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Doom_user

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Everything posted by Doom_user

  1. Doom_user

    final doom story/continuity order?

    In PSX Final Doom, TNT: Evilution takes place before The Plutonia Experiment.
  2. Doom_user

    LF Christmas texture pack (or snow/ice)

    http://www.doomworld.com/idgames/?id=16356
  3. Doom_user

    Hud size in PrBoom+

    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.
  4. Doom_user

    Hud size in PrBoom+

    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?
  5. Doom_user

    Hud size in PrBoom+

    Open prboom-plus.cfg, find "render_stretch_hud" and change the 0 to a 1.
  6. Doom_user

    NDCP2: Bugfixing thread

    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.
  7. Is there any way to disable mouse input?
  8. 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.
  9. Doom_user

    Epic 2: Supersecret exit

    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.
  10. Doom_user

    Eternity Engine v3.40.00 "Rebirth"

    Thanks. r1412 works perfectly.
  11. Doom_user

    Eternity Engine v3.40.00 "Rebirth"

    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.
  12. Doom_user

    PrBoom-Plus, ver. 2.5.1.4

    I see a new hud displayed if I set hud_active to 3. How do I get the other one to display?
  13. Doom_user

    Anyone play with a gamepad? What config?

    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
  14. Doom_user

    Weird full screen glitch

    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
  15. Doom_user

    PrBoom-Plus, ver. 2.5.1.4

    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
  16. Doom_user

    PrBoom-Plus, ver. 2.5.1.4

    It works perfectly now.
  17. Doom_user

    PrBoom-Plus, ver. 2.5.1.4

    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.
  18. Doom_user

    PrBoom-Plus, ver. 2.5.1.4

    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.
  19. Doom_user

    PrBoom-Plus, ver. 2.5.1.4

    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
  20. Doom_user

    PrBoom-Plus, ver. 2.5.1.4

    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.
  21. Doom_user

    PrBoom-Plus, ver. 2.5.1.4

    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.
  22. Doom_user

    PrBoom-Plus, ver. 2.5.1.4

    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%.
  23. Doom_user

    NDCP2: Bugfixing thread

    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.
  24. Doom_user

    No Rest For The Living Demos

    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.
  25. Doom_user

    Weird starting problem with GZDooM

    Try the latest svn build of GZDoom. http://svn.drdteam.org/gzdoom/gzdoom-r802.7z
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