Search found 47 matches
- Wed Oct 09, 2019 3:35 am
- Forum: Scripting
- Topic: Custom menu
- Replies: 0
- Views: 335
Custom menu
Let's assume I have a TC, and I want to reinvent the wheel by writing custom menu code from scratch* without using MENUDEF**. At first everything is going fine, because GZDoom gives you an access to the 2D drawing routines, mouse/keyboard/joystick input, etc. But then I need a "Quit" option in the ...
- Fri Sep 27, 2019 3:31 pm
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 85180
Re: [Beta] Doomreal
I've been following development of this project, but still held myself from playing it until release.
So, it's about damn time.
So, it's about damn time.

- Fri Sep 27, 2019 1:08 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 668499
Re: Smooth Doom [UPDATE 6/15/19]
@Gifty, thanks for the update and especially for fixing this shotgun issue. =) Are you still in the way of merging Smooth Doom with Dead Marine? Because I loved the latter a lot , and I'm still looking forward to the single ultimate package. Also, the topic title still says "UPDATE 6/15/19".
- Thu Sep 26, 2019 11:12 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: (WIP) Quake 2 TC - DEMO RELEASED!
- Replies: 58
- Views: 25971
Re: (WIP) Quake 2 TC - DEMO RELEASED!
While in '00s I was playing PSX version of the game, this TC still feels pretty authentic (although with somewhat different level layout) and brings back memories. :')
I hope someday we'll see the proper muzzle flashes for the Quake 2 weapons. %)
I hope someday we'll see the proper muzzle flashes for the Quake 2 weapons. %)
- Wed Sep 25, 2019 4:41 am
- Forum: Feature Suggestions [GZDoom]
- Topic: HUD sprite scaling
- Replies: 3
- Views: 1603
HUD sprite scaling
Discussion: https://forum.zdoom.org/viewtopic.php?f=4&t=65943 Not yet sure, if this is a feature request or a bug report, but in any case there's no proper option to control scaling/stretching of active weapon's HUD sprite*, which could help to prevent that 1:1.2 aspect ratio correction. Or HUD ...
- Wed Sep 25, 2019 4:00 am
- Forum: General
- Topic: Advanced sound acoustics with OpenAL
- Replies: 4
- Views: 890
Re: Advanced sound acoustics with OpenAL
I know this is not quite related to the topic, but just in case I recommend to pay attention to the reverb settings, which can improve distant sound quite a lot.
- Tue Sep 24, 2019 2:24 am
- Forum: General
- Topic: Vertical stretching
- Replies: 10
- Views: 2583
Re: Vertical stretching
Not only the BFG ball, but pretty much every round thing and projectile, and it's getting much more visible in various mods, where the creators didn't bother to scale their assets according to the aspect ratio correction. (Also, it's just getting on my nerves, when my precious sprites are being ...
- Mon Sep 23, 2019 5:49 pm
- Forum: General
- Topic: Vertical stretching
- Replies: 10
- Views: 2583
Re: Vertical stretching
I think the reason is that it's a standard among all other source ports and all players and modders are expecting this behavior. Otherwise, there will be a lot of bug reports that GZDoom doesn't look like PrBoom, EDGE, Zandronum, ZDoom, Vavoom, Eternity and that everything's squished / doesn't look ...
- Mon Sep 23, 2019 3:25 pm
- Forum: General
- Topic: Vertical stretching
- Replies: 10
- Views: 2583
Re: Vertical stretching
Well, thanks, but I'm already aware of why (and how) the image is being stretched. :) Point of this thread is a little bit more "abstract": what's the reason of keeping this behavior? I mean, I don't think that GZDoom is still targeting to be visually comparable to vanilla Doom (see above).
- Mon Sep 23, 2019 1:06 pm
- Forum: General
- Topic: Vertical stretching
- Replies: 10
- Views: 2583
Vertical stretching
Question to the developers: is there any reason to keep this 1:1.2 aspect ratio as of today, given the fact that GZDoom already became a completely modern source port, which uses shaders, supports Vulkan, has no 320x200 video mode, etc.? To illustrate the problem: This is the default aspect ratio ...
- Sun Sep 22, 2019 12:01 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Inheritances on MODELDEF
- Replies: 9
- Views: 1724
Re: Inheritances on MODELDEF
Or maybe something more universal, like: Model PLSG { Path "Models/Blah" Model 0 "Blah.md3" FrameIndex A 0 0 ... etc. } ? Yeah, yeah, compatibility. :blergh: We already have global/shared/whatever definitions inside the TEXTURES lump, but why not in the MODELDEF?
- Sun Sep 08, 2019 12:23 am
- Forum: Gameplay Mods
- Topic: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
- Replies: 642
- Views: 213227
Re: [v2.1.2] Doom Incarnate: A Wolfenstein style mod
Hellbound also works pretty well with this mod.Alptraum wrote:So, which maps would you recommend to play with Incarnate, D3athStalker?
- Sat Sep 07, 2019 11:46 am
- Forum: Abandoned/Dead Projects
- Topic: [Discontinued] NC HUD v2.6.0 - September 7th, 2019
- Replies: 501
- Views: 200229
Re: [Release] NC HUD v2.6.0 - September 7th, 2019
Oh, we got the customizable colors! Thanks. <3
- Sat Aug 31, 2019 7:26 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 417304
Re: MetaDoom v5.666 "Klave EX" (Status Report p109)
Same here. It lacks some "punchiness" and feels pretty weak audiovisually (just like in the Doom 3).Alptraum wrote:The only thing I don't like about this mod is the machinegun from Doom 3. I never liked that weapon at all.
- Sat Aug 31, 2019 7:20 pm
- Forum: Gameplay Mods
- Topic: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
- Replies: 642
- Views: 213227
Re: [v2.1.2] Doom Incarnate: A Wolfenstein style mod
There are another three bugs with the dual wielded magnums if there's no ammo left in the both magazines: 1. They cannot be reloaded; 2. They cannot be switched back to the single wield mode (well, they can, but only by switching to another weapon); 3. The right magnum is not shooting in the ...