Spoiler:
The WIP Thread
Re: The WIP Thread
More of my Raven-compat pack for FinalDoomer.
- Captain J
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Re: The WIP Thread
I thought the font was glitched when i saw japanese one first.
Anyway nice looking!

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Re: The WIP Thread
HexSkyrim when?
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Re: The WIP Thread
Sometimes Kanji (also Chinese) chatacters can looks like glitched shit, even those who know them.Captain J wrote:I thought the font was glitched when i saw japanese one first.Anyway nice looking!

--
Hexen and Heretic needed more (modders') love for sure, same to Strife too.

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Re: The WIP Thread
RetroSpectre
- Pixel Eater
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Re: The WIP Thread
Thanks! It's still got some bugs but not as bad as that .gif preview 

Re: The WIP Thread
Pixel Eater wrote:RetroSpectre
Looks awesome. Still using pinkscreen keying technique or something new?
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Re: The WIP Thread
Indeed, so it won't be compatible with translucent projectiles still, but I am aiming for this one to be fully see-through (no tinting of the background and spectres can overlap).Nash wrote:Still using pinkscreen keying technique or something new?
Edit: Now has the ashy stuff (it will be optional).
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Re: The WIP Thread
Ooooh, for some reason it looks glitchy and even more invisible at the same time. Definitely an enhancement for pesky Spectres.
- Pixel Eater
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Re: The WIP Thread
The gif is just random screenshots spun together- it looks more like a gas leak in person. I will learn how to youtube one of these days 
Pesky Spectres, I like that...

Pesky Spectres, I like that...
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Re: The WIP Thread
Finally a proper software fuzz.
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Re: The WIP Thread
I should stress that the effect is fairly niche, that certain conditions must be met or it will fall down ugly-time.
Anything that changes the outline of sprites or smooths geometric corners will ruin the detection abilities of the shader. So no texture filtering, upscaling, multisampled a-aliasing or non-native resolutions (though you can use shaders to mimic that). FXAA works nicely because it's positioned after the effect has completed, but apart from that you have to play using mostly vanilla settings and therefore it's not for everyone.
The other thing is translucent effects such as Imp balls- they will reveal the location of the spectre and will need to be turned off/not loaded. The only solution to these would be an earlier insertion point for the shader in GZDoom's code but there are probably drawbacks as a result that I can't even fathom. I've also been informed after asking about similar situations that the time and effort required for an implementation of that would be massive!
Edit: A thought occurred, maybe flags could be made to disable upscaling or (less likely?) filtering for specified sprites?
Anything that changes the outline of sprites or smooths geometric corners will ruin the detection abilities of the shader. So no texture filtering, upscaling, multisampled a-aliasing or non-native resolutions (though you can use shaders to mimic that). FXAA works nicely because it's positioned after the effect has completed, but apart from that you have to play using mostly vanilla settings and therefore it's not for everyone.
The other thing is translucent effects such as Imp balls- they will reveal the location of the spectre and will need to be turned off/not loaded. The only solution to these would be an earlier insertion point for the shader in GZDoom's code but there are probably drawbacks as a result that I can't even fathom. I've also been informed after asking about similar situations that the time and effort required for an implementation of that would be massive!
Edit: A thought occurred, maybe flags could be made to disable upscaling or (less likely?) filtering for specified sprites?