Search found 33 matches

by Wuerfel_21
Mon Feb 18, 2019 12:04 pm
Forum: TCs, Full Games, and Other Projects
Topic: Touhou Doom - Full Release (V1.24)
Replies: 202
Views: 183801

Re: Touhou Doom - Episode 3.66 (Updated Re-Release)

The problem isn't the lag during the spellcards, but the lingering lag afterwards. I couldn't reproduce the sub-1 FPS, but it still gets progressivly slower, regardless of renderer. I used Episode 2 extra stage (i think on lunatic) to test. In the black intro room with the teleporters and the beginn...
by Wuerfel_21
Tue Feb 12, 2019 3:03 pm
Forum: TCs, Full Games, and Other Projects
Topic: Touhou Doom - Full Release (V1.24)
Replies: 202
Views: 183801

Re: Touhou Doom - Episode 3.66 (Updated Re-Release)

Are Episode 2 and up of this mod supposed to be presented in blistering 1 FPS? ( you know, for that cinematic feel ) Because that's what happens to me, lol. As soon as any boss battle gets going, the performance starts heavily degrading. It doesn't get better after the fight is over and all the bull...
by Wuerfel_21
Sat Oct 14, 2017 9:42 am
Forum: Networking
Topic: ZDoom multiplayer setup, troubleshooting and FAQ
Replies: 61
Views: 210007

Re: ZDoom multiplayer setup, troubleshooting and FAQ

Does anyone know which DMFlags settings result in a good Hexen coop mode?
by Wuerfel_21
Sun Jul 30, 2017 12:08 am
Forum: Feature Suggestions [GZDoom]
Topic: Model/Voxel Toggle Cvars
Replies: 4
Views: 669

Re: Model/Voxel Toggle Cvars

Vor voxels, r_drawvoxels already exists, but is not archived or in the menu by default.
by Wuerfel_21
Wed Jul 19, 2017 9:48 am
Forum: General
Topic: What "license" should I be using?
Replies: 5
Views: 560

Re: What "license" should I be using?

Inevitably you will fall under the GPL license because of GZDoom, itself, and therefore it is suggested you treat your works the same way. The license text is very readable on the more permissive ones, though, and you should read it all the way through when you get a chance so you know what they do...
by Wuerfel_21
Tue Jul 18, 2017 10:57 pm
Forum: Closed Bugs [GZDoom]
Topic: Point lights affected by actor movers get stuck.
Replies: 7
Views: 2012

Re: Point lights affected by actor movers get stuck.

For me, the +NOCLIP flag bugged the lights a little. They would not illuminate walls that were outside of their spawn radius.
So i resorted to writing an Actor that copies its args and position to a point light. (That works)
by Wuerfel_21
Fri Jun 23, 2017 12:53 pm
Forum: Feature Suggestions [GZDoom]
Topic: Mapinfo/Gameinfo: CheatArmorType property
Replies: 9
Views: 1099

Re: Mapinfo/Gameinfo: CheatArmorType property

The raven games (+Strife) change the cheatcodes already. Thats why allcheats exists. I don't see a reason to not allow big projects like TCs and standalone stuff to have their own (which can be overridden by allcheats, like heretics idkfa).
by Wuerfel_21
Sat Jun 17, 2017 2:53 am
Forum: Editing (Archive)
Topic: A way to achieve "screen blend" effect without 3D floors?
Replies: 2
Views: 362

Re: A way to achieve "screen blend" effect without 3D floors

I'm interested enough to bump this one
by Wuerfel_21
Fri Jun 09, 2017 4:05 am
Forum: Editing (Archive)
Topic: A way to achieve "screen blend" effect without 3D floors?
Replies: 2
Views: 362

Re: A way to achieve "screen blend" effect without 3D floors

Count me as interested :) filling sectors with 3D Floors is annoying. I tried Transfer_heights-ing the sector onto itself, that gave me the screen blend, but it mucked up the sw renderer, which drew a massive slimetrail from the opening to a sector with 3d water. Meh. Maybe someone adds a nice UDMF ...
by Wuerfel_21
Wed Jun 07, 2017 6:32 pm
Forum: Editing (Archive)
Topic: Alpha Value of a 3d floor blend
Replies: 0
Views: 227

Alpha Value of a 3d floor blend

When a screen blend is set up using the fade color of a 3dfloor control sector, what is used as the alpha value? (This is needed so the same blend can be used in a Transfer_Heights sector)
by Wuerfel_21
Wed Jun 07, 2017 1:59 pm
Forum: Closed Bugs [GZDoom]
Topic: [ZScript Status Bar] CompleteBorder doenst always "stick"
Replies: 1
Views: 206

[ZScript Status Bar] CompleteBorder doenst always "stick"

Sometimes, CompleteBorder gets reset to false. Even when setting it to true in the rendering code, it sometimes glitches (screenmelts, for example, show the hom-like effect). It happens mostly in GL mode, but I think sometimes in SW, too( not sure). Here is my code: class LangenBar : BaseStatusBar {...
by Wuerfel_21
Wed Jun 07, 2017 7:08 am
Forum: On Hold Bugs
Topic: Mouse cursor stuck in middle of screen, old bug
Replies: 20
Views: 6717

Re: Mouse cursor stuck in middle of screen, old bug

This sometimes happens to me. It can be fixed by opening the menu, but only when the mouse is enabled in the menu (including touchscreen mode)
by Wuerfel_21
Wed May 31, 2017 11:06 am
Forum: Closed Bugs [GZDoom]
Topic: Regressions: Voxels dont render... (Post title too long)
Replies: 1
Views: 192

Regressions: Voxels dont render... (Post title too long)

When a Voxel replaces a sprite that does not actually exist, it will not be rendered.
Check the "Voxel Vehicle Pack" WAD. All the vehicles are missing in SW mode!
by Wuerfel_21
Sun May 28, 2017 1:39 pm
Forum: Classic ("Carmack") Software Renderer Bugs
Topic: Various Texture Scaling issues
Replies: 0
Views: 1032

Various Texture Scaling issues

(Sorry if reporting all these in a single thread causes you some inconvenience :oops: ) Example WAD is attached as usual. slopepan.wad 1. Negative UDMF scaling factors are broken on lower textures (haven't tested other ones): Look at the left sides of the computer cases - 8-bit software just ignores...
by Wuerfel_21
Thu May 25, 2017 11:48 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: ACS Sky Getters
Replies: 3
Views: 366

Re: ACS Sky Getters

I was referring to viewtopic.php?f=53&t=56591
I see that fixing this in the engine wouldn't be that good of an idea.

These Getters would allow a relatively tidy solution, plus some extra utility

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