Search found 78 matches
- Sun Jan 28, 2024 5:34 pm
- Forum: Technical Issues
- Topic: No sound from behind
- Replies: 3
- Views: 871
Re: No sound from behind
Ah thanks for the info, just in case any one else runs into this problem here is a step by step guide for windows. 1. Open control panel 2. Open Sound 3. Scroll down on the playback tab to find "Speakers" 4. Select "Speakers" and Click configure 5. Switch to Stereo 6. Click next then finish 7. Run ...
- Sun Jan 28, 2024 2:38 pm
- Forum: Technical Issues
- Topic: No sound from behind
- Replies: 3
- Views: 871
No sound from behind
I get no sound from behind me, this occurs in zdoom and its child ports (gzdoom, skulltag, zandronum). Left and right channels work just fine but once a sound start closer to directly behind me it quickly fades to 0% volume However in DSDA doom I can hear stuff from behind me. I used to have a 5.1 ...
- Mon Jul 17, 2023 9:35 pm
- Forum: Bugs [GZDoom]
- Topic: Savegame image bug
- Replies: 4
- Views: 1033
Re: Savegame image bug
1. Windows 7 2. GeForce GTX 1060 3GB 3. It only started happening part way through Sunder map18 and from the beginning of map19 I was able to reproduce it by running GZDoom 4.10.0 with Sunder 2407.wad warping to map19, and clearing the first arena and saving. 4. I was on Vulkan. OpenGL ES and OpenGL ...
- Sun Jul 16, 2023 5:10 pm
- Forum: Bugs [GZDoom]
- Topic: Savegame image bug
- Replies: 4
- Views: 1033
- Thu Jul 06, 2023 12:12 am
- Forum: Technical Issues
- Topic: FPS drops to 20-40 o Sunder map15
- Replies: 4
- Views: 1481
Re: FPS drops to 20-40 o Sunder map15
Thanks Rachael, your mod helped a fair bit.
I did some testing and map 15 is now giving me 30-50 fps.
I did some testing and map 15 is now giving me 30-50 fps.
- Tue Jul 04, 2023 6:56 pm
- Forum: Technical Issues
- Topic: FPS drops to 20-40 o Sunder map15
- Replies: 4
- Views: 1481
FPS drops to 20-40 o Sunder map15
I am running into slowdowns and stuttering when playing Sunder map15, I looked at task manager and noticed GZDoom was using 25% of my CPU quite steadily and may be maxing out one core. I took a quick peek at the other new maps and none of them seemed as bad, but I have not played them fully. I have ...
- Wed Dec 21, 2022 1:37 am
- Forum: Miscellaneous
- Topic: Palette Visualization Tool
- Replies: 1
- Views: 5528
Palette Visualization Tool
I was curious as to how mods like Ancient Aliens could have so many new colors while seeming to still have all of the important doom colors so I made a tool to visualize 256 color palettes. I hope in the future we see more mods with unique palettes. http://www.humenet.net/doom/ColorMarble3D.html ...
- Tue Nov 23, 2021 2:57 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Eternal Doom HD
- Replies: 24
- Views: 5757
Re: Eternal Doom HD
Personally speaking, if you aren't going to comb through all of Eternal Doom maps to fix its progression problems, bugs, and game design issues then I dont think there is a point at all to remaking or improving it. An issue I always see when it comes to projects like these is the unwillingness for ...
- Sun Nov 21, 2021 6:05 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Eternal Doom HD
- Replies: 24
- Views: 5757
Re: Eternal Doom HD
a community project on Doomworld that makes a new soundtrack for the wad using the old one as a sort of a base - if you want you could probably use the new music in this project too, once it's finished. Yes someone in a Coincident video linked your project, I also stumbed upon [Eternal Doom] MAP02 ...
- Fri Nov 12, 2021 8:23 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Eternal Doom HD
- Replies: 24
- Views: 5757
Re: Eternal Doom HD
This is something that I'm curious about. Every time I see mandatory secrets, I wonder what's the reasoning for its introduction instead of an every day door? Following that, if progression itself requires secret hunting mindset, what kind of mindset do the mappers demand from players for proper ...
- Thu Nov 11, 2021 9:44 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Eternal Doom HD
- Replies: 24
- Views: 5757
Re: Eternal Doom HD
I see the bit that made me toss out Eternal Doom to the bin in the first place is still there, completely untampered. Tower of Hell. Entering the area with the red key blocks you into the area, entering the storage room reveals no switches or doors that look unique, until one humps the wall and ...
- Thu Nov 11, 2021 4:21 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Eternal Doom HD
- Replies: 24
- Views: 5757
Re: Eternal Doom HD
The first episode should not have that sort of required wall humping. I think the first level that that started to occur in was Pathos, for one instance it used lighting cues to show one of the walls was special, for the other it locked you in a tiny room and you just had to check 8ish walls. In the ...
- Wed Nov 10, 2021 7:28 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Eternal Doom HD
- Replies: 24
- Views: 5757
Re: Eternall Doom HD
If it removes mandatory secrets, I'm down. Never have I tossed a wad faster into the bin for having an elevator or door to progress look the exact same as the walls surrounding it. The occasional fake walls that hide enemies also did not click with me. I intend to make things subtly more obvious ...
- Wed Nov 10, 2021 12:41 am
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 646212
Re: (V1.05 Page50) Ashes Afterglow TC
TDG wrote:Evil Space Tomato wrote:Spoiler:Spoiler:
Spoiler:
- Wed Nov 10, 2021 12:34 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Eternal Doom HD
- Replies: 24
- Views: 5757
Eternal Doom HD
https://imgur.com/6jSBDeq I was always a big fan of Eternal Doom, I liked the environments and exploration it was quite distinct looking from everything else at the time. I wanted to make a new version to improve Gzdoom and Zandronium compatibility, enhance the look of some things that where ...