Search found 29 matches
- Sun Jun 10, 2012 4:35 am
- Forum: General
- Topic: Disabling sizeup/sizedown
- Replies: 6
- Views: 352
Disabling sizeup/sizedown
I've been wondering if theres a way to completely disable the viewport sizeup/sizedown functionality to allow the in-game view to always render at full size. Infact, I would also like to only use the full statbar which was added to ZDoom. Id like the screenblocks cvar to always render on the max ...
- Sun May 13, 2012 1:48 am
- Forum: Closed Bugs [GZDoom]
- Topic: [R1359] Sprite animation image movement
- Replies: 1
- Views: 178
[R1359] Sprite animation image movement
I'm using R1359 svn build of GZDoom. I've noticed in Hexen when you look at those golden bowls with the flame animation. When looking straight at them they animate normally, but when you change you view pitch to have it not being completely centered it seems as if the sprite image size (because of ...
- Tue Apr 24, 2012 9:30 am
- Forum: General
- Topic: ZDoom vs GZDoom depth fog
- Replies: 6
- Views: 1536
ZDoom vs GZDoom depth fog
Is there a way to get with GZDoom a similar level of depth fog/darkening as with ZDoom?
For me GZDoom's depth feels flat compared to ZDoom when you start it up default.
The best result I could get is "standard" sector lighting with "radial" fog.
For me GZDoom's depth feels flat compared to ZDoom when you start it up default.
The best result I could get is "standard" sector lighting with "radial" fog.
- Thu Apr 19, 2012 3:43 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Intro music
- Replies: 10
- Views: 912
Re: Intro music
That could also work well. I'll pass this info along and get a test done and see how it works.
- Thu Apr 19, 2012 3:34 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Intro music
- Replies: 10
- Views: 912
Intro music
It will really help my project a lot if I could have an automatic feature of the engine where if I specify that a certain map should play an OGG or non-cdtrack music, that it automatically first try find a similar filename starting with "intro_" and play that first before looping the actual audio ...
- Mon Apr 16, 2012 1:44 am
- Forum: Closed Bugs [GZDoom]
- Topic: Seven Portals Intermission on Deathkings
- Replies: 4
- Views: 215
Re: Seven Portals Intermission on Deathkings
Both my WADs are off my retail CDs I've bought back when they came out and everything was properly patched to 1.1 as well. I did however extract zdoom.pk3 for some editing work into a folder and included that with the -file parameters, but the data in the zdoom extracted folder is still original ...
- Sun Apr 15, 2012 4:08 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Seven Portals Intermission on Deathkings
- Replies: 4
- Views: 215
Seven Portals Intermission on Deathkings
I'm not sure if this is supposed to happen as I have not checked this against the DOS version. It seems when you finish the first level of Deathkings (HEXDD.WAD) when you go through the portal thats located where you initially start the level it playes the intermission text of "The Seven Portals ...
- Sat Apr 14, 2012 6:51 am
- Forum: Closed Bugs [GZDoom]
- Topic: Hexen SBARINFO data bug
- Replies: 5
- Views: 172
Re: Hexen SBARINFO data bug
Here's how the KILL lump gets rendered on my machine @ 640x480 for comparison.
- Sat Apr 14, 2012 6:08 am
- Forum: Closed Bugs [GZDoom]
- Topic: Hexen SBARINFO data bug
- Replies: 5
- Views: 172
Re: Hexen SBARINFO data bug
hmm... I see. Yes, I did not test against the original EXE. I noticed that, because of the black line mis-alignment as well as when you comment out those lines, it displays more of the base statbar, which seems like it was actually a bug in the original game. Its also noticeable if you run in MP ...
- Sat Apr 14, 2012 5:37 am
- Forum: Closed Bugs [GZDoom]
- Topic: Hexen SBARINFO data bug
- Replies: 5
- Views: 172
Hexen SBARINFO data bug
There seems to be a slight misalignment with some of the graphics that gets rendered over the Hexen statusbar. I've noticed it while I was busy updating the resolution to 640 for my project. Within the hexen.txt file, heres the lines I've picked up that needs fixing: It seems as if the lumps being ...
- Sat Apr 14, 2012 4:09 am
- Forum: Editing (Archive)
- Topic: Increasing 2D screen space
- Replies: 1
- Views: 177
Re: Increasing 2D screen space
I've found it. I had to add "Resolution <x>, <y>" to the sbarinfo text for Hexen. Obviously I have to redo the offsets, but thats ok. Will I be able to do something similar to all other areas, like font rendering, menu rendering etc? Basically I want to increase the amount of pixels to add more ...
- Sat Apr 14, 2012 3:22 am
- Forum: Editing (Archive)
- Topic: Increasing 2D screen space
- Replies: 1
- Views: 177
Increasing 2D screen space
I've been looking through the wiki and searching the forums for an answer to this, but I'm not exactly sure what to search for regarding this. I'm still new to ZDoom. What I'm planning on doing to to create a completely new game using ZDoom, based upon the Hexen branch of the code. My artist will ...
- Thu Apr 12, 2012 3:40 am
- Forum: Closed Bugs [GZDoom]
- Topic: Bug: Hexen Statusbar
- Replies: 2
- Views: 225
Bug: Hexen Statusbar
I've noticed a minor rendering bug with regards to the Hexen statusbar. I've used a self-compiled binary using the SVN version R3516. (ZDoom) To emulate the bug, just fire-up Hexen, start a new game with any class (I've used the barbarian). Once you're in the game, press ESC to get to the menu, wait ...
- Wed Apr 04, 2012 8:57 am
- Forum: General
- Topic: zDoom Visual Problem
- Replies: 3
- Views: 339
Re: ZDoom Visual Problem
Ah yes. I'll take care in the future of writing the name correctly. Y-Shearing is the word I was looking for. Forgive my questions bordering on stupidity, I'm pretty new to ZDoom. I've spent the past decade or so working in the Quake community on my own engine ports called UQE for Quake and Hexen II ...
- Wed Apr 04, 2012 8:42 am
- Forum: General
- Topic: Error compiling ZDOOM [all solved]
- Replies: 23
- Views: 8223
Re: Error compiling ZDOOM [all solved]
Great!
I'm downloading the head version now.
Which version of FMOD is required for the head version?
I'm downloading the head version now.
Which version of FMOD is required for the head version?