Raging Bull - Push It To The Limit
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- AliciaPendragon
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Re: Raging Bull - Push It To The Limit
Thanks!
Would you also suggest Russian Mercenaries?
Would you also suggest Russian Mercenaries?
- LossForWords
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Re: Raging Bull - Push It To The Limit
Yeah, Hell From Earth, too.
Re: Raging Bull - Push It To The Limit
I had a thought while playing this bad boy
How about letting Doctor Torres activate switches and such with his quick kick?
How about letting Doctor Torres activate switches and such with his quick kick?
- openroadracer
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Re: Raging Bull - Push It To The Limit
So the thread on Cosmobyte's War Rooster got bumped recently, and that mod actually has me wondering about shifting some of the weapons around a bit...
Basically, the M16 would be shifted to being an alternate Chaingun(less likely than the Ingrams, though), while the M60 would now replace the Plasma Gun, and the new BFG would be the M202 FLASH multiple rocket launcher.
That wouldn't make this mod too overpowering, would it?
Basically, the M16 would be shifted to being an alternate Chaingun(less likely than the Ingrams, though), while the M60 would now replace the Plasma Gun, and the new BFG would be the M202 FLASH multiple rocket launcher.
That wouldn't make this mod too overpowering, would it?
- LossForWords
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Re: Raging Bull - Push It To The Limit
Nah. I think that would ruin the balancing.
The M16 is significantly more powerful and versatile than the MACs, and would disorganize the weapon progression.
The M16 is significantly more powerful and versatile than the MACs, and would disorganize the weapon progression.
- Dr_Cosmobyte
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Re: Raging Bull - Push It To The Limit
And besides that, i see Torres more of a "urban guerrilla" guy. He has the money (and the contacts) to have some surplus M202s on his backyard, but he wouldn't find that so easy on a shootout with his rival gang. =p
Re: Raging Bull - Push It To The Limit
We're makin' memories here putos!
- openroadracer
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Re: Raging Bull - Push It To The Limit
Hey, you never know; maybe Torres could have one of his underlings drop one off in a hidden location that only Torres and said underling know about...Dr_Cosmobyte wrote: ↑Mon Jul 31, 2023 6:59 pmAnd besides that, i see Torres more of a "urban guerrilla" guy. He has the money (and the contacts) to have some surplus M202s on his backyard, but he wouldn't find that so easy on a shootout with his rival gang. =p
But I do get what you two are talking about. Let's just drop it here.
- wildweasel
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Re: Raging Bull - Push It To The Limit
I have a report to make, and a solution.
Issue: The HUD is designed only to work on 16:9 displays, and due to being written ForceScaled, cannot be corrected for other aspect ratios.
Solution: I've just rewritten your entire HUD to account for FullscreenOffsets, and done my damnedest to make sure that everything still aligned correctly, using screenshots of the original HUD as reference. Your HUD is now 100% aspect ratio aware with no drawbacks. Extra bonus: I switched out the six DrawSwitchableImage calls for a DrawKeyBar, so your HUD now supports keys beyond the original Doom ones.
I have attached the modified SBARINFO lump to this post. You do not need to credit me if you don't want to.
Beyond that, everything else seems to be pretty spiffy, though I'll admit I didn't exactly play it exhaustively. I was mainly interested in fixing the mod for somebody that was asking about it on the Discord.
Issue: The HUD is designed only to work on 16:9 displays, and due to being written ForceScaled, cannot be corrected for other aspect ratios.
Solution: I've just rewritten your entire HUD to account for FullscreenOffsets, and done my damnedest to make sure that everything still aligned correctly, using screenshots of the original HUD as reference. Your HUD is now 100% aspect ratio aware with no drawbacks. Extra bonus: I switched out the six DrawSwitchableImage calls for a DrawKeyBar, so your HUD now supports keys beyond the original Doom ones.
I have attached the modified SBARINFO lump to this post. You do not need to credit me if you don't want to.
Beyond that, everything else seems to be pretty spiffy, though I'll admit I didn't exactly play it exhaustively. I was mainly interested in fixing the mod for somebody that was asking about it on the Discord.
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- LossForWords
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Re: Raging Bull - Push It To The Limit
Implemented and updated.
Re: Raging Bull - Push It To The Limit
I've noticed a graphics issue of my own. The sprites and textures, such as weapons and bullet holes, only display at the correct width when display settings are set to STRETCHED 4:3.
if I play on 16:9, all the weapons, bullet holes, PSG1 scope overlay, you name it, nothing displays properly. Everything is too vertically thin.
if I play on 16:9, all the weapons, bullet holes, PSG1 scope overlay, you name it, nothing displays properly. Everything is too vertically thin.
- LossForWords
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Re: Raging Bull - Push It To The Limit
That's an issue with the way resolutions work in GZDoom.
I use LZDoom, and it works fine.
I use LZDoom, and it works fine.
- wildweasel
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Re: Raging Bull - Push It To The Limit
What I suspect the issue here is, is that the scope graphic is not designed with Doom's 1:1.2 stretch in mind. But also:


The scope isn't a perfect circle to begin with - it's a little over 10 pixels taller than it is wide.
For this to look correct at the Doom aspect ratio, the circular portion of the scope would need to be around 150 pixels tall.


The scope isn't a perfect circle to begin with - it's a little over 10 pixels taller than it is wide.
For this to look correct at the Doom aspect ratio, the circular portion of the scope would need to be around 150 pixels tall.
Re: Raging Bull - Push It To The Limit
Can you tell me your version of LZDoom and video settings? I tried the latest version of LZDoom and I'm having the exact same issues.LossForWords wrote: ↑Tue Sep 12, 2023 2:57 pm That's an issue with the way resolutions work in GZDoom.
I use LZDoom, and it works fine.
- LossForWords
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Re: Raging Bull - Push It To The Limit
3.88.2.0, aspect ratio forced to 16:9.

