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Everything posted by Nash
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Post your Doom video! [but don't quote video]
Nash replied to DuckReconMajor's topic in Doom General Discussion
Playing around with VKDoom features to recreate the iconic fog from Silent Hill -
Oh it's very much still being worked on. VKDoom is - depending on who you ask - 2 different things: 1) It is dpJudas' toy for experimenting with cool new stuff independently off GZDoom (but it is still very much synched to GZDoom's latest code) 2) It is the game engine driving my game, DISDAIN We have a symbiotic relationship - whatever DISDAIN needs will usually get worked into VKDoom As for its status: it is not v1.0 yet -- as a creator, you may use it to experiment and tinker with, but it's not recommended to use it for production. Because it is a highly moving target and we change stuff up with little outside discussion (to fit whatever internal needs, or fulfill whatever internal discussions we had) However, if you are simply a _player_ wanting to play mods -- VKDoom should be solid enough to play most GZDoom mods.
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Has anyone made a vanilla map pack that adds floor and ceiling textures to the stock levels? Just got ECWolf and beat episode 1, man I've been spoiled by Doom too much, those untextured flats are very hard to look at LOL.
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Nice. I've uninstalled the game a long time ago but will keep this pack in mind
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My arm got dislocated and I am not in the best of health. In light of this, I am releasing NashGore NEXT early as it's better to release it early than miss the previously-announced deadline. There were going to be things like release streams, after parties and other fancy stuff planned that all had to be cancelled because of this. I will return with a more ceremonious release when my health is better. Please enjoy and looking forward to hear your thoughts! Nash Muhandes Download: https://www.moddb.com/mods/nashgore-next/downloads/nashgore-next-v10
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Download: https://www.moddb.com/mods/nashgore-next/downloads/nashgore-next-official-voxel-pack Will pretty up this post later
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The father of gore mods. The original brutal modification for (G)ZDoom returns, with a Vengeance. All ZScriptified. All new code. All new graphics. All new sounds. Universal compatibility. Playable beta release date: 30th November 2018 EDIT: v0.9 beta release available now
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Nash's Gore Mod: Vengeance Edition [v0.9 beta released]
Nash replied to Nash's topic in Gameplay Mods
Nash's Gore Mod: Vengeance Edition is now known as NashGore NEXT and has a release date! Requesting thread lock - I will make a new thread for NashGore NEXT! -
A classic-style status bar mod for GZDoom - Fits seamlessly into the vanilla graphics - Icons for powerups - Essential level stats - Built-in HP bar - Also has a fullscreen HUD version (sort of like a not-Alt-HUD) Issues: - Certain combinations of status bar scaling settings and window sizes may appear messed up - I didn't deal with multiple slot weapons in the fullscreen HUD properly - Obviously will look out of place with WADs that use custom STBAR graphics (I have some ideas on how to solve this but I don't have time to do it right now) - Built-in HP bar can't be disabled right now (will fix later) Runs with GZDoom 4.5 (at minimum), LZDoom 3.87c and Delta Touch Download v0.9 / Github
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I released it:
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Because the Icon of Sin voxel is not replacing any actor. It's arbitrarily spawned in thin-air and the "toggle" is really just turning it visible or invisible. Each monster, on the other hand, have their sprite assets physically replaced with a voxel. You can't really "toggle" the voxels on and off.
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OP probably took a screen cap from some streams where I've used it. Or maybe from some screenshots I've posted in the past. I plan to release it after Voxel Doom 2 drops (I will be using it again on the stream)
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Voxel Doom II will be releasing earlier than previously announced! Come hang out with Cheello and me on July 31st, 1830 (6:30 PM) PDT as we chit chat and play some Voxel Doom II coop for a bit. Full version of the mod will be released at the end of the stream!
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Do you think GZDoom should have texture filtering on by default?
Nash replied to BeachThunder's topic in Source Ports
I just had another idea, on top of the presets menu (or simply just a texture filtering tickbox at the IWAD selector): MAPINFO-defined texture filtering settings, just like with lightmode, no jump, no crouch and the like. User will be able to override it to ignore the MAPINFO setting. I can make PRs for these but there's zero guarantees any of this will get in. -
Do you think GZDoom should have texture filtering on by default?
Nash replied to BeachThunder's topic in Source Ports
^^^^^^^^ THIS ^^^^^^^^ -
Do you think GZDoom should have texture filtering on by default?
Nash replied to BeachThunder's topic in Source Ports
Something that I have always wanted to submit to GZDoom is something similar to the FTEQW source port - Upon launching GZDoom for the first time, a presets menu will pop up, with presets like "classic", "modern", perhaps a couple of others in between. Classic will, of course, do stuff like no texture filtering, maybe set the transparency mode to vanilla, etc. This at least gives new users a quick setup experience. I think this presets menu will be the best "in the middle" solution that keeps everyone satisfied. -
[v1.0 - 10/10/2024] Doom 64: Unseen Evil - Prepare yourself for evils unseen!
