Search found 27 matches
- Wed Oct 21, 2020 12:48 pm
- Forum: Developer Blog
- Topic: Menu Revamp - Need feedback
- Replies: 49
- Views: 39795
Re: Menu Revamp - Need feedback
I think it would be very helpful to have a catch-all "all vanilla settings we support" switch on the "simple" menu. There's numerous advanced menus with a multitude of options one has to pop in and out of to get that "vanilla" look and behavior (well, short of getting Crispy Doom or something), but ...
- Tue Oct 20, 2020 6:40 pm
- Forum: Developer Blog
- Topic: Menu Revamp - Need feedback
- Replies: 49
- Views: 39795
Re: Menu Revamp - Need feedback
Every time I wander back to gzdoom after 6 months or a year of not thinking about it I get tripped up trying to remember what the setting to make the hud and crosshair not be tiny at high resolutions is called and what menu it's hiding in. This is exactly the kind of feedback that I am looking for ...
- Tue Oct 20, 2020 6:24 pm
- Forum: Developer Blog
- Topic: Menu Revamp - Need feedback
- Replies: 49
- Views: 39795
Re: Menu Revamp - Need feedback
I think it would be very helpful to have a catch-all "all vanilla settings we support" switch on the "simple" menu. There's numerous advanced menus with a multitude of options one has to pop in and out of to get that "vanilla" look and behavior (well, short of getting Crispy Doom or something), but ...
- Sun Sep 27, 2020 10:50 pm
- Forum: Graphic/Audio Patches
- Topic: Simple replacement for NERVE intermission screen
- Replies: 4
- Views: 2785
Re: Simple replacement for NERVE intermission screen
Thank you. I am happy to say my mod has been rendered pointless. The latest version of NERVE.WAD from the unity release includes the changes I made with mine but done with a wide screen version of that screen as well as a proper title screen pic added into the WAD. All that's left is for Crispy Doom ...
- Fri Sep 04, 2020 5:33 pm
- Forum: Graphic/Audio Patches
- Topic: Simple replacement for NERVE intermission screen
- Replies: 4
- Views: 2785
Re: Simple replacement for NERVE intermission screen
I don't play NERVE but thank you for this picture. I've been looking for it for ages. Do you also happen to have the source picture of the side panels as seen here? https://i.imgur.com/JnL6Y33.jpg Sadly I don't. I pulled that image from the BFG Doom 2 wad, but couldn't find any side borders for ...
- Thu May 30, 2019 4:56 pm
- Forum: Assets (and other stuff)
- Topic: Rotating title screen help?
- Replies: 7
- Views: 831
Re: Rotating title screen help?
Certainly one PSX TC( or version of the PSX TC, not sure how many there are) even uses a TITLEMAP to create an animated title sequence that includes the fire effect, the logo rising up out of it and so on. I was only aware of one such project! Alright, that's the one I'm aware of so if that's the ...
- Thu May 30, 2019 2:49 pm
- Forum: Assets (and other stuff)
- Topic: Rotating title screen help?
- Replies: 7
- Views: 831
Re: Rotating title screen help?
Ah I see thank you too! Both good options! I'll experiment a little now and see what I come up with.Enjay wrote:The other option is to use a [wiki]TITLEMAP[/wiki] and print whatever pictures you like to the screen using HUD messages in ACS.
- Thu May 30, 2019 12:49 pm
- Forum: Assets (and other stuff)
- Topic: Rotating title screen help?
- Replies: 7
- Views: 831
Re: Rotating title screen help?
Haven't saw PSX TC but can assume that you talk about animated title page. If it so then there example of solution . GameInfo definition ANIMDEFS Thank you, that may be the "cheat" PSX TC used to give the illusion of rotating through title screens. To clarify, it isn't so much animation as it is ...
- Wed May 29, 2019 1:51 pm
- Forum: Assets (and other stuff)
- Topic: [PSA] Always initialize your shader variables!
- Replies: 3
- Views: 589
Re: [PSA] Always initialize your shader variables!
I have seen the truth! It is.... glorious!Tormentor667 wrote:The G doesn’t stand for GL but Graf (Zahl)
- Wed May 29, 2019 12:41 pm
- Forum: Assets (and other stuff)
- Topic: Rotating title screen help?
- Replies: 7
- Views: 831
Rotating title screen help?
The PSX TC mod has a pretty nice behavior in place where it rotates through different title screens. Could someone point me to the scripting needed to implement this? I'm pretty new to this stuff, but I'd love to use this effect for a few things I have planned.
- Wed May 29, 2019 12:38 pm
- Forum: Assets (and other stuff)
- Topic: Bald doomguy sprite
- Replies: 4
- Views: 883
Re: Bald doomguy sprite
Set that to be the look he gets when you get a berserk powerup, for that one-punching finish!
- Wed May 29, 2019 12:37 pm
- Forum: Assets (and other stuff)
- Topic: [PSA] Always initialize your shader variables!
- Replies: 3
- Views: 589
Re: [PSA] Always initialize your shader variables!
I wonder if GZDoom is going to be renamed VZDoom? Or maybe just drop that and simply call it all "ZDoom" again?
In short, thank you for the alert! Vulkan support is sure to be interesting!
In short, thank you for the alert! Vulkan support is sure to be interesting!
- Wed May 29, 2019 9:59 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: "Lite" version of GZDoom
- Replies: 4
- Views: 850
Re: "Lite" version of GZDoom
It would be great to have a version of GZDoom which is specificly made for standalone games. It's PK3 will come with only the actors that are used by the engine and no actors from the games. But it should at least come with a "empty" IWAD and some basic actors (like a playerclass for testing etc ...
- Tue May 28, 2019 5:40 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: automap stat positioning
- Replies: 8
- Views: 1029
Re: automap stat positioning
Only solution I can think of atm is to center HUD messages. "con_centernotify 1" to enable. Or go to HUD Options -> Message Options -> Center Messages. This is the default for Heretic & Hexen. I think the user here was seeking something a little closer to vanilla behavior, since technically there's ...
- Mon May 27, 2019 2:39 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Pistol start to resume from incompatible savegame
- Replies: 17
- Views: 3586
Re: Pistol start to resume from incompatible savegame
It's a good start, I like it! In the long run, a small file noting every time a monster or item's ID is changed and what it was changed to for that revision of GZDoom (as well as conversion charts for any alterations to the coordinate system) might help "convert" old save files to newer ones, but an ...