It displays all ammo types used by weapons in any weapon slot or your inventory.TheDarkArchon wrote:BTW, I love that new HUD. How the HELL did it know to display Phoenix Rod ammo and the appropiate icons when I used Demented Reality on it.
[QUESTION] Unofficial Build, and what's Graf's project?
- Lexus Alyus
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That's quite prominent
.
How the fluff did you get it to run so fast?
My day is unfortunately over
, but I will get to work on a level at some point. I was working on creating a decent house as my next project (not just the house... the house was just a starting point)... but now we have 3D floors the posibilities have become a lot more intresting
.


How the fluff did you get it to run so fast?




- Graf Zahl
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Yes, the translation bug. It was a simple case of not remapping any translation that maps to color 0. Technically this is a ZDoom bug because color 0 is not supposed to be visible but due to the way it is checked internally the bug never manifests itself in software mode.Enjay wrote:You mean my problem?Graf Zahl wrote:Fixed.
[/quote]Oh, and just in case it's not clear what I mean by the weapon position, here's a shot from Zdoom and then GZdoom with progressively smaller screen sizes (sorry about the crosshair).
Have patience. Obviously somewhere in the positioning code is a '-' instead of a '+'. As there are some other issues with reducing the screen size as well this needs a little more time to fix.
- SirTimberWolf
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This is truely awesome Graf... Thanks so much for your hard work... It really, really warms my heart to see true 3d in what (to date) has been the best doom port around... I can hardly wait to see this get incorperated into the main zdoom release... man... im still astounded... XD
Edit: any word on getting models to work? I'd *love* to model for this...
Edit: any word on getting models to work? I'd *love* to model for this...

Alrighty, interesting little port you got here. First off, screenshots are taken in .bmp, even when it's set to use .png. Also, unless you're running a wad from a shortcut, the screenshots won't show up (as in, if you drag and drop a wad onto the .exe). Lesse... There's also a bunch of crashes when switching between various GL options, but it's not too bad.
One thing that I did really like, though...
Not to mention setting the GL options to no filters or anything makes it look almost exactly like normal Zdoom, except with a helluva lot less depth fog.
One thing that I did really like, though...
Spoiler:Line Horizon works

- Graf Zahl
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Screenshots are BMP because I don't have any decent True color PNG code. I don't want to use an external library just for this.BetaSword wrote:Alrighty, interesting little port you got here. First off, screenshots are taken in .bmp, even when it's set to use .png. Also, unless you're running a wad from a shortcut, the screenshots won't show up (as in, if you drag and drop a wad onto the .exe). Lesse... There's also a bunch of crashes when switching between various GL options, but it's not too bad.
The screenshot problem is ZDoom-related. I haven't changed anything about that code.
And what did you do to make it crash? Some more detailed information would be appreciated.
One thing that I did really like, though...
Spoiler:Line Horizon works![]()
Nice, isn't it?

- SirTimberWolf
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I've been trying to get them to work... how'd ya do it?Graf Zahl wrote:Some rudimentary support for static models is there. But it's really limited to inanimate objects. I just put the code in so I could see how the things in Silent Steel were supposed to look (if you are interested, they look like crap.)
on a side note... I can hardly wait for s-mesh support... XD I'm so gonna rape this

- Graf Zahl
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SirTimberWolf wrote:I've been trying to get them to work... how'd ya do it?Graf Zahl wrote:Some rudimentary support for static models is there. But it's really limited to inanimate objects. I just put the code in so I could see how the things in Silent Steel were supposed to look (if you are interested, they look like crap.)
on a side note... I can hardly wait for s-mesh support... XD I'm so gonna rape this
As I said, it's rather crappy. It was just a quick hack.
You have to do:
1. Make sure that the skin texture is 8 bit PNG
2. Copy the model into the WAD
3. Copy the skin texture between TX_START/TX_END. It must have the same name as the model itself
4. Create a lump called MODELS
For each sprite you want to replace
add a line 'spritename modelname'.
Spritename are the 4 base characters of the sprite and modelname is the lump name of the model
And now the big warning: This is not a supported editing feature! Once I add real model support this will most likely go away!
- Ryan Cordell
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