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.
I knew someone had done something a bit like already. That's what I was thinking of.Kinsie wrote:Didn't Zippy do that (as a gross ACS thing) for the Master Levels menu mod thing back in the day?
It's usable but the color theme is atrocious with far too high contrast. While I like the style of this, its colors need to be toned down. Still, for some port going from this to...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.
this, is where I have to start to question a developer's goals. Doomsday really strikes me on something that totally has lost focus of what it should be about.
For me, the biggest downside of it could be (unless it was done carefully) is lack of customisability. With the current, relatively simple menus in GZDoom, a stand alone game can easily configure things to look like it's own menu, with game-important features obvious and irrelevant Doom-specific ones less so. Something allowing for a nice modern Unreal-like menu interface, but with a good level of customisability would be great.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.
Ah, another word fell victim of the peoples who cant invent new word for new thing. Shame...Gez wrote:Making things something-agnostic is not about philosophy but about software design in this case.Apeirogon wrote:Huh? Philosophical debates in source code of game from 1993? I get that this is typoInternal code restructuring to agnostisize level structures.
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.
We're talking tech jargon; I can guarantee you that whatever word they'd have coined instead would have been so much worse. I mean, they're the same guys who gave us "cloud computing", "gamification", "friending", "freemium" and bevies of other linguistic horrors.Apeirogon wrote:Ah, another word fell victim of the peoples who cant invent new word for new thing. Shame...
Open console when GZDoom has finished loading. It contains information either about OpenGL (GL_VENDOR, GL_VERSION, etc) or about Vulkan (device, version, etc).Apeirogon wrote:how detect that gzdoom runs using vulkan, except using "change backend" command line parameter before run?
I don't think it is that unknown in as much as many people will be aware of the term "agnostic" :"a person who believes that nothing is known or can be known of the existence or nature of God". And, with that definition in mind, I think it works pretty well in the context it has been used here too.Apeirogon wrote:So this is fine, I think, because they use mostly "unknown" word.