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Grimm

Hi-Res Patches?

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Is there anyway to get hi-res patches working? (As in, the jDoom definition of patches.)

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Put the textures into yourzdoomgldir\textures\doom and set the cvar gl_texture_usehires to true.

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Because I didn't feel like typing I guess. But also you'll notice that I said "As in the jDoom definition of patches."

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JDoom uses a different meaning of 'patch' than the original Doom and every other port?

How refreshingly idiotic.

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But you'll also notice that this is the ZDoomGL forum and not the JDoom forum, so you can't expect people to know anything about JDoom.

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Oh man he uses different terminology what a fucking idiot
\Let's ignored that he coded a whole fucking port which is arguably more stable than, say, a few ports laying around here

Well looks like none of you know and this thread is fucked now anyway so why don't someone PH this

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Grimm said:

Well looks like none of you know and this thread is fucked now anyway so why don't someone PH this

Bah, be patient. Someone will surely pop out with a clever answer. Time will tell.

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Heh, I was working on getting hires patches to work, but I think it got dropped or something. For patches, try putting them in the "patches" directory instead of the "textures" directory: c:\zdoomgl\patches\doom\titlepic.jpg instead of c:\zdoomgl\textures\doom\titlepic.jpg. Note that support isn't the greatest, but it should kinda work, at least.

You can also specify a specific game for both textures and patches:

\patches\doom\doom1\
\patches\doom\doom2\
\patches\doom\tnt\
\patches\doom\plut\
\patches\doom\ (generic across all Doom games)
\patches\heretic\
\patches\hexen\
\patches\ (generic across all games)

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It works!!! Sweet. Unfortunately the Ultimate Font Pack isn't quite working because it operates off of DEDs, but oh well.

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Fonts won't work, along with the status bar images due to the different way that JDoom and ZDoom handle textures.

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timmie said:

Fonts won't work, along with the status bar images due to the different way that JDoom and ZDoom handle textures.


The fontpack also needs some way to replace individual menu graphics, like "options" "new game" "entryway" etc with strings. I asked skyjake to add that because I thought it would be kind of backwards to include 1,000 diferent graphics for level names and every thing else in the font pack.

Although saying that, does Zdoom still actually use all those graphics? I vaguely remember that it doesnt, from some thread on here a while ago.

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