Search found 93 matches

by Danfun64
Tue Sep 10, 2019 11:17 pm
Forum: ZDoom (and related) News
Topic: GZDoom 3.8.2 Vintage Released
Replies: 32
Views: 16570

Re: GZDoom 3.8.2 Vintage Released

The new softpoly backend uses a very simple and basic D3D9 interface to render its contents to the screen, but this interface does not contain anything beyond that single rectangle drawer. It's not a complete backend with a full 2D renderer included - this new backend will do all actual rendering ...
by Danfun64
Thu Apr 18, 2019 5:12 pm
Forum: Game Engines
Topic: ZDoom LE (Legacy Edition)
Replies: 97
Views: 52944

Re: ZDoom LE (Legacy Edition)

The point isn't the uniqueness of the code, or lack thereof, but that only in the case of Chex Quest 3 it's a demo recording standard similar to -complevel 2/doom2.exe or -complevel 9/boom.exe

I personally think chex3.exe should be maintained for this purpose.
by Danfun64
Thu Apr 18, 2019 11:15 am
Forum: Game Engines
Topic: ZDoom LE (Legacy Edition)
Replies: 97
Views: 52944

Re: ZDoom LE (Legacy Edition)

Your projects are great for old machines and backwards compatibility. If you don't mind, I'd like to request another. Specifically, a maintenance GitHub of Chex Quest 3's source code which can compile on modern systems and has various vulnerability fixes, but otherwise is completely compatible with ...
by Danfun64
Thu Apr 18, 2019 10:52 am
Forum: TCs, Full Games, and Other Projects
Topic: Steamed Hams, but vanilla 1.9 compat
Replies: 9
Views: 3018

Re: Steamed Hams, but vanilla 1.9 compat

This works in Chocolate and Crispy. PrBoom-Plus crashes when I load the map. Eternity appears to run this fine (or at least the old version which is the basis of Edward850's BananaSplit fork). Odamex runs without sound. GZDoom and ZDaemon run sound correctly but skip ahead on the video. Also, GZdoom ...
by Danfun64
Tue Apr 16, 2019 11:36 am
Forum: TCs, Full Games, and Other Projects
Topic: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC] ME
Replies: 80
Views: 22959

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

Can confirm that the issue exists in GZDoom 1.9.1 . Maybe it'll be fixed once this project is updated to the GZDoom 4.0 codebase.
by Danfun64
Mon Apr 15, 2019 8:33 pm
Forum: TCs, Full Games, and Other Projects
Topic: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC] ME
Replies: 80
Views: 22959

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

In the case of my system, it's using the NVidia 419 drivers.
by Danfun64
Mon Apr 15, 2019 8:24 pm
Forum: Closed Bugs [GZDoom]
Topic: Resolution Scale issues.
Replies: 3
Views: 969

Re: Resolution Scale issues.

I didn't know those commands existed. Thank you!

Then again, if everything here can be done on the menu, maybe I just misjudge things. The fact that I'm dealing with 640x400 in 1280x800 rather than 320x200 in 1280x800 probably messed with my perception in an image editor.
by Danfun64
Mon Apr 15, 2019 3:29 pm
Forum: Closed Bugs [GZDoom]
Topic: Resolution Scale issues.
Replies: 3
Views: 969

Resolution Scale issues.

I have two issues with the Resolution Scale feature. The first is if I'm at 1280x800 resolution, and I have the scale at 0.5, force aspect ratio 4:3, and forced ratio style stretch, I'd think that I'd be left with a pixel-perfect doubling of a 640x400 rendering, but I'm not. Even at Scaled (Nearest ...
by Danfun64
Fri Apr 12, 2019 5:30 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.0.0 Released
Replies: 146
Views: 72817

Re: GZDoom 4.0.0 Released

If you really really really really need 320x200 resolution, that can be achieved with a post-processing shader mod. In fact I believe there's one or two such mods on the forums already. Retro FX with dither Retroshader 8-) How does this work exactly? I take it that it doesn't scale EVERYTHING like ...
by Danfun64
Thu Apr 11, 2019 1:15 pm
Forum: TCs, Full Games, and Other Projects
Topic: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC] ME
Replies: 80
Views: 22959

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

For some reason, gamma correction affects the whole system, and then the display driver almost immediately resets the gamma to 1.0 regardless of what it's set to ingame. Regular GZDoom does not have this problem. The "D64 Brightness" setting is a good substitude, maybe even better than traditional ...
by Danfun64
Mon Mar 04, 2019 5:57 pm
Forum: Closed Bugs [GZDoom]
Topic: Crash after exiting (Linux NVidia drivers)
Replies: 1
Views: 408

Crash after exiting (Linux NVidia drivers)

A few months ago, I got a new laptop with Windows 10 on it. A few days ago, I switched my primary OS to Debian 10 x86_64 with XFCE. The transition was a little rough, but things are going well. One thing on my list of things-to-do was to compile a build of GZDoom for myself. I downloaded the 3.7.2 ...
by Danfun64
Tue Oct 16, 2018 5:23 pm
Forum: Developer Blog
Topic: First results from the GZDoom 3.5.0 survey
Replies: 33
Views: 15766

Re: First results from the GZDoom 3.5.0 survey

Do you plan on making the Vulkan renderer MoltenVK compliant? Considering that only 2.7% of user use Mac, a pure Metal backend would be pointless. The following Vulkan 1.0 features have not been implemented in this version of MoltenVK: Tessellation and Geometry shader stages. Events: vkCreateEvent ...
by Danfun64
Thu Feb 15, 2018 11:00 pm
Forum: Gameplay Mods
Topic: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Replies: 66
Views: 29923

Re: No Ultra-Violence: An Anti-Gore Mod [1.1]

Also, equivalent textures and graphics for Freedoom, to a lesser extent Heretic and Hexen, and to an even lesser extent Strife and Hacx (I don't think those two games have "dark" or "demonic" textures, but I could be wrong)
by Danfun64
Thu Feb 15, 2018 1:33 pm
Forum: Gameplay Mods
Topic: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Replies: 66
Views: 29923

Re: No Ultra-Violence: An Anti-Gore Mod [1.1]

Interesting concept, but for what it is, I don't think it goes far enough. You should add the following switch (goes from 0-2): 0: Aside from the removal of blood and gore, leave textures alone. 1: Remove/replace explicitly satanic textures like pentagrams and inverted crosses, but otherwise keep ...
by Danfun64
Tue Jan 09, 2018 3:58 pm
Forum: ZDoom (and related) News
Topic: GZDoom 3.2.5 released
Replies: 41
Views: 25481

Re: GZDoom 3.2.5 released

Yes it does. It's likely to affect all forks that have occurred since ZDoom's first ACS implementation, including Skulltag and Zandronum. Does that mean ZDaemon is affected as well? If so, I wonder how long it will take for it to be fixed. Also, are there any plans for such forks like ZDoom-LE and ...

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