Retro FX with dither
Retroshader

Moderator: GZDoom Developers
Didn't Zippy do that (as a gross ACS thing) for the Master Levels menu mod thing back in the day?Enjay wrote:What we need is someone to create a mod that makes the in game menu look like the old setup program.
Kinsie wrote:Didn't Zippy do that (as a gross ACS thing) for the Master Levels menu mod thing back in the day?
Enjay wrote:Also worth remembering, GZDoom still offers a very configurable menu that still feels part of the normal menu system (IMO).
Other ports have gone via different routes:
I'm not trying to say that the above is bad (actually, I like it and find it very user-friendly) but it's certainly a different approach to what GZDoom is doing.
Nash wrote:I like this one actually. Reminds me a lot like Unreal's. Has the potential to be good, if reskinned/artwork'd properly. Should (for whatever reason) someone ever decide to give GZDoom's menus a facelift, IMO it should head in this direction, aesthetically.
Gez wrote:Apeirogon wrote:Internal code restructuring to agnostisize level structures.
Huh? Philosophical debates in source code of game from 1993? I get that this is typo
Making things something-agnostic is not about philosophy but about software design in this case.
The aim was to make GZDoom able to load several levels at once, which means that level structures have to be self-contained and to stop relying so much on global variables. The objective is still far from being reached but there's progress.
Apeirogon wrote:Ah, another word fell victim of the peoples who cant invent new word for new thing. Shame...
Apeirogon wrote:how detect that gzdoom runs using vulkan, except using "change backend" command line parameter before run?
Apeirogon wrote:So this is fine, I think, because they use mostly "unknown" word.
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