Search found 93 matches
- 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 ...
- 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.
I personally think chex3.exe should be maintained for this purpose.
- 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 ...
- 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 ...
- 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.
- 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.
- 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.
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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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)
- 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 ...
- 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 ...