Search found 854 matches

by MG_Man
Thu Sep 22, 2016 3:34 am
Forum: Closed Bugs [GZDoom]
Topic: SBARINFO doesn't scale to resolution
Replies: 17
Views: 2000

Re: SBARINFO doesn't scale to resolution

HUD scaling has been overhauled in a recent SVN version. Now there is a "uiscale" cvar that trumps the hud_scale cvar. I think this is what's going on here. uiscale works as a direct scale factor. Setting it to 1 does 1x pixel size, 2 does 2x pixel size, and so on. Set it to 0 to use the old method.
by MG_Man
Thu Sep 15, 2016 11:53 pm
Forum: Shaders
Topic: [WIP] RetroShader =Computer Friendly!= Update 4
Replies: 55
Views: 61325

Re: [WIP] RetroShader =Computer Friendly!= Update 4

I love this! Though, I suggest that EnablePosterization be set to 0 by default, now that Palette tonemapping is built into GZDoom. It's really rough on certain textures, especially SHAWN2, making it have ugly bands instead of smooth gradients. I get its purpose is to roughly emulate the 256-color ...
by MG_Man
Sun Jul 24, 2016 5:34 am
Forum: Creation, Conversion, and Editing
Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
Replies: 868
Views: 284236

Re: WadSmoosh - merge all official id releases into one PK3

The TITLEPIC from Scalliano shouldn't need to be custom added, it's just the Doom 1 Episode 4 intermission background. Anyway, beyond that I made a custom title screen that cycles through all the games' TITLEPICs and randomly selects the songs used in Doom 1 and 2's demos, since hearing D_INTRO loop ...
by MG_Man
Sun Jul 10, 2016 3:01 am
Forum: Creation, Conversion, and Editing
Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
Replies: 868
Views: 284236

Re: WadSmoosh - merge all official id releases into one PK3

Works fine, except that the Master Levels sky graphic doesn't seem to be added (the maps that use it complain about Unknown Texture ML_SKY1, 2, and 3) Also I had the same issue where the PK3 was not created/updated, but I just added the contents of the PK3 folder to it myself And finally, a minor ...
by MG_Man
Mon Jun 27, 2016 4:50 am
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1087388

Re: Hideous Destructor [last update dated June 27, 2016]

I'm noticing some weirdness with reloading using the rifle (the regular one, not the Slot 6 one) It seems that sometimes even if I'm holding reload I'll drop the mag anyway. It's not that ammo or inventory is full either, because I can pick it back up. Something to do with the whole unlicensed ...
by MG_Man
Fri Mar 13, 2015 10:45 am
Forum: Off-Topic
Topic: New Wolfenstein game
Replies: 76
Views: 9740

Re: New Wolfenstein game

Pretty much that. I will always find it weird that the Internet and the press crucified MS for basically announcing Steam's feature set for Xbox One. I know people on these forums have issues with Steam (the major issue I have with it is that Steam protected games - which is the minority of games ...
by MG_Man
Wed Mar 04, 2015 6:58 pm
Forum: Off-Topic
Topic: Three game engines, free in a row!
Replies: 16
Views: 1914

Re: Three game engines, free in a row!

Honestly, I think it's great that high quality engines and tools are coming out at very reasonable prices for everyone. But I do wonder if the long term effect would be like that of Tesco - the big giant that eliminated smaller competition. The cost of writing tech from scratch is now far more than ...
by MG_Man
Wed Mar 04, 2015 4:05 pm
Forum: Off-Topic
Topic: New Wolfenstein game
Replies: 76
Views: 9740

Re: New Wolfenstein game

Is this a new game or an expansion? It looks like the latter to me
by MG_Man
Tue Mar 03, 2015 7:40 pm
Forum: Off-Topic
Topic: Quake 2 source ports
Replies: 30
Views: 5256

Re: Quake 2 source ports

Before DirectQ2 existed I got fed up with all the broken port bullshit and tried to do my own . It was an unfinished ref_gl.dll though, and it was compatible with vanilla Q2's exe so nothing breaks :P and it did a lot of the things I wanted a Q2 port to have. npo2 textures, overbrights, proper ...
by MG_Man
Mon Mar 02, 2015 7:53 pm
Forum: Off-Topic
Topic: Quake 2 source ports
Replies: 30
Views: 5256

Re: Quake 2 source ports

R1Q2 with R1GL renderer is another conservative Q2 port I recall (has things like HUD scaling, mono lightmap support, in addition to turning the colored lighting to .5 of its saturation, proper overbright lighting) though I do not recall if it supported external music files or not. I do know that ...
by MG_Man
Mon Mar 02, 2015 7:02 pm
Forum: Off-Topic
Topic: Need advice on buying a new GPU
Replies: 30
Views: 3918

Re: Need advice on buying a new GPU

leileilol wrote:An anti-recommendation is the GTX 980. Nvidia totally pulled a Creative Labs* on that one
Wasn't that the 970 not the 980?
by MG_Man
Fri Feb 13, 2015 3:08 pm
Forum: Abandoned/Dead Projects
Topic: [Deprecated] Quake-style strafe tilting
Replies: 136
Views: 36908

Re: Quake-style strafe tilting (GZDoom)

Impressive! Although... I wonder if it's just me, or does the mouse yaw effect feel a little jerky? I took a brief look at your code and I'm thinking if you could unify all of the effects and condense them into a single loop/script? It would be neater than having 3 player scripts running at the ...
by MG_Man
Thu Feb 12, 2015 7:59 am
Forum: Abandoned/Dead Projects
Topic: [Deprecated] Quake-style strafe tilting
Replies: 136
Views: 36908

Re: Quake-style strafe tilting (GZDoom)

Nice! I see that GZDoom's aspect ratio correction is fixed too! (no longer stretched when looking all the way up or down)

Did you fix this or was it a separate change?
by MG_Man
Mon Jun 16, 2014 5:28 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_FireCustomMissile transfer/preserve pitch
Replies: 1
Views: 501

Re: A_FireCustomMissile transfer/preserve pitch

I agree, I think it's about time A_FireCustomMissile got the pitch flag since CustomMissile has it.
by MG_Man
Tue May 20, 2014 9:09 am
Forum: Game Engines
Topic: Official Oculus Rift GZ3Doom thread
Replies: 198
Views: 86667

Re: Official Oculus Rift GZ3Doom thread

Is movebob 0.05 really better than zero? I say so. I think it's pretty jarring when there's none as all, because then it feels like you're moving around on a scooter or something, or hanging on a hook attached to wheels. Maybe the problem is that the bob speed/interval is unnaturally slow when you ...

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