man, impressive work
i played at my own uzdoom installation, with pixelated textures
even if this is not exactly as was intended, the feeling, the atmosphere, ambient sounds, all is wonderfoul.
things to improve:
-the water steps are too short and they stops abruptly
thinking about this new trend ...
Search found 57 matches
- Sun Dec 14, 2025 10:46 am
- Forum: Levels
- Topic: PoolDooms - Doom in poolrooms [GZDoom]
- Replies: 3
- Views: 2526
- Wed Aug 20, 2025 7:53 pm
- Forum: Gameplay Mods
- Topic: Chase Cam++ - Enhanced Third Person Camera
- Replies: 8
- Views: 8922
Re: Chase Cam++ - Enhanced Third Person Camera
https://drive.google.com/file/d/1puXR2jou5evvP8CHbw77xoFKKZDQXWvA/view?usp=sharing
Aiming and player movement might be not perfect but that's the best I could do.
Precise crosshair mod recommended
men, many thanks, yesterday probe it and is awesome.
@Vellrath is right with the first point:
1 ...
- Sat Feb 22, 2025 6:34 pm
- Forum: Graphic/Audio Patches
- Topic: Brightmaps Plus v1.93 (2025-12-14)
- Replies: 145
- Views: 112458
Re: Brightmaps Plus v1.92
youre right men, sorry 😌
this affect only to the Smooth Doom: Brightmapped Edition project.
https://www.doomworld.com/forum/topic/109008-smooth-doom-brightmapped-edition/
Until 4.11.3.a Smooth Doom: Brightmapped Edition work
From 4.12.0 build Smooth Doom: Brightmapped Edition don't work
Your mod ...
this affect only to the Smooth Doom: Brightmapped Edition project.
https://www.doomworld.com/forum/topic/109008-smooth-doom-brightmapped-edition/
Until 4.11.3.a Smooth Doom: Brightmapped Edition work
From 4.12.0 build Smooth Doom: Brightmapped Edition don't work
Your mod ...
- Sat Feb 22, 2025 9:30 am
- Forum: Graphic/Audio Patches
- Topic: Brightmaps Plus v1.93 (2025-12-14)
- Replies: 145
- Views: 112458
Re: Brightmaps Plus v1.92
Hi @NightFright
I like very much your mod, but gzdoom now was changed the lump filter names affecting this mod.
I see that from 4.12.0 build the brightmaps mods don't work now.
Until 4.11.3.a build the brightmaps still work.
So can you update lump filter names to make this mod work again?
More ...
I like very much your mod, but gzdoom now was changed the lump filter names affecting this mod.
I see that from 4.12.0 build the brightmaps mods don't work now.
Until 4.11.3.a build the brightmaps still work.
So can you update lump filter names to make this mod work again?
More ...
- Sun Feb 16, 2025 7:05 am
- Forum: Graphic/Audio Patches
- Topic: PBR and Parallax maps for vanilla Doom Textures (WIP)
- Replies: 8
- Views: 15331
Re: PBR and Parallax maps for vanilla Doom Textures (WIP)
your works is impressive on 2025 bro, many thanks
- Sun Feb 16, 2025 6:10 am
- Forum: Graphic/Audio Patches
- Topic: VLT-PBR-POM - Reworked parallax shader, new PBR materials, parallax maps for doom 1, 2, Plutonia, and TNT
- Replies: 11
- Views: 5689
Re: VLT-PBR-POM - Reworked parallax shader, new PBR materials, parallax maps for doom 1, 2, Plutonia, and TNT
for me on vkdoom shows the following error:
+E1M1 - Hangar
Execution could not continue.
Shader compile failed: ERROR: shaders/VLTMATShader.fp:209: 'constructor' : can't convert
ERROR: shaders/VLTMATShader.fp:209: ' temp 4-component vector of int' : cannot construct with these arguments
ERROR ...
+E1M1 - Hangar
Execution could not continue.
Shader compile failed: ERROR: shaders/VLTMATShader.fp:209: 'constructor' : can't convert
ERROR: shaders/VLTMATShader.fp:209: ' temp 4-component vector of int' : cannot construct with these arguments
ERROR ...
- Sun Sep 29, 2024 5:44 pm
- Forum: Technical Issues
- Topic: Is gzdoom capable to change the default difficulty to UV?
- Replies: 1
- Views: 1368
Is gzdoom capable to change the default difficulty to UV?
Hi there.
Like many other source ports, like doom retro, dsda or nugget doom (also woof) I can set UV to default difficulty.
I want to do the same on gzdoom.
Is feasible?
Like many other source ports, like doom retro, dsda or nugget doom (also woof) I can set UV to default difficulty.
I want to do the same on gzdoom.
Is feasible?
- Sat Sep 28, 2024 8:24 pm
- Forum: Game Engines
- Topic: EDGE-Classic v1.32
- Replies: 18
- Views: 18361
Re: EDGE-Classic v1.32
thanks man, sorry for the late.
ill answer you on github, and thanks!
ill answer you on github, and thanks!