Nash replied to DrPyspy's topic in Gameplay Mods
Got a Discord server or something where I can keep a closer eye on the project? -
Lightmaps will be enabled in the mainline version of GZDoom hopefully real soon. We will declare this "v1.0".
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Yeah, I want _just_ floor and ceiling textures and nothing else. Thought I could save time and just play, assuming someone's already made such a thing. Insert Thanos "fine I'll do it myself", I guess. :S Thanks for the link to the mod though - it's a good reference for how to actually do it (as I have zero experience with Wolf3D modding)
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(image stolen from Revenant100's thread) DOWNLOAD! A conversion of Revenant100's Doom Minor Sprite Fixing Project and Heretic Minor Sprite Fixing into a single, GZDoom-compatible mod. First of all, this mod repacks the 2 mods mentioned above into one file, utilizing GZDoom's filter folder feature so that only the relevant files will get applied depending on the IWAD game you are running. For example: the Heretic fixes won't be applied if you're playing the Doom games; or the Doom 2 fixes won't be applied if you're playing Doom 1, etc. What this means for the user is that they can just have this single mod loaded globally for all games without any potential issues arising from wrongly-loaded lumps. Secondly, I have converted the Dehacked patches from Doom Sprite Fix into ZScript. Lastly, since this mod is meant for GZDoom, I've merged in my widescreen versions of Doom's HELP* graphics, but only attaching the side extensions to the Sprite Fix versions of the graphics. In other words, the center of the HELP* graphics are from Sprite Fix (so they include the cleaned-up pixels), but the sides are from WidePix (my widescreen graphics project that ships with GZDoom starting from v4.5.0 onwards). Misc notes: - The super shotgun sprites are actually from GZDoom's game_widescreen_gfx.pk3, but with the fixed offsets from SPRFIX20. - The widescreen Heretic fixes from HRSPFX10 have been ommitted, in favor of GZDoom's own widescreen fixes included in game_widescreen_gfx.pk3. - For brightmaps, use @NightFright's Brightmaps Plus mod! Credits: - id Software for Doom - @Revenant100 and the various contributors for the Doom Minor Sprite Fixing Project and Heretic Minor Sprite Fixing. I have included SPRFIX20.txt and HRSPFX10.txt from the original distributions, which contain full credits for said mods. - Nash Muhandes for the GZDoom repack, Dehacked to ZScript conversion and other resources forwarded from GZDoom's game_widescreen_gfx.pk3
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GZSprFix 2.0 (Revenant100's sprite fixes repacked for GZDoom)
Nash replied to Nash's topic in Gameplay Mods
Updated GZSprFix to v2.0. -
DISDAIN - a brand new Quake-inspired FPS (DEMO OUT NOW ON STEAM)
Nash posted a topic in Total Conversions & Full Games
Ladies and gentlemen, I present to you DISDAIN, a brand new retro FPS built on GZDoom, developed by me, Nash Muhandes at Mischief Donut and published by Hellforge Studios! Demo coming October 15th 2022. Wishlist in on Steam now. See you there! UPDATE: Out now on Steam! -
DISDAIN - a brand new Quake-inspired FPS (DEMO OUT NOW ON STEAM)
Nash replied to Nash's topic in Total Conversions & Full Games
About the desync + crashing + memory leak - this is a known issue. Coop doesn't work correctly with the version that's currently on Steam. HOWEVER - as I am typing this right now, we will be testing a fixed version. Testing with pretty big latencies too (Malaysia - California) - so if our test session succeeds today, it would mean that I've ironed it out and it should be ready for a more public test. Will report back here later. :) PS - for black player texture - this is also a known bug - short term workaround is to change the graphics backend to OpenGL - Options - Display - Set Video Mode - Video Backend - then restarting the app. Will be fixed properly for Vulkan in an update patch! -
DISDAIN - a brand new Quake-inspired FPS (DEMO OUT NOW ON STEAM)
Nash replied to Nash's topic in Total Conversions & Full Games
I talked about this on Twitter - jumping/platforming in GZDoom can be quite a pain, yes, so I did attempt to remedy this by implementing coyote time. So it actually is already in there and I can confirm it's better than GZDoom's default of not having it at all, but perhaps the window is still too small. I can try increasing the coyote time window and see if this will help with your jumping problems! -
DISDAIN - a brand new Quake-inspired FPS (DEMO OUT NOW ON STEAM)
Nash replied to Nash's topic in Total Conversions & Full Games
Love the video format, short and sweet with all the fat trimmed out! Thank you for playing! Some comments to your thoughts 1) There most likely won't be any crouching and therefore no teabagging, sorry. :P I am aiming to keep the mechanics simple - just run, jump and shoot. 2) Variations for the various death animations are definitely planned! 3) "Normal" is the canonical difficulty - "Hard" is meant to be hard and not meant for a first playthrough unless you're really good at FPSes! It doesn't follow Doom's difficulty paradigms 4) Sword kills will heal you - the sword absorbs souls that gets transferred to its wielder. The sword will be important to the game's plot, eventually :D 5) The Sisters are actually dodge-able - you can sidestep at the last second. There's a small window where they'll eventually stop homing - I think I need to make the distance more forgiving!