Search found 93 matches
- Mon Feb 16, 2015 1:07 pm
- Forum: General
- Topic: Removing PoV warp in software renderer - Is it possible?
- Replies: 18
- Views: 3392
Removing PoV warp in software renderer - Is it possible?
Idk if that question even makes sense... maybe I'm a moron for asking... I really like the aesthetics of the software renderer, but I generally stick to OpenGL just for proper mouse-look. Is there any way/mod to either: faithfully duplicate the visuals of the software renderer in to OpenGL, or to ...
- Tue Nov 08, 2011 9:01 pm
- Forum: Abandoned/Dead Projects
- Topic: Brütal Doom v0.18
- Replies: 6768
- Views: 807359
Re: Brütal Doom v0.13: Epic Bugfixes!
The new rifle sprite is WAAAAAAY better than in .12. I don't mind the shotgun. And as far as sound goes, I didn't even know they were new...
Not a fan of the new plasma gun, and the BFG looks like he's pointing it way up in the air.
Not a fan of the new plasma gun, and the BFG looks like he's pointing it way up in the air.
- Sat Nov 05, 2011 3:13 pm
- Forum: Abandoned/Dead Projects
- Topic: Blake Stone TC Project Log
- Replies: 24
- Views: 5257
Re: Blake Stone TC Project Log
I played Blake Stone when I was a wee boy back in the day. I don't remember anything but the general look of it and really liking it as a kid.
Keeping my eye on this!
Keeping my eye on this!
- Sat Nov 05, 2011 3:11 pm
- Forum: Abandoned/Dead Projects
- Topic: Brütal Doom v0.18
- Replies: 6768
- Views: 807359
Re: Brutal Doom v0.12: Oh yes... there will be more blood!
When can we expect a GZdoom version of v13? Not to sound impatient, but I just love those new shotgun sprites :D Also, unbelievably dumb question, but if I have a save file running Brutal Doom v12, could I just continue using that same save file when v13 releases? I'd hate to abandon all my ...
- Sun Oct 30, 2011 8:20 pm
- Forum: Abandoned/Dead Projects
- Topic: Brütal Doom v0.18
- Replies: 6768
- Views: 807359
Re: Brutal Doom v0.12: Oh yes... there will be more blood!
I've only played a couple maps with this, and I'm having a lot of fun. My only complaint at the moment is that using the iron-sights on the rifle is kind of misleading as to where it aims. Naturally I want to use the sight of the gun to aim with, but of course the game is going to fire where the ...
- Sun Oct 30, 2011 12:56 pm
- Forum: Abandoned/Dead Projects
- Topic: DM Monsters 1.1 (Monsters like real players!)
- Replies: 16
- Views: 2289
Re: DM Monsters 1.1 (Monsters like real players!)
Pretty neat idea, but honestly I just don't think it works out. I stood in the hallway of Map01 with the imp at the end of the hall mindlessly getting stuck up on the wall, and when he got near me he just ended up throwing 3 fireballs right in to the floor or wall. I was standing still the whole time.
- Sat Oct 29, 2011 9:38 pm
- Forum: General
- Topic: How do I use custom brightmaps?
- Replies: 11
- Views: 2618
Re: How do I use custom brightmaps?
Well, I did a fresh download of GZDoom and it worked just by dragging it in. I don't know what I did to make it not work before, or maybe just all the different tests were me trying to get it to work on map01 (where the zombies don't light up, never knew that!) And now I've got the custom brightmaps ...
- Sat Oct 29, 2011 7:30 pm
- Forum: General
- Topic: How do I use custom brightmaps?
- Replies: 11
- Views: 2618
Re: How do I use custom brightmaps?
I had the GZDoom brightmaps yes, but afaik, it never did/does anything. I've never messed with the file though. Now I've downloaded some giant pack of brightmaps and don't know what to do with it. All I really care about are the bright eyes and enemies lighting up when firing so I can see stuff ...
- Sat Oct 29, 2011 6:48 pm
- Forum: General
- Topic: How do I use custom brightmaps?
- Replies: 11
- Views: 2618
How do I use custom brightmaps?
All I want to do is have the brightmaps that make monsters' eyes always bright and visible and stuff like that. I can't quite figure out how to apply these brightmaps, although a little wiki investigation leads me to believe I need to create a wad that links the various game elements with the ...
- Fri Sep 19, 2008 9:24 am
- Forum: Abandoned/Dead Projects
- Topic: RoE Weapons (Rebirth of Evil)[shotgun 35%
- Replies: 50
- Views: 4125
Re: RoE Weapons Pack (Rebirth of Evil)
Looks about right.esselfortium wrote:Please allow me to apologize in advance.
Spoiler: I'm so sorry
- Sat Sep 13, 2008 10:44 am
- Forum: Levels
- Topic: [WIP] Wicked Onslaught
- Replies: 5
- Views: 1006
Re: [WIP] Wicked Onslaught
Wow, I had all that stuff in mind when I went back to edit map01 and I still forgot to fix the texture errors (and that non-damage nukage thing for map02). It'll DEFINITELY be fixed for the next update. I'll work on balancing out the ammo too. Most of my play testing goes towards making sure all the ...
- Sat Sep 13, 2008 9:48 am
- Forum: Levels
- Topic: [WIP] Wicked Onslaught
- Replies: 5
- Views: 1006
Re: [WIP] Wicked Onslaught
I finished up map02 and figured out/fixed the skybox issue in map01 (no HoM in Zdoom now!), along with a few very small changes there. I still can't figure out the dropped shadow sector thing at the red key room though :( I put up the new file in the first post with some screens of map02. It's much ...
- Wed Sep 10, 2008 6:45 am
- Forum: Levels
- Topic: [WIP] Wicked Onslaught
- Replies: 5
- Views: 1006
Re: [WIP] Wicked Onslaught
Thanks for the input Phobus. That sucks though, as the dropped shadow sector and the shadows going through the floor don't occur in GZDoom/Skulltag. I have no idea why the red key floats; the size-box in Doom Builder doesn't touch the window, which is what I originally thought was causing the issue ...
- Wed Sep 10, 2008 6:03 am
- Forum: Levels
- Topic: [WIP] Wicked Onslaught
- Replies: 5
- Views: 1006
[WIP] Wicked Onslaught
After a hitting the books hard and learning the in's and out's of Doom Builder, I bring you my first ever project: Wicked Onslaught. I'd like for this to eventually be a full 32-level megawad, but I'm not sure if I'll ever get to that point. However, I plan to just keep adding and adding until I ...
- Thu Sep 04, 2008 1:35 am
- Forum: Gameplay Mods
- Topic: Doom Enhanced v1.1 - Test before I newstuff it!
- Replies: 24
- Views: 5241
Re: Doom Enhanced v1.1 - Test before I newstuff it!
Should do something like Beautiful Doom and smooth out the animations for the guns and some blood squirtage. This, a thousand times this. I'd be in heaven if I could get the weapons and blood spurts of Beautiful Doom and the everything else from Doom Enhanced. I played a good bit of online Co-op ...