Search found 136 matches

by Fox666
Fri Jun 04, 2021 2:49 am
Forum: Resources
Topic: Wolfenstein 3D for Mac maps
Replies: 4
Views: 2642

Re: Wolfenstein 3D for Mac maps

Re-uploaded: https://www.sendspace.com/file/e3wh71

(problem editing the original post)
by Fox666
Fri Mar 06, 2020 6:20 pm
Forum: General
Topic: Raze and EDuke32 mod support
Replies: 15
Views: 2866

Re: Raze and EDuke32 mod support

The visual problems in DNTM are caused by some special flags for displaying the textures. They were not just broken in Eduke32 main branch the last few months, but there was a lack of documentation on them. DNTM uses a flag to force palette emulation off (GLOBAL_NO_GL_TILESHADES | GLOBAL_NO_GL ...
by Fox666
Thu Mar 05, 2020 9:20 pm
Forum: General
Topic: Enhanced palette emulation in Raze
Replies: 16
Views: 2262

Re: Enhanced palette emulation in Raze

To my eyes the default option with palette emulation disabled reduces the quantization artifacts of the original, greatly improving atmosphere IMO. The downside is that the colors hues and saturation get shifted around, resulting in a generally dull and off-looking colors. Actually, I think it's ...
by Fox666
Mon Feb 10, 2020 9:06 pm
Forum: Closed Feature Suggestions [Raze]
Topic: Duke3D 1.3D double foot
Replies: 12
Views: 1337

Re: Duke3D 1.3D double foot

Of course the reason why it was changed is probably because it doesn't seems physically possible...
by Fox666
Mon Feb 10, 2020 10:59 am
Forum: Closed Feature Suggestions [Raze]
Topic: Freelook improvements
Replies: 32
Views: 4272

Re: Freelook improvements

Yeah, thinking about it, it would be weird aiming straight up and firing and the bullet marks don’t appear where you aim, rather far below it. Could changing the projectile code in Duke3D/RR/IF to allow for freelook be done without rewriting the CON code and breaking compatibility with existing m ...
by Fox666
Mon Feb 10, 2020 10:48 am
Forum: Closed Feature Suggestions [Raze]
Topic: Duke3D 1.3D double foot
Replies: 12
Views: 1337

Re: Duke3D 1.3D double foot

Do you have code to enable this thing or an idea where the check is that prevents this? I have not tested it, but it should be this: Remove the checks for curr_weapon and kickback_pic if (TEST_SYNC_KEY(playerBits, SK_QUICK_KICK) && pPlayer->quick_kick == 0) if (PWEAPON(playerNum, pPlayer->curr ...
by Fox666
Mon Feb 10, 2020 2:37 am
Forum: Closed Feature Suggestions [Raze]
Topic: Freelook improvements
Replies: 32
Views: 4272

Re: Freelook improvements

You can't do it without changing gameplay logic. Projectiles fired upwards only have vertical velocity added, meaning the horizontal velocity is always the same. As a result, if you fire upwards, the projectiles would have infinite velocity. You can already see this with enemies. If you fly above ...
by Fox666
Wed Feb 05, 2020 2:08 pm
Forum: General
Topic: Widescreen modding?
Replies: 63
Views: 5422

Re: Widescreen modding?

I believe the RPG sprite was originally created for a cancelled mobile port by Voidpoint. It's also used in World Tour. The Megaton Edition sprite is less polished: That's correct. I created that modified sprite for the mobile port, and TX shared it with Nerve which included it in World Tour. The ...
by Fox666
Tue Feb 04, 2020 10:38 am
Forum: ZDoom (and related) News
Topic: Raze officially revealed!
Replies: 368
Views: 112665

Re: Raze officially revealed!

I understand. But you also have to understand my reasons. To add certain things to the map it will be inevitable to restructure some low level data. So far all Build ports have gone out of their way to do this without altering the core data structures and adding more and more stuff in parallel data ...
by Fox666
Mon Feb 03, 2020 12:31 pm
Forum: ZDoom (and related) News
Topic: Raze officially revealed!
Replies: 368
Views: 112665

Re: A new build engine is being developed!

I can just see it: George Broussard: "Dude, this code is complete ass, I can't make any sense of this, WTF?" Todd Replogle: "Hey man, it runs, what else do you want? It's a video game for Christ's sake. It's got a 1 year shelf life. It's not like anyone is going to working on this crap 25 years ...
by Fox666
Mon Feb 03, 2020 12:21 pm
Forum: ZDoom (and related) News
Topic: Raze officially revealed!
Replies: 368
Views: 112665

Re: A new build engine is being developed!

Gez wrote:Hey, is Construction why the scripting language in Duke is called "CON"?
I believe CON means "control"
by Fox666
Sun Feb 02, 2020 2:20 pm
Forum: ZDoom (and related) News
Topic: Raze officially revealed!
Replies: 368
Views: 112665

Re: A new build engine is being developed!

GeezDuke
by Fox666
Sun Feb 02, 2020 1:29 pm
Forum: ZDoom (and related) News
Topic: Raze officially revealed!
Replies: 368
Views: 112665

Re: A new build engine is being developed!

Good luck. I'm curious to see what will come out. :)
by Fox666
Sat Nov 23, 2019 3:47 pm
Forum: Off-Topic
Topic: Can a GZDoom-like engine be made for Build games?
Replies: 185
Views: 20661

Re: Can a GZDoom-like engine be made for Build games?

No, actually, that's not what you'll see. You are forgetting one important piece in the chain and that's the monitor. There's also this horrible stench of retro absolutism to be smelled here that's also quite widespread over at Doomworld, i.e declaring the technical limitations of the 90's an ...
by Fox666
Sat Dec 29, 2018 2:04 am
Forum: Resources
Topic: [WIP] Wolfenstein 3D HQ Sprites
Replies: 498
Views: 103021

Re: [WIP] Wolfenstein 3D HQ Sprites

Which frames in the death animation are problematic? The one I added, or Id's original frames? I'm hesitant to redo all of ids death frames for an animation that only lasts a few seconds. Even if it gets shown twice with the death cam, unless people really think the blood is that bad looking. To be ...

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