Ed the Bat wrote:4 is what I'm using. This is what I see:
I have mine set to 2.

Ed the Bat wrote:4 is what I'm using. This is what I see:
Ed the Bat wrote:If I were to do that, Doom would end up looking like this:
Mr.Enchanter wrote:Change it back when you play Doom? Most mods that I have played recently require me to do this.
Ed the Bat wrote:Mr.Enchanter wrote:Change it back when you play Doom? Most mods that I have played recently require me to do this.
Really? Because that's an immediate deal-breaker for me. I can't think of any mods I play that won't function with default settings.
Deii wrote:I haven't gotten too far (just killed the first worm), but this is very interesting up until now. Will definitely keep tabs on this one and post again when I went through all of the demo.
Also, Zan looks absolutely fine. In multiple ways.
Spoiler:
chronoteeth wrote:Im really liking the design of the protag, but there are just a few personal critiques about her. Its a personal thing so ill only say if you ask.
Mr.Enchanter wrote:Ed the Bat wrote:The HUD is too big to see over. It's basically filling my screen.
You can adjust the interface scale in the hud options. Default is 4 I believe.
Not only was the Select state for the Spiker causing issues, but so was the Deselect State for the Axe. For Deselect use Loop instead of wait.Spoiler: Axe DecorateSpoiler: Spiker Decorate
Ed the Bat wrote:Mr.Enchanter wrote:Change it back when you play Doom? Most mods that I have played recently require me to do this.
Really? Because that's an immediate deal-breaker for me. I can't think of any mods I play that won't function with default settings.
Mr.Enchanter wrote:
Nash wrote:
Even at that size and scale, it's still too big IMO... I mean the ratio between the 2D elements and the actual 3D view. I think the actual 2D art assets need to be scaled down half.
Ed the Bat wrote: The version of QZDoom in your download is four months old, and I see no reason to lock your project to a specific version this way. It would seem to me that adjusting your HUD to work with the default scaling would make more sense than to try to adjust the default scaling in your engine.
Rachael wrote:Ed the Bat wrote: The version of QZDoom in your download is four months old, and I see no reason to lock your project to a specific version this way. It would seem to me that adjusting your HUD to work with the default scaling would make more sense than to try to adjust the default scaling in your engine.
I would agree. QZDoom 1.3.0 and prior (including 1.2.2) are no longer officially supported, anyway, ever since the merge of the true-color renderer into GZDoom saw an official release in GZDoom 3.0.0.
As inconvenient as it was that most of the scaling code saw a huge refactoring and pretty much ripped the carpet right out from underneath us - it was for the better, in the end, and it is suggested that you(@OP) run your game on the new GZDoom version.
Zan wrote:...the standard HUD scale will remain the same since I have no alternative if I want to use my hi res HUD graphics.
Ed the Bat wrote:Zan wrote:...the standard HUD scale will remain the same since I have no alternative if I want to use my hi res HUD graphics.
Scale them in TEXTURES?
Spoiler:
Spoiler:
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