Re-uploaded: https://www.sendspace.com/file/e3wh71
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Search found 136 matches
- Fri Jun 04, 2021 2:49 am
- Forum: Resources
- Topic: Wolfenstein 3D for Mac maps
- Replies: 4
- Views: 2642
- 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 ...
- 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 ...
- 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...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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!
I believe CON means "control"Gez wrote:Hey, is Construction why the scripting language in Duke is called "CON"?
- Sun Feb 02, 2020 2:20 pm
- Forum: ZDoom (and related) News
- Topic: Raze officially revealed!
- Replies: 368
- Views: 112665
- 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. 
- 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 ...
- 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 ...