Search found 3323 matches
- Fri Mar 10, 2023 1:54 am
- Forum: Abandoned/Dead Projects
- Topic: MariFX Shader Suite
- Replies: 31
- Views: 34087
Re: MariFX Shader Suite
That can already be done with the other existing filters. Adjusting the gamma curve of saturation in grading, combined with isolating the saturation of certain hues in the hue-saturation filter.
- Wed Mar 01, 2023 2:42 pm
- Forum: Abandoned/Dead Projects
- Topic: MariFX Shader Suite
- Replies: 31
- Views: 34087
Re: MariFX Shader Suite
The palette+dithering shader has been replaced with one that uses a "less naive" algorithm. Results may vary depending on parameters used. It's still far from perfect, however, and I might keep tweaking things in the future.
- Tue Feb 28, 2023 1:39 am
- Forum: Abandoned/Dead Projects
- Topic: [1.3 WIP] Codename: DEMOLITIONIST
- Replies: 497
- Views: 188255
Re: [1.3 WIP] Codename: DEMOLITIONIST
The full migration to IQM is almost complete. I felt the need to get this one out of the way first since it'll simplify my work a lot. The development branch currently takes a lot less space than 1.2.31 while still having more content, which is pretty impressive. Since the format is vastly more ...
- Wed Feb 15, 2023 3:21 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: +MNOTVISIBLE actor flag
- Replies: 7
- Views: 2390
Re: +MNOTVISIBLE actor flag
It has been renamed to +MVISBLOCKED.
- Mon Feb 13, 2023 12:43 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: +MNOTVISIBLE actor flag
- Replies: 7
- Views: 2390
Re: +MNOTVISIBLE actor flag
I see this is still affected by the "random chance to be seen anyway" part of CheckSight? Is that intended?
- Sat Feb 11, 2023 8:01 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Please give actors a default Death state
- Replies: 5
- Views: 1297
Re: Please give actors a default Death state
Honestly, the real issue is that any pointers to a shootable actor like this get instantly NULL'd within the call to DamageMobj so it's practically impossible to do anything with them after the fact.
- Fri Feb 10, 2023 10:20 am
- Forum: Gameplay Mods
- Topic: [WIP] Doom 64: Unseen Evil - Run it back, Doom 64 style!
- Replies: 21
- Views: 12492
Re: [WIP] Doom 64: Unseen Evil - Run it back, Doom 64 style!
Bless... A thousand times bless...
I am very excited to see this come to fruition.
I am very excited to see this come to fruition.
- Tue Feb 07, 2023 9:00 am
- Forum: Off-Topic
- Topic: What is the attraction of PS1-style visuals?
- Replies: 51
- Views: 11970
Re: What is the attraction of PS1-style visuals?
Damn it, Kinsie, we have to let it go, he won't change his mind about it.
- Sat Feb 04, 2023 5:32 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Side scroller shooter] Operation Echo (2nd demo released!)
- Replies: 210
- Views: 79931
Re: [Side scroller shooter] Operation Echo (2nd demo released!)
Very very cute, indeed.
- Sat Feb 04, 2023 5:30 am
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 84842
Re: Doomreal [1.2]
Thanks for noticing, I'll add a small note clarifying they're old screenshots.
- Tue Jan 31, 2023 11:00 am
- Forum: Off-Topic
- Topic: Thinking back
- Replies: 8
- Views: 1129
Re: Thinking back
How old are we talking?
- Wed Jan 25, 2023 11:49 am
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 84842
Re: Doomreal [1.2]
Yeah, I'll do that for the 4.11/5.0 feature update. Hopefully, if the new bone features make it in, that one will have proper third person weapons, as well.
- Wed Jan 25, 2023 6:17 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085772
Re: Hideous Destructor 4.10.0a
I mildly suspect this to be related to an assortment of explosion-related crashes I've gotten over the years with multiple unrelated mods that seem to all narrow down to an assert in std::clamp when the "low" argument is larger than the "high" argument.
- Wed Jan 25, 2023 6:00 am
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 84842
Re: Doomreal [1.2]
As it currently stands I can't be bothered to implement a handedness switch, since the only potential way to do that would be to triplicate all the MODELDEFs for every single weapon (plus alternate skins). Prisoner 849 is canonically left-handed (the additional player models are outliers), so that ...
- Mon Jan 23, 2023 3:36 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GZDoom Crash on Starting Dragon Sector
- Replies: 42
- Views: 5313
Re: GZDoom Crash on Starting Dragon Sector
Well, I can see there are several hundreds of individual models in this.