Unfortunately that is out of my control- the only way to achieve that is to either turn off Bloom and suffer the warping or use Bloom and load a weapon-widening mod. Directly under ScreeM's download link is a file BigButts.wad which has widening information for all of DooM's vanilla weapons.A little suggestion: could you please add an option for all the screen scaling (autochthonic+force aspect ratio) to affect the weapon graphic? (see chaingun above)
Enable displaying the game visuals without ARC squeezing
Moderator: GZDoom Developers
- Pixel Eater
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- Posts: 667
- Joined: Wed Aug 02, 2017 12:31 am
- Location: In between the Moon and you, between the buried and me.
Re: Enable displaying the game visuals without ARC squeezing
Maintain zoom is in case someone needs to keep the same zoom level that GZDoom has when mouselooking. It's for compatibility with modern ports as DooM didn't originally have mouse look.
- Zodomaniac
- Posts: 22
- Joined: Tue Apr 03, 2018 6:59 am
Re: Enable displaying the game visuals without ARC squeezing
Thanks a ton again, Pixel Eater! You have done great work!
- Pixel Eater
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- Posts: 667
- Joined: Wed Aug 02, 2017 12:31 am
- Location: In between the Moon and you, between the buried and me.
Re: Enable displaying the game visuals without ARC squeezing
No probs, glad it's of use
So it appears Zandronum doesn't support shaders thenIs it about Zandronum 3.0?
Zandronum Wiki wrote:
Updated Zandronum's (G)ZDoom base to ZDoom 2.8pre-441-g458e1b1 / GZDoom 1.8.6.
There was no post-processing shaders support in GZDoom 1.8.6 for sure.
Re: Enable displaying the game visuals without ARC squeezing
Zandronum has shaders, just the old ones, the custom ones for specific textures only.
GZDoom introduced post-process shaders in the 3.x series, long after going GPL. Zandronum's base is ancient by comparison.
GZDoom introduced post-process shaders in the 3.x series, long after going GPL. Zandronum's base is ancient by comparison.