Search found 892 matches

by phi108
Sun Jan 08, 2017 6:51 am
Forum: ZDoom (and related) News
Topic: ZDoom is Dead. Long live ZDoom.
Replies: 232
Views: 73949

Re: ZDoom is Dead (but the site isn't)

ZDoom has been one of the best Doom things I've found since 1993. Thanks Randi for all the work!
by phi108
Wed Apr 09, 2014 4:56 pm
Forum: Tutorials
Topic: Making voxels with Strip2Voxel & SLAB6
Replies: 17
Views: 9234

Re: Making voxels with Strip2Voxel & SLAB6

Here's 5 old Wolfenstein voxels from 2011 in a doomworld thread if anyone wants them, some of the colors may need adjusting: http://speedy.sh/NzxEr/WolfVoxs.zip http://i.imgur.com/NPHvJ.png and I also did a couple textures back then, a Startan, the one with pipes, and some rocky walls http://i.imgur ...
by phi108
Sat Feb 08, 2014 10:33 pm
Forum: Gameplay Mods
Topic: [Done] shotguns 2.1
Replies: 219
Views: 34550

Re: shotguns

I'm so happy.

Shotgun dammit
by phi108
Mon Sep 16, 2013 5:48 pm
Forum: Graphic/Audio Patches
Topic: 3xBR-noblend Sprite Upscales [Update: It's getting BRUTAL!]
Replies: 110
Views: 25572

Re: 2xBRh & 3xBR-noblend Sprite Upscales [Update 09/16/13]

I'm using the filter in the Kega sega Genesis emulator, and I'd say it's better than the 2 GZDoom options so far. But I can't get your files working. The .7z files can't be unpacked by my 7zip, and they don't work loaded directly into ZDoom. EDIT: I get "_data_anonfiles..." .7z files that say they ...
by phi108
Wed Sep 11, 2013 7:09 pm
Forum: Graphic/Audio Patches
Topic: Full GZDoom Skybox Set
Replies: 34
Views: 32189

Re: Full GZDoom Skybox Set

Whoa, 5 years later. Here's some new links, they should work with GZDoom, haven't tested: Click the name of the file on the top link on the page to download- Doom 1: http://speedy.sh/DVsTQ/skyboxesD1.zip Doom2: http://speedy.sh/nE2JB/skyboxesD2.zip TNT: http://speedy.sh/hS5ZP/SkyboxesTNT.zip ...
by phi108
Thu Jan 31, 2013 10:06 am
Forum: General
Topic: Eyefinity Gaming 5760x1080 scaling
Replies: 13
Views: 1724

Re: Eyefinity Gaming 5760x1080 scaling

I recently got a second monitor, and tried out Chocolate's -right switch, and it does seem fancy so far, though with both Directx and Windows gdi settings the client processes tend to crash when moving the window. One important performance consideration is to run the extended views at smaller ...
by phi108
Wed Apr 25, 2012 11:44 am
Forum: General
Topic: ZDoom vs GZDoom depth fog
Replies: 6
Views: 1495

Re: ZDoom vs GZDoom depth fog

I've found that using standard fog with Dark mode, then setting gl_distfog ~160, and Gl_Light_Ambient ~104, gives a brightening around the player, with dark fog similar to the vanilla fading. It's not exactly the same, but I think I prefer it over the more subtle default values. Though one oddity ...
by phi108
Mon Mar 12, 2012 6:08 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Stereoscopic support
Replies: 13
Views: 1575

Re: Stereoscopic support

This doesn't answer the question, but I found a guy on youtube who claimed to have Skulltag working with 3Dvision, though it seems broken. He said he uses a DirectX wrapper for Skulltag's GL mode, and then uses Nvidia's 3Dvision to render in 3D. The eye separation seems either too low or unseparated ...
by phi108
Thu Mar 08, 2012 5:41 pm
Forum: Editing (Archive)
Topic: Bobbing for cameras that follow the player
Replies: 0
Views: 256

Bobbing for cameras that follow the player

Isle did the stereoscopy wad a while ago (http://forum.zdoom.org/viewtopic.php?t=12938) with ACS cameras next to Doomguy's head, but they don't bob like the player view. I guess the best solution is to do some spawning math that moves them around to simulate it, but I have no clue where to start ...
by phi108
Thu Mar 08, 2012 5:30 pm
Forum: General
Topic: Zdoom on low end hardware
Replies: 5
Views: 1579

Re: Zdoom on low end hardware

I would guess you'd want "vid_forceddraw 1", maybe "vid_displaybits 8" too as that sped up my fps in DDraw mode (these options require a ZDoom restart) , and switch Vsync on or off to see what that does.
by phi108
Wed Mar 07, 2012 3:49 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Stereoscopic support
Replies: 13
Views: 1575

Re: Stereoscopic support

[*]It's not true 3D but looks more like various flat images stacked at different distances (ie like the effect with a "viewmaster" toy or a victorian stereoscope). I've seen this problem in specific scenes converted from 2D to 3D with "simple" cutout editing; real 3D image captures are from 2 real ...
by phi108
Tue Mar 06, 2012 9:22 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Stereoscopic support
Replies: 13
Views: 1575

Re: Stereoscopic support

I would like to see it as a feature too, and besides 3dvision, to support side-by-side crosseye and parallel views too, maybe anaglyph. I can understand the obstacles to adding it though, and Hud/weapons would have to be either not drawn or offset to make them appear closer than the vanishing point ...
by phi108
Sun Feb 05, 2012 4:21 pm
Forum: TCs, Full Games, and Other Projects
Topic: RELEASE: Wolfenstein 3D TC Version 3.1
Replies: 1536
Views: 347417

Re: Wolfenstein 3D TC (Status Update, p. 54)

I built a wolf3d.pk3 from that directory, and tried starting it with the Zdoom.exe, but now I need the old ZDoom.pk3 that corresponds with r3160, I can't find it in that SVN page anywhere. The latest ZDoom svn build's pk3 isn't compatible.
by phi108
Sun Feb 05, 2012 3:41 pm
Forum: TCs, Full Games, and Other Projects
Topic: RELEASE: Wolfenstein 3D TC Version 3.1
Replies: 1536
Views: 347417

Re: Wolfenstein 3D TC (Status Update, p. 54)

I was wondering about the progress in the SVN repository: http://www.afadoomer.com/wolf3d/svn/ Is this functional, and can someone supply a zipped build of this, or should I just download all the files? Something like tortoiseSVN for that? I'm guessing the new .exe modifications are required for the ...
by phi108
Sun Feb 05, 2012 3:33 pm
Forum: Abandoned/Dead Projects
Topic: [wip]SMWG: Rage fixes, changes
Replies: 297
Views: 38469

Re: [wip]SMWG: Rage fixes, changes

I forgot that the /sbarinfo/ folder doesn't do anything I guess, so if you put the sbarinfo.txt in the root of the Zip file it should work correctly.

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