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Grizzly

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  1. Grizzly

    DOOM 4 VANILLA v3.2

    The only thing I did for the Unhitched version was repackaging: Keeping the stable releases of Choco and Crispy in seperate folders to prevent them having their respective DLL files conflict: They use the same libraries, but Choco 3.0.0 was built on older ones. An alternative is to use the daily builds of both from the same day. No wad files were changed. Just hook up the wads from the mod with the latest versions of Crispy and/or Chocolate and you should be golden. (In fact, I would recommend just using Crispy for everything: Choco is cool, but Crispy allows you to run a vanilla experience anyway and switch convenience features on the fly)
  2. Grizzly

    Crispy Doom 5.10.1 (Update: Mar 24, 2021)

    Hmm, the "idrate" cheat doesn't display when you're in widescreen mode.
  3. Grizzly

    DOOM 4 VANILLA v3.2

    I'd like to point out that the Crispy doom versions you have in your download are a bit outdated. Crispy Doom nowadays uses lovely, lovely widescreen support to boot. (If you grab the daily builds of Chocolate Doom and Crispy of the same day they have compatible binaries so they can safely go in the same folder, to boot)
  4. Grizzly

    Crispy Doom 5.10.1 (Update: Mar 24, 2021)

    You're kinda comparing different things here. For starters, your PRboom+ screenshots have the gamma *way up* - Prboom+ does this by default (for some reason), but it makes any comparison between lightning uneven by default. If you want to do a proper comparison between the different rendering modes, you should try to set them up in the same way. GZDoom has a software renderer (which is actually brighter then doom2.exe), and it has a "vanilla" lightning setting in the Hardware renderer settings you could also use. Try warping to that location in crispy/choco and see how it looks GZDoom's software renderer is actually brighter then the original.
  5. Grizzly

    Crispy Doom 5.10.1 (Update: Mar 24, 2021)

    "Vanilla" is the one you want. Most of GZdoom lightning modes are approximations based on the limitations of OpenGL and hardware, becuase as it turns out doing lightning the "wrong" way (As vanilla idtech1 does it) is actually very hard to emulate on a hardware renderer that was designed to do things the right way for 3d applications. Compared: GZdoom on the hardware renderer with vanilla lightning and palette tonemapping vs chocolate doom
  6. Grizzly

    GZDoom HUD does not fit in a 1920 × 1080 resolution

    What's a "Better size" here? We have already gone through all the available sizes you can get whilst still using vanilla graphics.
  7. Grizzly

    GZDoom HUD does not fit in a 1920 × 1080 resolution

    The hud is already fully customizable, there's plenty of hud mods out there. Heck, brutal doom does it, albeit poorly.
  8. Grizzly

    GZDoom HUD does not fit in a 1920 × 1080 resolution

    For reference, this is what vanilla doom looks like. So it looks like we have achieved what you want?
  9. Grizzly

    GZDoom HUD does not fit in a 1920 × 1080 resolution

    You just need to turn on "item count" in options -> automap options -> show item counts
  10. Grizzly

    GZDoom HUD does not fit in a 1920 × 1080 resolution

    Have you considered turning off texture filtering? Aside from texture filtering those huds look identical to me. And if you want a better GZDoom hud, there's plenty of mods, like the one I linked! :D
  11. Grizzly

    GZDoom HUD does not fit in a 1920 × 1080 resolution

    OK I'm confused, becuase the screenshot you posted shows the monsters and secrets info right there in the bottom left. You can enable items via the alternative hud settings. So I just had a look at this The only difference between LZDoom and GZDoom settings is that in LZDoom, the "Status Bar" option in the HUD scaling options menu is set to "Scale to fullscreen" If you want the LZDoom look, you simply have to change that option. See the above video, or go to your GZDoom.ini file and change the st_scale to st_scale=-1
  12. Grizzly

    GZDoom HUD does not fit in a 1920 × 1080 resolution

    This is how it's supposed to look at high resolutions. Remember that it's trying to cut the OG 4:3 DOOM hud to a 16:9 aspect ratio. It's never going to look perfect. If you want to change that to have a OG Doom style fullscreen hud, follow this video (this is on 1440P on an utterly stock GZDoom install): Alternatively, you can try this lovely mod. For Brutal Doom, remember that Brutal Doom has a few custom huds (in fact, all of its huds are custom and they don't really scale well - that grenade indicator in particular). Here's me walking through them on a stock GZDoom + BrutalV21.pk3 install
  13. Grizzly

    Crispy Doom 5.10.1 (Update: Mar 24, 2021)

    I'd like to point out that even Chocolate Doom natively supports HD monitor resolutions, it does all its upscaling magic in the program and outputs at your monitors native resolution :P I found this highly dependant on the system I'm running it on. The PRBoom+ renderer is faster then Crispy Doom is at the same resolutions (or well, at 640*480, which is closest to Crispy Doom's internal one), even though that might just be down to PrBoom letting my drivers handle the upscaling rather then Crispy Doom's much neater upscaling. However, when you tell it to run at widescreen resolutions, it does slow down considerably. Moving from 640*480 to 720p cuts performance from 600 to 300 fps, and then from 720p to 1440p it cuts performance to 100 fps (using the Sigil demo as a testing bed here). This is, for most computers, still perfectly acceptable since its well above the 60fps mark (for me it isn't becuase I have a 144hz screen, but 720p+screen multiplication factor at 2 runs smooth as butter). But that's on an AMD Ryzen 2600. My laptop, which runs a mobile Celeron variant from 2012, absolutely hitches when it tries to handle Prboom+ rendering at 1366*768, where performance oscilates between 30 and 60 fps. And annoyingly, Prboom+ doesn't actually support much lower 16:9 resolutions. I can try setting it to 1280*720 but that doesn't improve things much (if at all), and anything lower means I have to deal with black bars or tell Intel to stop bothering with aspect ratio correction. Meanwhile, Crispy Doom runs at more then 100 fps at all times. Why? Becuase Crispy only asks the processor to render at 640*400 (or whatever the internal resolution for widescreen rendering is) and then asks the iGpu to upscale it. PrBoom+ tells my processor to do all the work and it can't.
  14. Grizzly

    Crispy Doom 5.10.1 (Update: Mar 24, 2021)

    This has been bugging me for a while but I've neglected reporting on it for now. The dot crosshair is not a dot. It is in fact a rectangle, but the rectangle is offset slightly to the left, and the left pixel of the rectangle is translucent whilst the right one is not. It's a bit weird.
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