Search found 32 matches
- Sun Jul 31, 2022 6:35 am
- Forum: Technical Issues
- Topic: 3d models rendered incorrectly [AMD+OpenGL]
- Replies: 8
- Views: 9398
Re: 3d models rendered incorrectly [AMD+OpenGL]
The newest AMD release seems to help with this - but it does have other issues - some of them fairly serious. (GLES is completely unusable in the new driver, for instance) "fairly serious" -- Racheal, you sure know how to make a guy sweat! toad sweat.png I think I will be okay with my current ...
- Mon Apr 04, 2022 12:10 am
- Forum: Closed Bugs [GZDoom]
- Topic: [4.7.1] Vulkan Buffer: Out of Device Memory
- Replies: 15
- Views: 4305
Re: [4.7.1] Vulkan Buffer: Out of Device Memory
Because of Necroposting or because dev builds have reached version 4.8.1?Major Cooke wrote:Please make a new thread.
- Sat Apr 02, 2022 4:53 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.7.1] Vulkan Buffer: Out of Device Memory
- Replies: 15
- Views: 4305
Re: [4.7.1] Vulkan Buffer: Out of Device Memory
I'm using 4.7.1 dev build and this bug crashes the game https://devbuilds.drdteam.org/gzdoom/gzdoom-x64-g4.8pre-269-g4049a0d8f.7z I'm using Project Brutality Custom Build from this link: https://telegra.ph/Project-Brutality-Custom-Build-03-05 When I am running PBCB with OpenGL API, the .m3D and ...
- Fri Mar 11, 2022 1:50 am
- Forum: Technical Issues
- Topic: 3d models rendered incorrectly [AMD+OpenGL]
- Replies: 8
- Views: 9398
Re: 3d models rendered incorrectly [AMD+OpenGL]
Thanks for the clarification Rachael. I tried Softpoly and that has the same issue with 3d models as OpenGL. I switched back to Vulkan, enabled High Performance mode, and restarted GZDooM. I updated my AMD driver to 22.2.3, disabled VSYNC, and forced AMD Sync (I am using AMD Sync monitor) In Hunter ...
- Wed Mar 09, 2022 4:51 pm
- Forum: Technical Issues
- Topic: 3d models rendered incorrectly [AMD+OpenGL]
- Replies: 8
- Views: 9398
Re: 3d models rendered incorrectly [AMD+OpenGL]
To Everyone who replied, Thank You so much! Framerate is noticeably lesser, but it fixed the problem and visual quality seems improved too. I can use OpenGL for 2D mods and Vulkan for mods using 3D models. Yay! Such a simple fix, just change rendering API. BTW is POLYMOST renderer derived from jDuke ...
- Wed Mar 09, 2022 5:30 am
- Forum: Technical Issues
- Topic: 3d models rendered incorrectly [AMD+OpenGL]
- Replies: 8
- Views: 9398
3d models rendered incorrectly [AMD+OpenGL]
This bug seems to affect GZDooM 4.2.1, 4.6.1, 4.7.1 64-bit in OpenGL mode. 3D models are flattened along one axis and appear as flattened shapes with messed up textures. The 3D models in D4D mod, Elementalism and Hunter's Moon are rendered incorrectly, they are crushed along one axis and thus appear ...
- Mon Feb 28, 2022 12:16 am
- Forum: Creation, Conversion, and Editing
- Topic: OBSIDIAN - Please Check https://obsidian-level-maker.github.io/ For Future Updates
- Replies: 197
- Views: 140485
Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]
Oh I forgot in my previous post, that was GZDooM 4.7.1 64-bit. Other versions don't seem to work with that mod combo.
- Mon Feb 28, 2022 12:14 am
- Forum: Creation, Conversion, and Editing
- Topic: OBSIDIAN - Please Check https://obsidian-level-maker.github.io/ For Future Updates
- Replies: 197
- Views: 140485
Re: OBSIDIAN - A continuation of Oblige/ObAddon [Beta 19]
If anyone in this thread gets particularly good results with Obsidian, please post your CONFIG.txt in this thread! I am combining Obsidian's -> output.wad with DRLA (Doom Rogue Like Arsenal), with this load order: name=DooM RogueLike https://www.youtube.com/watch?v=R2QuFcck48U portname=GZDoom iwad ...
- Mon Jan 31, 2022 12:59 am
- Forum: Gameplay Mods
- Topic: LASER JUSTICE: Yet Another Shmup Doom Mod
- Replies: 21
- Views: 11232
Re: LASER JUSTICE: Yet Another Shmup Doom Mod
Any chance of making the player mortal? Game is no fun if there's no challenge.
Otherwise, cool mod, I can see playing slaughterwads with this.
Otherwise, cool mod, I can see playing slaughterwads with this.
- Tue Aug 17, 2021 12:47 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397109
Re: SLADE Discussion - Latest: v3.1.13 (01/Jun/2021)
Thank You simc, that's exactly what I wanted. By the time I read your reply, I was nearly done with this project. But DEUtex will certainly come in very useful as I make more update patches to Compendium. I ended up copying and pasting the maps into new .WADs one by one, SLADE keyboard shortcuts ...
- Mon Aug 16, 2021 6:17 pm
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397109
Re: SLADE Discussion - Latest: v3.1.13 (01/Jun/2021)
As for splitting maps into separate files, I think you may be better served with wadext for that. Thank You for answering. I tried to use WADext, but it doesn't seem to recognize the file PS K:\Doom\Slade\WADext> .\wadext 32OF64-LR.WAD 32OF64-LR.WAD: not a WAD file PS K:\Doom\Slade\WADext> .\wadext ...
- Fri Aug 13, 2021 8:38 pm
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397109
Re: SLADE Discussion - Latest: v3.1.13 (01/Jun/2021)
SLADE 3.1.13 does not build a REJECT table when I save a map in the editor. How do I force it to build the REJECT table when I save? Also is there a way I can split a megawad into individual .WADs easily? Example 32OF64-LR.WAD contains 34 maps, I want to export them to individual WADs, one for each ...
- Sun Jul 25, 2021 3:47 am
- Forum: Gameplay Mods
- Topic: Slayer's Rampage Rebalanced
- Replies: 7
- Views: 3670
Re: Slayer's Rampage Rebalanced
A new version you say? I checked on your Google Drive and it still says "V5" is the latest.
- Wed Jun 30, 2021 5:14 am
- Forum: Gameplay Mods
- Topic: Slayer's Rampage Rebalanced
- Replies: 7
- Views: 3670
Re: Slayer's Rampage Rebalanced
Hello HyperExia, thank you for keeping this mod alive. Slayer's Rampage is one of my favorite mods for GZDoom, as it uses very little system resources and runs well even on weak systems like my Lenovo 450T. The pace is very fast and I love the enemy movement and sequence breaking afforded by double ...
- Sun Jun 06, 2021 2:49 am
- Forum: Gameplay Mods
- Topic: DoomDynMus - a dynamic music mod
- Replies: 177
- Views: 86891
Re: DoomDynMus - a dynamic music mod
Yes, and it is super easy to make your own. Using SLADE, I exported two sets of music lumps from MusicDarkAmbient.pk3 and STRAIN.WAD, Used bulkrenameutility.exe to rename them from D_<lumpname>.mus / .ogg to STRAIN_<lumpname>.mus / Dark_Ambient_<lumpname>.ogg, then wrote a DMUSDESC to tie them ...