- Wed Feb 08, 2023 8:09 am
- Forum: Game Engines
- Topic: EDGE-Classic v1.32
- Replies: 18
- Views: 18361
Re: EDGE-Classic v1.32
hi, here's some points to fix:
-no binds for increase / raise the HUD
-FPS cap to 70, may be possible to uncap this for 144fps or more?
-more range for crosshair size. i've to change this in the cfg file with command /r_crosssize "5"
-slide control for FOV
I hope you can fix/modify some this ...
-no binds for increase / raise the HUD
-FPS cap to 70, may be possible to uncap this for 144fps or more?
-more range for crosshair size. i've to change this in the cfg file with command /r_crosssize "5"
-slide control for FOV
I hope you can fix/modify some this ...
- Wed Mar 16, 2022 8:22 pm
- Forum: Graphic/Audio Patches
- Topic: 3xBR-noblend Sprite Upscales [Update: It's getting BRUTAL!]
- Replies: 110
- Views: 26007
Re: 3xBR-noblend Sprite Upscales [Update: It's getting BRUTA
Hi there, is possible to update the 3xBR Brutal Doom for the 2.1 version?
- Wed Mar 16, 2022 7:49 pm
- Forum: Scripting
- Topic: DEMON SPECTRE with fuzz effect in BRUTAL DOOM
- Replies: 9
- Views: 721
Re: DEMON SPECTRE with fuzz effect in BRUTAL DOOM
It seems that the other 3 gibs are MuchBlood , XDeathDemonArm , and XDeath1 . They are spawned with [wiki]A_CustomMIssile[/wiki] which does not have flags to transfer the render style. Neither does the replacement [wiki]A_SpawnProjectile[/wiki]. So if you want fuzzy-rendered gibs, you'll have to ...
- Tue Mar 15, 2022 6:06 pm
- Forum: Scripting
- Topic: DEMON SPECTRE with fuzz effect in BRUTAL DOOM
- Replies: 9
- Views: 721
Re: DEMON SPECTRE with fuzz effect in BRUTAL DOOM
Very thanks! for continuing help me.
That makes me think that the PoorPinkyLostHisArm is spawning with the proper renderstyle, but then changing it. Look at the code for that actor.
I follow your suggestions and I understand the SXF_TRANSFERRENDERSTYLE is the parameter that transfer the render ...
That makes me think that the PoorPinkyLostHisArm is spawning with the proper renderstyle, but then changing it. Look at the code for that actor.
I follow your suggestions and I understand the SXF_TRANSFERRENDERSTYLE is the parameter that transfer the render ...
- Tue Mar 15, 2022 10:16 am
- Forum: Scripting
- Topic: DEMON SPECTRE with fuzz effect in BRUTAL DOOM
- Replies: 9
- Views: 721
Re: DEMON SPECTRE with fuzz effect in BRUTAL DOOM
I think we need all the death states for Spectre, in the video I show what's the problem.
However, I'm not an advanced scripting programmer, and I don't know where are all death states and how to manage this into the code of BD21.
Even more, I'm not a programmer in any way. Only I'm a noob trying to ...
However, I'm not an advanced scripting programmer, and I don't know where are all death states and how to manage this into the code of BD21.
Even more, I'm not a programmer in any way. Only I'm a noob trying to ...
- Mon Mar 14, 2022 7:26 pm
- Forum: Scripting
- Topic: DEMON SPECTRE with fuzz effect in BRUTAL DOOM
- Replies: 9
- Views: 721
Re: DEMON SPECTRE with fuzz effect in BRUTAL DOOM
Yes, this work now! thanks!
The line 60 now is like this:
TNT1 A 0 A_SpawnItemEx("DeadDemon1", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_TRANSFERALPHA|SXF_TRANSFERRENDERSTYLE)
BTW, one more thing:
The dead state of Spectre still maintain the normal Pinky Demon texture.
Here's is where I got ...
The line 60 now is like this:
TNT1 A 0 A_SpawnItemEx("DeadDemon1", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_TRANSFERALPHA|SXF_TRANSFERRENDERSTYLE)
BTW, one more thing:
The dead state of Spectre still maintain the normal Pinky Demon texture.
Here's is where I got ...
- Sun Mar 13, 2022 10:10 pm
- Forum: Scripting
- Topic: DEMON SPECTRE with fuzz effect in BRUTAL DOOM
- Replies: 9
- Views: 721
DEMON SPECTRE with fuzz effect in BRUTAL DOOM
Hi there,
This is an old post from the 2016, with BD v20.
viewtopic.php?f=3&t=51811#
The same question in the present but whit BD v21:
I don't like the transparent effect of the Spectre Demons (but I want to maintain the brutalized version of course).
In adition, I want to apply the Fuzz effect to ...
This is an old post from the 2016, with BD v20.
viewtopic.php?f=3&t=51811#
The same question in the present but whit BD v21:
I don't like the transparent effect of the Spectre Demons (but I want to maintain the brutalized version of course).
In adition, I want to apply the Fuzz effect to ...