t.v. Posted October 17, 2010 I am trying to play Harmony under prBoom. 1: Is there a way to scale High Resolution sprites in prBoom? Now all the enemies appear as giants. (same problem for the title picture). 2: The game keeps crashing giving me a: "I_SignalHandler: Exiting on signal: signal 11" What does this mean? 3: Is there a tutorial on prBoom where I could look up questions like this? thanks in advance! 0 Share this post Link to post
entryway Posted October 17, 2010 t.v. said:1: Is there a way to scale High Resolution sprites in prBoom No, but you can use hires sprites with glboom-plus. Put them in png/jpg/tga/pcx/gif/bmp format between hi_start and hi_end markers. t.v. said:The game keeps crashing giving me a: "I_SignalHandler: Exiting on signal: signal 11" What does this mean? This means a crash: ACCESS_VIOLATION (0xC0000005) Occurred at bla:bla. The memory at '0xblabla' could not be read. You can force standard windows crash report with "-devparm" switch in prboom-plus. t.v. said:3: Is there a tutorial on prBoom where I could look up questions like this? Good tutorial: http://www.doomworld.com/idgames/index.php?id=15919 0 Share this post Link to post
t.v. Posted October 19, 2010 thank you for the respons. the link to the 'tutorial' is a map-pack called "Hell Ground". It doesn't contain high resolution sprites, so I was wondering if you might have given me the wrong link? 0 Share this post Link to post
entryway Posted October 19, 2010 t.v. said:the link to the 'tutorial' is a map-pack called "Hell Ground". It doesn't contain high resolution sprites, so I was wondering if you might have given me the wrong link? Hell Ground has a lot of hires sprites, flats and textures. 0 Share this post Link to post
t.v. Posted October 19, 2010 Actually it doesn't. those are just big sprites/ textures. The flames are about 64 pixels wide and 128 pixels high (I checked in XWE). But the pixel density is normal. They are not scaled/ more detailed than normal Doom material. Your screenshot shows that the pixels are filtered / blurred to make it look less pixelated. I am assuming you used the glboom-plus.exe which has this filter (and not the prboom.exe) that came with the zip. I want to know how to scale my big images to get more detailed sprites without the blurring filter. 0 Share this post Link to post
entryway Posted October 19, 2010 t.v. said:Actually it doesn't. Actually it does. t.v. said:those are just big sprites/ textures. The flames are about 64 pixels wide and 128 pixels high (I checked in XWE). But the pixel density is normal. They are not scaled/ more detailed than normal Doom material. It does not matter. You can put any graphics with any size between hi_start and hi_end markers and they will be automatically scaled to the original size of non-hires analogue (you should not remove non hires sprites) t.v. said:Your screenshot shows that the pixels are filtered / blurred to make it look less pixelated. Yes, you are right. Because I like it. You can disable filtering. t.v. said:I am assuming you used the glboom-plus.exe which has this filter Yes, you are right. t.v. said:and not the prboom.exe prboom.exe and prboom-plus.exe (software renderer) do not support hires stuff. t.v. said:I want to know how to scale my big images to get more detailed sprites without the blurring filter. Put them in png/jpg/tga/pcx/gif/bmp format between hi_start and hi_end markers. 0 Share this post Link to post
t.v. Posted October 19, 2010 aha, I was a bit confused about the screenshot, but I think we cleared it up :-) thanks for the patience. 0 Share this post Link to post
entryway Posted October 19, 2010 t.v. said:without the blurring filter. 0 Share this post Link to post