Search found 15 matches

by Ludicrous_peridot
Thu Nov 03, 2022 1:15 pm
Forum: Closed Bugs [GZDoom]
Topic: pullins produce unexpected load order starting at least in 4.8.1
Replies: 3
Views: 621

Re: pullins produce unexpected load order starting at least in 4.8.1

Thanks, Graf. Appreciate pullins are not something team wants to support at the moment, I am using pullins to automatically load a set of pk3 last - i.e. after any user specified pk3-s and their dependent pk3-s that they may LOAD. If there's a better way for achieving that with GZDoom, I would ...
by Ludicrous_peridot
Tue Nov 01, 2022 10:40 am
Forum: Closed Bugs [GZDoom]
Topic: pullins produce unexpected load order starting at least in 4.8.1
Replies: 3
Views: 621

pullins produce unexpected load order starting at least in 4.8.1

Test case - drop into gzdoom directory and start go.bat https://mega.nz/folder/E8NS0QiC#uCZfNTBOUE-lQO3W8F97pA Resulting output (on 4.8.1) C:\Games\gzdoom-4-8-1-Windows-64bit>gzdoom -stdout +set developer 1 -file PSXLOAD.PK3 OS: Windows 8.1 (NT 6.3) Build 9600 M_LoadDefaults: Load system defaults ...
by Ludicrous_peridot
Mon Apr 04, 2022 1:35 am
Forum: Gameplay Mods
Topic: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Replies: 708
Views: 205811

Re: [1/28/2022] Doom Delta v2.4.0b!

Kinsie wrote:
ThrashfanBert1994 wrote:when we be getting some map addons for this?
When you be making 'em.
Or you could try these viewtopic.php?f=43&t=52262&start=615#p1173783 , although many are "novelties" or "curios" of sorts.
by Ludicrous_peridot
Fri Mar 04, 2022 4:37 am
Forum: Graphic/Audio Patches
Topic: GZSprFix 2.0 (Revenant100's sprite fixes repacked for GZDoom)
Replies: 16
Views: 16728

Re: GZSprFix (Revenant100's sprite fixes repacked for GZDoom

That's a perfect package, many thanks for it.
Any chance of Hexen sprites being included with the package as well?
by Ludicrous_peridot
Sat Feb 12, 2022 3:37 am
Forum: Gameplay Mods
Topic: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Replies: 708
Views: 205811

Re: [1/28/2022] Doom Delta v2.4.0b!

I also mentioned earlier that it would be nice to add replacement of decorations and enemies on map 31-32 with authentic ones. This is what they were clearly going to go with, using the standard ones as placeholders (see changes between alpha and final release), but due to overall total time ...
by Ludicrous_peridot
Tue Dec 28, 2021 3:40 am
Forum: Feature Suggestions [GZDoom]
Topic: Allow 'user' CVARINFO cvars to be set by ZScript
Replies: 3
Views: 1412

Re: Allow 'user' CVARINFO cvars to be set by ZScript

Oh, yes. Have just ran into the same issue. Spent some time trying to figure out why, while being seemingly updated ingame (when accessed via GetCVar) , my user cvar was not persisted between GZDoom restarts, and then remembered previous version of DoomDelta had a "bug" where hud style would not be ...
by Ludicrous_peridot
Fri Dec 03, 2021 3:59 pm
Forum: Requests
Topic: Looking for 3DO/Jaguar Mugshot XDeath
Replies: 4
Views: 1900

Re: Looking for 3DO/Jaguar Mugshot XDeath

Quite a necro on my part, but I was just poking around 3do assets and stumbled on this thread, and here they are:

https://mega.nz/folder/hs8BUQ6Q#WThZhb7m7DR_Vp4Ct7kIFA

(FACES.43 - FACES.50)
by Ludicrous_peridot
Wed Nov 24, 2021 1:03 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: GAMEINFO background title color!?
Replies: 10
Views: 2725

Re: GAMEINFO background title color!?

Sharing what has worked for me in hopes of that being useful: STARTUPTITLE = " " STARTUPCOLORS = "d000000", "000000" backg1.png backg2.png This was actually black. I was aiming for empty black space, hence spaces in the title. If I were to include a printable character it would output as red :)
by Ludicrous_peridot
Mon Nov 22, 2021 1:52 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.7.0 released
Replies: 126
Views: 57808

Re: GZDoom 4.7.0 released

Graf Zahl wrote:The rationale was that the core logic may be changed in future versions, making any such mod incompatible.
Thanks. Seem's a slightly longer version of the rationale in this other thread viewtopic.php?f=15&t=72875#p1198316
by Ludicrous_peridot
Sun Nov 21, 2021 8:52 am
Forum: Feature Suggestions [GZDoom]
Topic: HUD sprite scaling
Replies: 3
Views: 1603

Re: HUD sprite scaling

Maybe that's not directly related but weapon sprite scaling looks weird when in resolutions with aspect ratios less than 1.3. E.g. on a portrait 1024x1280 hand with pistol occupies 1/3 of the screen. This isn't intended, right?
by Ludicrous_peridot
Sun Nov 21, 2021 7:09 am
Forum: Feature Suggestions [GZDoom]
Topic: Fuzz style customization with user shader
Replies: 0
Views: 621

Fuzz style customization with user shader

Please allow fuzz style to be customized by modder via a user shader they provide with the mod. One naive way this could work for a single global override is a new GLDEFS definition e.g. FUZZTYPE that would allow referencing a shader. This type of shader would always register as 0 in usershaders. In ...
by Ludicrous_peridot
Sat Nov 20, 2021 4:01 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.7.0 released
Replies: 126
Views: 57808

Re: GZDoom 4.7.0 released

I am curious about the rationale for this change block user overrides for the logic module of core fragment shaders. Prior to 4.7 it was fairly easy to change the looks of fuzz effect globally by overriding one of the built in fuzz shaders with your own and then configuring the corresponding gl ...
by Ludicrous_peridot
Sat Nov 21, 2020 4:46 am
Forum: Gameplay Mods
Topic: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Replies: 708
Views: 205811

Re: [BUGFIX!] Doom Delta v2.2.1!

So, while mod authors are apparently busy with tons of stuff, let me share some derivative map packs I've done by editing other people's work. The aim was to give Doom Delta some maps from Alpha/Beta to run around for sight seeing and shooting monsters (e.g. with appropriate HUD selected :) ) and to ...
by Ludicrous_peridot
Tue Aug 18, 2020 5:09 am
Forum: Gameplay Mods
Topic: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Replies: 708
Views: 205811

Re: [BUGFIX!] Doom Delta v2.2.1!

Well, DoomDelta considered stable and most (I assume) players not spending significant time in menus, probably my cosmetic request in point 3 above will unlikely get attention. So I took this into my own hands and did a small rendering tweak for episodes menu for my personal use. So if episode menu ...
by Ludicrous_peridot
Mon Aug 10, 2020 5:28 pm
Forum: Gameplay Mods
Topic: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Replies: 708
Views: 205811

Re: [BUGFIX!] Doom Delta v2.2.1!

I have only recently learned about Doom Delta, and what an amazing discovery for me it is. And as much as I love production values of this mod I also wonder if these minor things could be fixed in an upcoming bugfix or release? 1. Brighter hud bars for 100+ health and armor are set to redraw every 6 ...

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