Search found 269 matches
- Fri Mar 17, 2023 3:46 am
- Forum: Developer Blog
- Topic: GZDoom 4.9.0 survey - the final rundown
- Replies: 36
- Views: 13742
Re: GZDoom 4.9.0 survey - the final rundown
I must not notice this "high draw overhead" because various things I've played don't suffer grave lag as a result of me playing with that debug variable enabled. I get the same performance with or without it.
- Fri Mar 17, 2023 3:25 am
- Forum: Developer Blog
- Topic: GZDoom 4.9.0 survey - the final rundown
- Replies: 36
- Views: 13742
Re: GZDoom 4.9.0 survey - the final rundown
It makes me wonder why "INTEL_DEBUG=reemit" is such a solid "bug fix", the only description for that envvar is "mark all state dirty on each draw call", so what exactly does this mean for a moron like myself?
- Fri Mar 17, 2023 1:06 am
- Forum: Developer Blog
- Topic: GZDoom 4.9.0 survey - the final rundown
- Replies: 36
- Views: 13742
Re: GZDoom 4.9.0 survey - the final rundown
Ugh, I never knew it was that bad. I thought the open source drivers were better than the Windows ones, but apparently not. If it only happens on Linux maybe that is why there haven't been more frequent reports about the texture filtering issue. I found it a bit odd that you experience a problem ...
- Fri Mar 17, 2023 12:49 am
- Forum: Developer Blog
- Topic: GZDoom 4.9.0 survey - the final rundown
- Replies: 36
- Views: 13742
Re: GZDoom 4.9.0 survey - the final rundown
I wonder how much here is the driver's fault and how much your niche version of Linux. I've never heard of "Void Linux" before and reading the blurbs on their website I don't think I would ever consider it. Distro has nothing to do with my problems. I'd get the same exact result if I had did "Linux ...
- Thu Mar 16, 2023 10:02 pm
- Forum: Developer Blog
- Topic: GZDoom 4.9.0 survey - the final rundown
- Replies: 36
- Views: 13742
Re: GZDoom 4.9.0 survey - the final rundown
Myself constantly running into rendering errors in GZDoom, some of which only occur under Vulkan is the reason why I've been sticking with Core OpenGL 4.6 and running GZDoom with "INTEL_DEBUG=reemit" set. I understand fully I'm in that minority that'd get the "KMA" sentiment, but I'm atleast ...
- Tue Mar 14, 2023 9:23 pm
- Forum: Gameplay Mods
- Topic: Rampancy - [2.1]
- Replies: 105
- Views: 83293
Re: Rampancy - [2.0]
Really nice to see this update, Yholl. I hope this mod can be made as excruciatingly difficult as possible. I typically play on Fast Monsters + Nightmare Reaction Times with standard monsters after all.
Re: ModDB?
The fact that the OP says people can get away with "junk" uploaded to the site makes me wonder why those submissions aren't "archived" such that they never appear in search results as has happened to some of my things for totally arbitrary reasons. I only really registered to ModDB just to make sure ...
- Tue Feb 21, 2023 9:44 pm
- Forum: Rules and Forum Announcements
- Topic: A quick notice about privacy (Re: Our efforts to combat spam)
- Replies: 7
- Views: 191259
Re: A quick notice about privacy (Re: Our efforts to combat spam)
I honestly don't care if people cross-reference my username, at that point I hope they enjoy what ends up coming up! The only thing I'm worried about with anti-spam is false positives or over aggressive blanketing of IP ranges. I so far haven't managed to get my account banned at VOGONS, but I'd get ...
- Sat Feb 18, 2023 12:17 am
- Forum: General
- Topic: XY billboarding and static objects
- Replies: 5
- Views: 898
Re: XY billboarding and static objects
I turn the "Adjust sprite clipping" completely off for this very reason. Yes, it does make certain stuff sink into the ground, but unless someone has a crazy hairbrained idea to make GZDoom render sprites through certain floor depths like the vanilla rendering engine does, I'd rather just keep this ...
- Thu Feb 09, 2023 11:56 am
- Forum: General
- Topic: Laz Rojas - an old Doomer in trouble.
- Replies: 2
- Views: 982
Re: Laz Rojas - an old Doomer in trouble.
This sure was a lot to take in to read, and only cements even more-so my loss in faith of humanity as well as the "United States of America". I hope something like this doesn't end up befalling myself and my mother because my father is basically going to die of metastasized stage 4 colon cancer. I ...
- Sun Feb 05, 2023 1:05 am
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 84885
Re: Doomreal [1.2]
I wonder why they decided to make the weapons right-handed in the final game. No idea honestly, if you look at my previous post not every player model was imported with their data mirror'd so they're right handed instead of left handed. Marisa has tools to undo that operation so that everybody is ...
- Sat Feb 04, 2023 6:41 pm
- Forum: Off-Topic
- Topic: What is the attraction of PS1-style visuals?
- Replies: 51
- Views: 11985
Re: What is the attraction of PS1-style visuals?
Well I could think of numerous reasons why, that isn't to do with nostalgia. Unreal Engine 5 is a complete mess, and if you planned on making anything commercial you have to end up paying revenue to Epic.
- Sat Feb 04, 2023 12:49 am
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 84885
Re: Doomreal [1.2]
How do you change the weapon positions like in the screenshots? most weapons appear on the left instead of the right for me if that makes sense. You don't, old screenshots showed the weapons on the right because that's how the models were setup originally during early versions of the mod. It's not ...
- Wed Feb 01, 2023 5:37 pm
- Forum: Off-Topic
- Topic: What is the attraction of PS1-style visuals?
- Replies: 51
- Views: 11985
Re: What is the attraction of PS1-style visuals?
There's an awful amount of dithering in these images, though. Neither Doom nor the Build engine games ever had this problem. The skyboxes tend to suffer dithering problems, but I'm willing to chalk that up to whatever image editor they were using at the time. Some of the skybox dithering isn't that ...
- Wed Feb 01, 2023 3:51 pm
- Forum: Off-Topic
- Topic: What is the attraction of PS1-style visuals?
- Replies: 51
- Views: 11985
Re: What is the attraction of PS1-style visuals?
As I've mentioned previously on other threads; Cruelty Squad literally... LITERALLY has a shader with filename of "psx" that it uses on some (but not all) of the actors in the game that causes the faces to wobble around and "snap" to imprecise coordinates. I like the game for inexplicable reasons ...