It was designed for the software renderer and the r_visibility is set to a really high value to emulate a dense fog but not too much of a disruption in visibility at close range. If you attempt to run it in the hardware renderer a lot of the effects like the windows shining on the floors will not work properly. It's "playable" but it's certainly not visually designed with the modern version of GZDoom in mind. Also - there was a bug that was fixed with a more recent version of ZDoom that was present in the one that the mod was developed for. If you play it with any version of ZDoom since that fix, including GZDoom, the fix will obscure visibility by quite a lot.Enjay wrote:Are you aware of any particular issues with newer versions of the engine? I just tried it with GZDoom 4.4.2. I didn't go too far (visited a few of the sub-maps, wandered around the cottage, got bitten by a dog etc) and it all seemed to be working in much the same way as I remember it doing so when I first played it some time ago.Rachael wrote:This is a cool enough mod that I think people should have the opportunity to try it - even if it does require an ancient copy of ZDoom to work properly.
The only issues I saw reported at the console were a few truncation of floating point warnings and some missing flats.
And it is indeed a very interesting and atmospheric mod.
You have to run it from the batch file to get the settings as designed for the mod.
