I have mine set to 2.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:
Change it back when you play Doom? Most mods that I have played recently require me to do this.Ed the Bat wrote:If I were to do that, Doom would end up looking like 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:Change it back when you play Doom? Most mods that I have played recently require me to do this.
Or just create another folder, copy your preferred port into it and run Hedon from said folder, just so it's separated from other IWADs or mods you usually play. It's what I do when I come across with that issue.Ed the Bat wrote: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:Change it back when you play Doom? Most mods that I have played recently require me to do this.
If I ever get someone to help me code some good friendly monsters, you'll surely enjoy the rest as well ( ͡° ͜ʖ ͡°)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.
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Any critique is welcome, Zan's been my OC for almost 10 years now, I did tweak her a lot throughout. If the critique is regarding her HUD mug well... I suck at drawing faces.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.
Oh, thanks a lot, dude. The Spike Gun was one of my first decorate works ever, I remember following the tutorial on Gun Labs, so I am not sure how to treat certain states. I made the changes and re-uploaded, check the new link. I'm going to add you guys to the credits for your feedback and help when I make a second testing release.Mr.Enchanter wrote:You can adjust the interface scale in the hud options. Default is 4 I believe.Ed the Bat wrote:The HUD is too big to see over. It's basically filling my screen.
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
This is actually important. Ed, are you playing it from the downloaded folder? The default setting in qzdoom.ini should set your HUD scale to 1. Did you use other settings, or are the default settings included not working properly?Ed the Bat wrote: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:Change it back when you play Doom? Most mods that I have played recently require me to do this.
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.Mr.Enchanter wrote:
The default HUD size for Hedon is 1. Anything higher will look bad, especially when you have inventory items and weapons. I posted a screenshot on my post above at the end with how the screen should look.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.
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.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.
Hmm, will GZDoom get floor decals? That's also very important to me, I think the game will look totally half assed without them and flat sprites are pretty bad. Still, I will update the engine but the standard HUD scale will remain the same since I have no alternative if I want to use my hi res HUD graphics. Hedon will be made to run with an up to date engine, so that I will from now on account for.Rachael wrote: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.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.
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.
Scale them in TEXTURES?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.
Hmm, won't that cause jaggy edges to appear? The spike gun is scaled and if you look carefully you'll see the contour is jagged and looks crappy.Ed the Bat wrote:Scale them in TEXTURES?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.
Spoiler:But whenever I double click TEXTURES to enter the editor, I don't see the sprite anywhere at all, tried to zoom out and look everywhere. The Spike Gun sprites I can see in the list, they show well, but not this one...
Spoiler: