Search found 854 matches
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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
- 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 ...
- 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 ...
- 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
Wasn't that the 970 not the 980?leileilol wrote:An anti-recommendation is the GTX 980. Nvidia totally pulled a Creative Labs* on that one
- 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 ...
- 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?
Did you fix this or was it a separate change?
- 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.
- 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 ...