Because it doesn't work:
Search found 75 matches
- Fri Jun 26, 2015 1:36 pm
- Forum: Gameplay Mods
- Topic: 10x Universal - Spawn Queue!
- Replies: 49
- Views: 18633
- Sat Jun 20, 2015 4:06 am
- Forum: Gameplay Mods
- Topic: 10x Universal - Spawn Queue!
- Replies: 49
- Views: 18633
- Mon Dec 29, 2014 4:40 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Scaled up by 20%
- Replies: 20
- Views: 1797
Re: Scaled up by 20%
your "eye candy" is fat, and that your "monstrosity" is how Doom is supposed to look I don't think it's fat. I see perfect square pixels arranged in a beautiful artwork. And the stretched one is, well, stretched. It's horrible. A problem more serious is that you have to scale all your graphics down ...
- Mon Dec 29, 2014 4:17 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Scaled up by 20%
- Replies: 20
- Views: 1797
Re: Scaled up by 20%
What do you mean by that?Gez wrote:http://doomwiki.org/wiki/Aspect_ratio
- Mon Dec 29, 2014 4:00 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Scaled up by 20%
- Replies: 20
- Views: 1797
Scaled up by 20%
Could you please get rid of the 200->240? It's annoying. Seriously, look at this: http://s3.postimg.org/bupduhj5f/Doom.png I am aware of the possibility to play with original appearance of the game graphics by choosing 320x200 or 640x400. But the problem is that all other resolutions are stretched ...
- Fri Jan 24, 2014 6:34 pm
- Forum: Graphic/Audio Patches
- Topic: [UPDATE!] V2.5 goldsteed's simple doom hud
- Replies: 21
- Views: 6087
Re: [WIP/RELEASE] goldsteed's simple doom hud
Why not to use the official pistol sprite?
- Tue Jan 14, 2014 6:25 pm
- Forum: Graphic/Audio Patches
- Topic: [Release] Doom Ambient Pack
- Replies: 42
- Views: 36812
Re: [WiP/Experiment] Ambient "Music" for Doom
I can't run it!
- Tue Jan 14, 2014 4:07 pm
- Forum: Graphic/Audio Patches
- Topic: [Release] Doom Ambient Pack
- Replies: 42
- Views: 36812
Re: [WiP/Experiment] Ambient "Music" for Doom
Man... You won't believe this. Some time ago I have found a mod called "QuakeStyleZX". It is an improved version of QuakeStyle mod. This mod has become my number 1 favourite of all time, but after playing it for a while I thought original music does not fit it. So I started my personal version ...
- Tue Dec 31, 2013 10:46 am
- Forum: Abandoned/Dead Projects
- Topic: Random Map Layout
- Replies: 46
- Views: 5821
Re: Random Map Layout
I don't get it. What is this and what does it do?
- Mon Dec 23, 2013 4:52 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38036
- Views: 4645632
Re: [SPRITES] Spriting Carnival!!
Looks like a psychedelic trash wad set-up.ReedtheStrange wrote:New game weapon lineup
- Sun Oct 27, 2013 6:06 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894768
Re: The "How do I..." Thread
How to make actors keep a formation? Like, I want to make a Heavy Weapon Dude rank or a Demon wedge, like units in Total War series. Is it possible at all? I am sure ZDoom can almost everything if you try hard enough, but this problem is really complicated to me. Either I do not see the answer or it ...
- Wed Oct 09, 2013 4:32 pm
- Forum: Gameplay Mods
- Topic: Weapons of Saturn
- Replies: 449
- Views: 138951
Re: [WIP] Weapons of Saturn
This mod is good! But has a sprite problem on the rifle and shotgun. During some animations there is a one-pixel gap between the screen border and the weapon sprite. Also the minigun looks overpowered. Compare how does the plasma rifle and the minigun deal with Cyberdemon. Minigun easily wins. There ...
- Fri Aug 23, 2013 3:57 am
- Forum: Abandoned/Dead Projects
- Topic: Heretic: Curse of Darkness
- Replies: 78
- Views: 22937
Re: Heretic: Curse of Darkness
Aw snap! A WAD which looks like the one I was going to create and has the another one's I am making working title. :lol: I think I must stop creating my WAD and just wait for this to be released, because this looks absolutely incredible compared to mine! I think this one is gonna be a hit for the ...
- Tue Jul 23, 2013 9:22 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP] Doom: Evil Unleashed -- announcement
- Replies: 780
- Views: 115537
Re: [WIP] Doom: Evil Unleashed
Looks epic!
- Tue Jul 23, 2013 9:20 am
- Forum: Abandoned/Dead Projects
- Topic: Ketchup Gore Mod - Test 4
- Replies: 79
- Views: 29968
Re: Ketchup Gore Mod - Test 4
"GibHealth" parameter is unneccessary. Also when you shoot someone it sounds like he just asplode the hell up, but all that actually happens is he dies and produces a lot more blood than in vanilla Doom. I think this is not the time when exaggeration makes more fun. I like the dripping blood hovewer ...