Search found 31 matches
- Tue Jan 31, 2023 6:39 pm
- Forum: Off-Topic
- Topic: What is the attraction of PS1-style visuals?
- Replies: 51
- Views: 12004
Re: What is the attraction of PS1-style visuals?
What is the attraction of doom or any other game's pixel art graphics? What is the attraction of playing an antiquated FPS that lacks such novel features like looking up? What is the attraction of listening to vinyl records? Why did they make "Happy Days", set in the 1950's, in the 1970's? Why did ...
- Sun May 08, 2022 11:19 am
- Forum: Levels
- Topic: Very first Doom II Single level wad: Curse Of Reverence
- Replies: 5
- Views: 1044
Re: Very first Doom II Single level wad: Curse Of Reverence
It's missing textures when loaded.
- Mon Nov 22, 2021 6:04 pm
- Forum: Off-Topic
- Topic: Let's come together and remember Castlevania.
- Replies: 5
- Views: 2027
Re: Let's come together and remember Castlevania.
I don't want to start a whole thing in this thread but to say Aria of Sorrow is weaker than Circle of the Moon is absolutely laughable. CotM is among the worst in the series and also not part of the main Castlevania timeline.
- Thu Feb 18, 2021 4:24 pm
- Forum: General
- Topic: Problems with DS4 controller
- Replies: 3
- Views: 766
Re: Problems with DS4 controller
Try going into the controller settings and turning down the axes one at a time until the spinning stops. I forget which one it is. I think the ds4's gyro controls or whatever they are mess with GZDoom.
- Wed Dec 23, 2020 9:37 am
- Forum: Graphic/Audio Patches
- Topic: Widescreen statusbars (v2409)
- Replies: 167
- Views: 142490
Re: Widescreen statusbars for Doom PWADs
This status bar pack doesn't include the arms graphic from each of the individual pwads they are modified from. If you're trying to use a particular status bar outside of the intended pwad it will default to doom(2)'s arms graphic. You can use slade to open the pwad and copy the graphic, likely ...
- Tue Dec 08, 2020 5:04 pm
- Forum: Technical Issues
- Topic: Screen tearing
- Replies: 3
- Views: 1518
Re: Screen tearing
I vaguely recall reading that GZDoom uses adaptive sync. The cvar for it is "gl_control_tear". You could try toggling it with vsync on and see if it makes any difference.
- Sat Oct 10, 2020 8:37 am
- Forum: Graphic/Audio Patches
- Topic: CRT HUD/Statusbar
- Replies: 11
- Views: 11542
Re: CRT HUD/Statusbar
This is a really excellent HUD. The offset "ammo", "health" and "armor" labels under the numbers is pretty jarring to my eye though. I see why it was done that way for the secondary ammo counter but for the health/armor boxes it just doesn't look right. Maybe listing the armor save percentage in a ...
- Wed Sep 16, 2020 4:19 pm
- Forum: Closed Bugs [GZDoom]
- Topic: HUD/statbar scale to fullscreen doesn't respect aspect ratio
- Replies: 3
- Views: 558
Re: HUD/statbar scale to fullscreen doesn't respect aspect r
Also the "preserve aspect ratio" setting no longer affects the automap level stats and level name text. In previous versions of GZDoom and current LZDoom the text will either be square or stretched depending on the setting.
- Sun Jun 14, 2020 1:52 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: IDDT AutoMap Mode Without Cheating
- Replies: 0
- Views: 322
IDDT AutoMap Mode Without Cheating
I'm not sure if such a thing would be possible. Basically as the title says, an automap setting that functions similarly to using "iddt" to reveal actors/items/monsters but only those that the player has "seen". In the same way that the walls of the automap update as you explore new areas, so too ...
- Wed Jun 10, 2020 3:27 pm
- Forum: General
- Topic: Dual Analogue control (in console Classic Doom style)
- Replies: 4
- Views: 1807
Re: Dual Analogue control (in console Classic Doom style)
When using a dual shock 4 you have to turn one of the axes all the way down. I forget which one it is off hand but I remember having the same problem. It isn't an engine bug but maybe GZDoom not knowing what to do with the gyro sensors or something. With your ds4 on just turn down one axis and see ...
- Mon Jun 08, 2020 2:11 pm
- Forum: General
- Topic: Do you think ROTT did starting weapons right and...
- Replies: 11
- Views: 675
Re: How would you improve the standard doom pistol?
The only thing I would change would be to halve the spread. It seems illogical that the chaingun fires twice fast or so but both weapons are equally accurate. It just makes good video game sense for the weapon that fires twice as fast to be half as accurate and vice versa.
- Mon Jun 08, 2020 2:03 pm
- Forum: Graphic/Audio Patches
- Topic: Brightmaps Plus v1.92
- Replies: 140
- Views: 103434
Re: Brightmaps Plus v1.71
Cool. Thanks for making the report and also for your hard work and continued maintenance on this. These brightmaps, the minor sprite fix project and the sc55 music packs are my can't play without anymore autoloads.
- Sun Jun 07, 2020 6:05 pm
- Forum: Graphic/Audio Patches
- Topic: Brightmaps Plus v1.92
- Replies: 140
- Views: 103434
Re: Brightmaps Plus v1.71
Using the latest GZDoom release, 4.4.0, many of the brightmaps for various textures don't work. No other mods/sprite replacements/etc outside of the Doom/Doom II sprite fix wads and these brightmap packs are being used. They all appear to work correctly in 4.3.3.
- Sat May 30, 2020 5:15 pm
- Forum: Levels
- Topic: [v1.0] Gomorrah - A UDMF mapset powered by OTEX
- Replies: 35
- Views: 140997
Re: [RC1] Gomorrah - A UDMF mapset powered by OTEX
Cool thanks.
- Sat May 30, 2020 9:17 am
- Forum: Levels
- Topic: [v1.0] Gomorrah - A UDMF mapset powered by OTEX
- Replies: 35
- Views: 140997
Re: [RC1] Gomorrah - A UDMF mapset powered by OTEX
So... how do you actually exit from malevolence? I killed all monsters, got all items and solved the red skull key puzzle and nothing happens. I even restarted and played through a second time and can't figure it out. Maybe it's something obvious and I'm just missing it but I ran around the level ...