Search found 43 matches
- Wed Jan 29, 2020 1:35 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 406075
Re: Ultimate Doom Builder
This is a funky one... and it's kinda crossing areas, so bear with me if this isn't the exact appropriate thread for this. It looks like UDMF isn't following the UDMF spec, but GZDoom doesn't seem to follow the spec exactly, either. I had a very basic map that was in vanilla format (hardly anything ...
- Sun Jan 19, 2020 6:30 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 406075
Re: Ultimate Doom Builder
I noticed this just today. Sometimes, particular lights are not shown in 3D mode. This doesn't seem to depend on the dynamic light count or angle, so I don't believe it's because there are too many lights being drawn. In fact it worked in GZDB-Bf. Notice the yeloow and red ones on the right vs on ...
- Thu Dec 26, 2019 11:39 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 406075
Re: Ultimate Doom Builder
less optimized What are you using to optimize it, by chance? Maybe the PNG optimizer (if that's what you mean) is making a change that isn't totally compatible with the PNG specification, or it's doing something DevIL doesn't understand. I usually use a combination of PNGOUT and zopflipng with good ...
- Wed Dec 25, 2019 1:28 am
- Forum: Closed Bugs [GZDoom]
- Topic: Hitscan spread changes depending on the on view angle
- Replies: 1
- Views: 241
Hitscan spread changes depending on the on view angle
The spread that gets applied to hitscans from the player's weapon seems to depend on the angle the player is looking at. For example, if you fire the super shotgun while looking straight ahead, it behaves as expected, with hitscans covering a wide area. But... the higher you look up (or the more you ...
- Wed Dec 25, 2019 1:15 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 406075
Re: Ultimate Doom Builder
I gave it a try with the map I'm currently working on, which is decent sized (3110 sectors, 8793 verts, 1020 things). It uses a 130mb pk3 texture pack right now, which puts the total number of textures to about 9062. I used two separate prefixes, one for 32-bit and one for 64-bit. My machine: nvidia ...
- Thu Dec 19, 2019 2:31 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165005
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Just a general sort of report... Gave the latest version posted by ZZYZX a go, both 32-bit and 64-bit. Native mono still gives me the same exception, but Wine + Mono does not :D However, Wine + Mono is unbearably slow, much slower than non-GL GZDB on Wine. The resources for my current project (about ...
- Mon Dec 16, 2019 8:12 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165005
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
You mean the native mono build? Its main outstanding issues are that there's no raw input and no SendMessage implementation. Both of those could probably be solved on the C# side of things by falling back to using winforms APIs for reading the mouse and sending events to the UI thread. Correct, a ...
- Mon Dec 16, 2019 7:37 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165005
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I got the 32-bit version launching with both Mono and Wine, but the moment it tries to render 2D or 3D mode, I get a crash. However, the crashes are each a bit different. I have a backtrace from wine-4.21 here: https://pastebin.com/0Zwm5A5k I usually use the 32-bit version with Wine with relatively ...
- Sun Apr 28, 2019 3:32 am
- Forum: Closed Bugs [GZDoom]
- Topic: Flickering black textures
- Replies: 3
- Views: 373
Flickering black textures
I noticed that when Vulkan is enabled, the textures (floor/ceiling/wall) flicker between normal and all black, depending on the viewing angle. This only happens with Vulkan enabled; OpenGL doesn't behave like this. I've encountered this both with Umbra of Fate and (to a lesser degree), Freaky ...
- Sun Apr 28, 2019 3:25 am
- Forum: Closed Bugs [GZDoom]
- Topic: Shader error with Umbra of Fate
- Replies: 7
- Views: 661
Re: Shader error with Umbra of Fate
Forgot to reply to this, sorry. I just tested with 4.1 and the changes I made (which were super small: remove the "uniform sampler2D tex;" declaration and switch to using "InputTexture" where needed) allow it to run. I'm having different issues now, but I'll make a new thread for them. I'll also get ...
- Thu Apr 18, 2019 4:34 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Shader error with Umbra of Fate
- Replies: 7
- Views: 661
Re: Shader error with Umbra of Fate
So I can't even get the Vulkan renderer to work with UoF on my system. X11 completely hangs until I log in through SSH and force kill the process from the command line. No error messages, it just hangs after "TITLEMAP - Umbra of Fate Title Map" is shown in the terminal. I did go through the shaders ...
- Thu Apr 18, 2019 2:48 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Shader error with Umbra of Fate
- Replies: 7
- Views: 661
Re: Shader error with Umbra of Fate
For one, don't download it from idgames. That's a super old version, and I don't upload to idgames anymore :^) Always grab my mods from here instead: http://alexa.partition36.com/games-and-mods/doom/ First, a note: I am very noob-ish when it comes to GLSL shaders. Bear with me here. I think I missed ...
- Thu Jan 31, 2019 5:28 pm
- Forum: Levels
- Topic: Project Romero - The Trans Allies Thank You mod
- Replies: 49
- Views: 15566
- Sun Jan 27, 2019 6:41 am
- Forum: Levels
- Topic: Project Romero - The Trans Allies Thank You mod
- Replies: 49
- Views: 15566
Re: Project Romero - The Trans Allies Thank You mod
The last I checked, we were targeting true color.
- Fri Jan 25, 2019 7:33 pm
- Forum: Levels
- Topic: Project Romero - The Trans Allies Thank You mod
- Replies: 49
- Views: 15566
Re: Doom - The Way Romero Did - Let's show Romero we support
As someone who's trans, I am totally excited for this :D I'll totally contribute a map or two, and maybe a few music tracks.