So, the maps I've been working on for a mod have started to perform rather poorly. I did try some of the more obvious things like more blocking sightlines and less verticies but unfortunately they don't help by a lot. Someone suggested that I should cut down the amount of dynamic lights, I did that ...
- Fri Jun 12, 2020 2:42 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Width and Length
- Replies: 1
- Views: 408
Width and Length
Would this even be possible? Being restriced to box colliders is problematic, as even a simple rectangular model requires a sector to be made to have accurate collision, and this isn't very good for the performance, which is a rather big concern in a mod I'm working on
- Wed May 13, 2020 1:10 am
- Forum: Technical Issues
- Topic: Making a cutscene/TITLEMAP
- Replies: 1
- Views: 265
Re: Making a cutscene/TITLEMAP
This might be because your cameras have incorrect TIDs/tags (still not sure what's the correct term for them). Make sure the script calls for the correct TID and cameras are properly linked with each other.
- Mon Mar 16, 2020 1:36 pm
- Forum: General
- Topic: Help needed for POSTAL: Share the Doom
- Replies: 9
- Views: 535
Re: Help needed for POSTAL: Share the Doom
that would be very much appreciated then! Thank you :D You are welcome. :) Ill get to this later in the week, and expect the article to be live at the end of the month or so. (There is already stuff to be posted in between). Feel free to contact me through Discord regarding info. I'll try to give ...
- Mon Mar 16, 2020 12:23 am
- Forum: General
- Topic: Help needed for POSTAL: Share the Doom
- Replies: 9
- Views: 535
Re: Help needed for POSTAL: Share the Doom
Yeah, I guess you can but as Kizoky stated STD (yeah we know) is very raw at the momentRedneckerz wrote:Maybe this needs a little more visibility through R667? I could always just write about the mod first and then end with the suggestion afterwards
- Sun Mar 15, 2020 1:21 pm
- Forum: General
- Topic: Help needed for POSTAL: Share the Doom
- Replies: 9
- Views: 535
Help needed for POSTAL: Share the Doom
*Link to the original post in case you don't know what it is: https://forum.zdoom.org/viewtopic.php?f=19&t=64099 Hello! I'm one of the devs of Share the Doom, and recently while talking to Kizoky we have concluded that development is taking too slow. The scope of the project is just too big for two ...
- Sun Feb 23, 2020 8:50 am
- Forum: Scripting
- Topic: Any "texture blending" shaders out there?
- Replies: 0
- Views: 152
Any "texture blending" shaders out there?
I've been looking for those quite a while now but I haven't found any, at least none that are public. Are there any texture blend shaders out there that I not know of?
- Thu Jan 16, 2020 6:21 am
- Forum: Game Engines
- Topic: [Experimental] GZDoom-ZDRay - Compiled works and more
- Replies: 17
- Views: 15820
Re: [Experimental] GZDoom-ZDRay - Compiled works and more
What's next? Cubemaps? HDR? Realistic Physics? Ragdoll support?
In all seriousness this is a cool feature, I'd definately want to see it become an actual part of GZDoom. Imagine what kind of stuff mappers could do with this.
In all seriousness this is a cool feature, I'd definately want to see it become an actual part of GZDoom. Imagine what kind of stuff mappers could do with this.
- Sun Nov 10, 2019 1:53 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Viewmodel bug
- Replies: 15
- Views: 2162
Re: Viewmodel bug
Of course not, may be it's the driver version. Which settings are you using (specially resolution)? Have you tried the 64 bit build? I don't use discord. Edit: and which OS? No, haven't used the 64 bit build yet. I use the 1920x1080 resolution, Windows 10 OS. It doesn't seem that the issue is in ...
- Sun Nov 10, 2019 1:40 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Viewmodel bug
- Replies: 15
- Views: 2162
Re: Viewmodel bug
It's been a long time since i tested the 32 bit build last time but i've just checked and it works. So it's a problem with your graphics card, BTW which card is it? GTX 1070 which might be incompatible with this OpenGL? Not sure. Anyway, can you PM me your Discord tag if you have one? I'd like to ...
- Sun Nov 10, 2019 12:26 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Viewmodel bug
- Replies: 15
- Views: 2162
Re: Viewmodel bug
Update: So I tried playing Doom Tournament and the same issue came up, with the geometry glitches and stuff wOuXm3Hd0lg As I said before, it seems that specifically viewmodels cause this, 3D models seemingly work fine. Apart from glitching the geometry, it also doesn't render certain parts of the ...
- Wed Oct 23, 2019 7:09 am
- Forum: Closed Bugs [GZDoom]
- Topic: Viewmodel bug
- Replies: 15
- Views: 2162
Re: Viewmodel bug
You can try those old Doom 3d model packs, Psychofobia uses some 3d models and that Half-Life 1 TC Paranoid also used 3d models.drfrag wrote:What about the vintage buid? I meant a runnable sample for testing. Or do you know any other mod using MD3 for weapons?
- Wed Oct 23, 2019 6:02 am
- Forum: Closed Bugs [GZDoom]
- Topic: Viewmodel bug
- Replies: 15
- Views: 2162
Re: Viewmodel bug
Are you using MD3 models? Could you post a running sample? Did they work in GZDoom 3.3.2? Models are MD3, but we haven't tested them in GZDoom 3.3.2. They did run in GZDoom 3.7.2 though. Note that only viewmodels are causing issues (if i didnt make that clear) And what do you mean by "running ...
- Wed Oct 23, 2019 3:46 am
- Forum: Closed Bugs [GZDoom]
- Topic: Viewmodel bug
- Replies: 15
- Views: 2162
Re: Viewmodel bug
A viewmodel is a HUD weapon model right? Which LZDoom version? Which renderer? Does it work properly in GZDoom? I can't debug a video. Edited: Yes, viewmodels are HUD weapon models, in a way The renderer is OpenGL-accelerated, and no options seem to fix it. Yes, everything works correctly in GZDoom.
- Wed Oct 23, 2019 1:36 am
- Forum: Closed Bugs [GZDoom]
- Topic: Viewmodel bug
- Replies: 15
- Views: 2162
Viewmodel bug
It seems that LZDoom can't render viewmodels correctly. We're making a game on the GZDoom engine and it is entirely comprised of 3d models. Everything seems to work fine on LZDoom, up until a viewmodel is loaded. Then, level geometry starts to disappear, sky is flashing and parts of 3d models don't ...