Search found 8 matches
- Mon Nov 15, 2021 2:27 am
- Forum: Closed Bugs [GZDoom]
- Topic: Autoload Issue with Wadsmoosh
- Replies: 1
- Views: 786
Autoload Issue with Wadsmoosh
Brightmaps Plus 1.9 and other mods that used to work correctly aren't loading anymore with Wadsmoosh . It sounds like this is related to a change made in recent versions of GZDoom with autoload. The issue is explained here: What's happening here is that those WADs include GLDEFS lumps for doom.id ...
- Mon Nov 15, 2021 1:10 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 668542
Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Is there a compatible set of Brightmaps though that would work with the latest version of Smooth Doom?EmperorGrieferus wrote:https://www.doomworld.com/forum/topic/1 ... d-edition/NullWire wrote:Is there any brightmap addons for this mod?
- Mon Nov 15, 2021 1:08 am
- Forum: Graphic/Audio Patches
- Topic: Brightmaps Plus v1.92
- Replies: 140
- Views: 103633
By the way, the WadSmoosh AutoName change in GZDoom 4.6.0 also affected Brightmaps Plus in the same way. Easy fix by just copying the doom.id.doom2 filter folder as doom.id.wadsmoosh, except for the textures one. But I'm not sure that one is worth trying to support WadSmoosh with, because of the ...
- Sun Nov 14, 2021 8:07 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 668542
Re: Smooth Doom [UPDATE 9/25/19]
i noticed two small issues with the most recent update and with my limited slade knowledge was able to fix them. smooth doom 4-14-20 bug.png the most apparent one is that the shortgreentorch is now blue. this can be fixed by going into DECO/Decoration.txt, finding this section: Actor ShortTorch ...
- Mon Nov 08, 2021 4:26 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GZDoom 4.7.1 macOS 320x200 Crash
- Replies: 1
- Views: 495
GZDoom 4.7.1 macOS 320x200 Crash
GZDoom 4.7.1 macOS crashes when ran at 320x200 with the following error message whenever launching a new game: https://gist.github.com/aarodynamics/56182f566b4e655e08a2373ff750b1b7 Loading a game from the start screen in 320x200 works. Starting a new game from the start screen in any other scaled ...
- Mon May 31, 2021 4:54 pm
- Forum: Technical Issues
- Topic: Accurate HUD Scaling at Lower Resolutions
- Replies: 4
- Views: 1230
Re: Accurate HUD Scaling at Lower Resolutions
I wanted to add a couple more details for anyone else who may stumble on this thread... I had to set r_noaccel true for scaling to avoid scaling issues on certain sprites on my weapon. Rachel mentioned to me that this is likely due inefficiencies with the float datatype. You can see the issue here ...
- Mon May 03, 2021 12:08 am
- Forum: Technical Issues
- Topic: Accurate HUD Scaling at Lower Resolutions
- Replies: 4
- Views: 1230
Re: Accurate HUD Scaling at Lower Resolutions
You need to do the math yourself to set custom scaling like this... ScaledY / NativeY = Y * NativeX = X * 1.2 = ScaledX You'll always know your ScaledY because that's the vertical resolution you want to achieve (400p in my case). You're solving for the ScaledX. Then run the command: vid_setscale ...
- Sun May 02, 2021 12:49 pm
- Forum: Technical Issues
- Topic: Accurate HUD Scaling at Lower Resolutions
- Replies: 4
- Views: 1230
Accurate HUD Scaling at Lower Resolutions
I've noticed when using 640x400 or 320x200 mode on my 2880x1800 HiDPI laptop LCD that the HUD's pixels seem to be scaled correctly even with linear filtering set to None... But, if I switch to a Normal + 0.25 scale or use the "Lowest Possible Scale" mode the HUD's pixels aren't scaled properly ...