[KDiZD] Community Information Thread (Update Page 18)
-
- Posts: 180
- Joined: Thu Jul 15, 2004 8:21 am
-
- Posts: 1138
- Joined: Sat Nov 20, 2004 9:47 am
-
-
- Posts: 17462
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
-
- Lead GZDoom+Raze Developer
- Posts: 49177
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Shinjanji wrote:Also, given the date that Torm posted those screenshots, I'm willing to bet that the areas in question have probably changed significantly since then.
Some did, some didn't.
Not as bad as you might think.Those light coronas are going to look like shit in hardware rendering because GZDoom doesn't support unanchored sprites. >=P
-
- Posts: 4241
- Joined: Fri Jul 30, 2004 4:00 am
- Location: Germany
The only bad thing about the glows is the different y-offset in GZdoom... or can this be fixed somehow, without screwing the offsets for Zdoom?
Well, it's hard to catch the gameplay/action with a single screenshot, but I'll see if I can take a few new shots and post 'em here. If noone of the other team-members have something against it that means!Kaiser wrote:Now how about screenshots of kdizd in action, or perhaps during playtime like enemy combat etc?
-
- Posts: 11347
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
-
-
- Posts: 17462
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Graf... how difficult is it to add an +UNANCHORED flag so that we can control which sprites are anchored and which aren't?
I understand if you think things like trees and monsters and stuff look bad unachored, but for special effects like those light coronas and projectiles, it's a must.
I had all kinds of cool ideas on constructing maps that make use of light blobs and stuff but they're just not possible with anchored sprites.
I understand if you think things like trees and monsters and stuff look bad unachored, but for special effects like those light coronas and projectiles, it's a must.
I had all kinds of cool ideas on constructing maps that make use of light blobs and stuff but they're just not possible with anchored sprites.
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
*seconded*Nash wrote:Graf... how difficult is it to add an +UNANCHORED flag so that we can control which sprites are anchored and which aren't?
I understand if you think things like trees and monsters and stuff look bad unachored, but for special effects like those light coronas and projectiles, it's a must.
I had all kinds of cool ideas on constructing maps that make use of light blobs and stuff but they're just not possible with anchored sprites.
-
- Lead GZDoom+Raze Developer
- Posts: 49177
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
-
-
- Posts: 17462
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
-
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
-
-
- Posts: 17462
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
-
- ... in rememberance ...
- Posts: 2024
- Joined: Sat Apr 03, 2004 10:58 am
-
- Posts: 1680
- Joined: Mon Nov 10, 2003 11:32 am
- Location: Ohio
-
- Posts: 6634
- Joined: Mon Jul 26, 2004 12:59 pm
- Location: Growing from mycelium near you.