Doom_user
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Everything posted by Doom_user
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In PSX Final Doom, TNT: Evilution takes place before The Plutonia Experiment.
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http://www.doomworld.com/idgames/?id=16356
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I don't think the hud can get any bigger than that. My only other suggestion is to open the cfg and change "hud_distributed" from 0 to 1 and "hud_active" from 2 to 3. This will give you a hud with larger numbers for health and armor, though everything else will be the same size.
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Is the problem that the hud is smaller when you use higher screen resolutions compared to when you use lower screen resolutions or is that you want to make the hud bigger for all screen resolutions?
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Open prboom-plus.cfg, find "render_stretch_hud" and change the 0 to a 1.
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http://www.megaupload.com/?d=SG0XYEOY Here's the version that Vermil posted on 6-17-10, to my knowledge it's the latest fixed version.
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Doom64 EX 2.0a (Feedback Build) - Updated 3-12-11
Doom_user replied to Kaiser's topic in Source Ports
Is there any way to disable mouse input? -
Doom64 EX 2.0a (Feedback Build) - Updated 3-12-11
Doom_user replied to Kaiser's topic in Source Ports
The status bar's messed up. I'm using the version that was just posted, on a computer with integrated Intel Graphics Media Accelerator 950. -
Entering the room with the regular exit causes a new area to open near the start of the level. It is located on the right side of the room that came just before the room with a supercharge on a stone block. At the end of this new area is a switch which opens another new area on the left side of the nearby room with coffins on the floor.
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Thanks. r1412 works perfectly.
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I get this error message when I try to start Eternity 3.40.00. My operating system is fully updated 32-bit Windows XP Professional with Service Pack 3.
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I see a new hud displayed if I set hud_active to 3. How do I get the other one to display?
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Anyone play with a gamepad? What config?
Doom_user replied to Brewtal_Legend's topic in Doom General
This is the configuration I use with my Logitech Precision gamepad. Top of controller Front left shoulder button-strafe left Front right shoulder button-strafe right Back left shoulder button-Shotgun/SSG Back right shoulder button-Chaingun Left side of controller D-pad up-move forward D-pad left-turn left D-pad right-turn right D-pad down-move backward Center of controller Left button-Rocket Launcher Right button-Plasma Rifle Right side of controller Top button-BFG left button-fire weapon right button-use (open) bottom button-run -
In Eternity 3.37.00 I'm encountering a weird glitch in full screen mode. 11 pixels get cut off of the bottom of the screen and 3 pixels get cut off of the left side of the screen. At the same time, 11 pixels of garbage appear at the top of the screen and 3 pixels of garbage appear at the right side of the screen. This happens at all resolutions. Screenshots are unaffected by this, so I can only show it by taking a screencap. Screencap Screenshot
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In the GL renderer's 5:4 aspect ratio the sky texture should be vertically stretched like it is in the software renderer's 5:4 aspect ratio, otherwise the sky can be seen tiling in places where it shouldn't. http://img408.imageshack.us/img408/8273/compc.png
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It works perfectly now.
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1.25 is correct. This explains why there was an 11.11% increase in the player's vertical viewing area, in a 6:5 resolution that would be the correct amount to increase it by. I'll download and check it.
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I just tested the software renderer, the 5:4 aspect ratio works correctly in it. http://img96.imageshack.us/img96/3426/bigcompalt.png Notice how everything is perfectly lined up between the 4:3 and 5:4 sides. Now look at the same thing in the gl renderer. http://img195.imageshack.us/img195/194/bigcomp.png Edit:Nevermind I didn't see entryway's previous post.
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GZDoom's 5:4 aspect ratio is incorrect too. GZDoom If you want to test this in PrBoom Plus do this. Using render_aspect 3 and any 4:3 resolution take a screenshot of any level without moving from the player start. Now, using render_aspect 4 and a 5:4 resolution that's the same width as the 4:3 resolution take a screenshot of the same level without moving from the player start. Now put the screen shots side by side (vertically center the 4:3 screen shot). Everything in the 5:4 screen will look scrunched in/vertically compressed compared to the 4:3 screen shot. This is because the 5:4 screen is 6.66% taller then the 4:3 screen, but the player's vertical viewing area is being increased by 11.11%. The test level I'm using is nothing but a series of stairs in front of the player to make the scrunched in/vertically compressed effect more obvious. If the 5:4 aspect ratio was correct the stairs in the 4:3 and 5:4 screenshots would line up when put side by side. Test level http://download1002.mediafire.com/cnwvjgzmsywg/ldz4ucgrifm/stripe.wad
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I redownloaded from http://prboom-plus.sourceforge.net/prboom-plus-2.5.0.7.test-win32.zip and redid the test just to be sure. Unless I'm overlooking something, it appears to be unchanged.
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It's unchanged. I use a test level to check this, if the 5:4 aspect ratio were only increasing the vertical viewing area by 6.66% the steps would line up exactly between the 4:3 and 5:4 screenshots, but since the vertical viewing area is increased by 11.11%, everything gets vertically compressed in the 5:4 aspect ratio.
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The 5:4 aspect ratio is incorrect. It increases the player's vertical viewing area by 11.11%, when it should only be increased by 6.66%.
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http://forums.newdoom.com/showthread.php?t=36331 The May 17th version of NDCP2 originates from page 8 of this thread. The last few pages might have some useful information about things that still need to be fixed.
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No Rest For The Living Demos [-complevel 2]
Doom_user replied to skogsto09's topic in Speed Demo Submissions
When I made a No Rest For The Living pc wad I switched the maps to 12-19 and 31 so that the secret exit would work in any port. -
Try the latest svn build of GZDoom. http://svn.drdteam.org/gzdoom/gzdoom-r802.7z