Search found 89 matches
- Mon Aug 28, 2017 10:20 pm
- Forum: General Discussion
- Topic: Question: the legal status of the engine
- Replies: 2
- Views: 12246
Question: the legal status of the engine
I was thinking about this the other day. Is there anything in the source code that isn't part of the same GNU Public License that the Doom source code was released under? (Or possibly is public domain, i guess.) I know there were some additions made to the ZDoom code that made its use limited to thi...
- Sun Aug 27, 2017 7:28 pm
- Forum: Feature Suggestions
- Topic: Newer skies
- Replies: 3
- Views: 13207
Re: Newer skies
Are we talking about the same engine? Because the skies in 3DGE are projected onto a sphere. Although this blurring-the-top business sounds like what I see done in a couple Doom ports. (Huh, I thought I had written out a description of these in my original post. I guess I didn't.)
- Mon Aug 14, 2017 12:00 am
- Forum: Feature Suggestions
- Topic: Newer skies
- Replies: 3
- Views: 13207
Newer skies
I was experimenting with skyboxes today. I noticed a few things. Most notably, the skies in this engine are always smoothed, even if smoothing is disabled. But as I thought about it, I began to realize that you wouldn't want them to. If you are using a skybox, the illusion is broken if you can see t...
- Sun Aug 13, 2017 10:38 pm
- Forum: Support and Help
- Topic: COAL HUD: Regular messages
- Replies: 8
- Views: 20702
Re: COAL HUD: Regular messages
Dang it!
It wouldn't be so problematic if I could just change where its displayed.
...Although I guess I could try to redo the system using RTS, but I bet that would be more work than I think it is.
It wouldn't be so problematic if I could just change where its displayed.
...Although I guess I could try to redo the system using RTS, but I bet that would be more work than I think it is.
- Wed Aug 09, 2017 11:06 pm
- Forum: Support and Help
- Topic: COAL HUD: Regular messages
- Replies: 8
- Views: 20702
COAL HUD: Regular messages
I'm trying to use a higher-resolution font, but the regular in-game messages (ie: You got the chainsaw! Find some meat!) are getting cut-off because they partially appear beyond the top of the screen. I'm looking through coal_hud.ec but I can't find the function that displays regular messages. How d...
- Sun Jul 30, 2017 8:03 pm
- Forum: Bug Reports
- Topic: Cheat codes
- Replies: 2
- Views: 11818
Re: Cheat codes
True, but now we have a nice little thread that details the information, so we can easily update it when the time is right.
- Sat Jul 29, 2017 7:04 pm
- Forum: Bug Reports
- Topic: Cheat codes
- Replies: 2
- Views: 11818
Cheat codes
I was reading through that "big list of small issues" thread and noticed I never replied to your question about the cheat codes. Since that thread is locked I'm making a new one just for that lone issue. *ahem* The cheat codes seem to be locked to only emulate the Doom cheats. Heretic adds new cheat...
- Fri Jul 28, 2017 11:32 pm
- Forum: Bug Reports
- Topic: UDMF Features
- Replies: 1
- Views: 10459
UDMF Features
Just tried the UDMF Features was included with dev build 254. It opens with staring at a pillar that has weird broken collision. I can get near some edges but not others. I can't get close enough to the switch to hit it. When I view the automap one of the lines is pointing way off into nowhere. The ...
- Fri Jul 28, 2017 11:15 pm
- Forum: Bug Reports
- Topic: Sprites with black spots
- Replies: 12
- Views: 40552
Re: Sprites with black spots
I have the same issue. I was posting about it here: http://www.tdgmods.net/smf/viewtopic.php?f=27&t=2601 Though I got torn away from 3DGE for a while and never went back and replied on that thread. Plus I think at the time I was guessing this -modpallet command was a new addition and I didn't have t...
- Fri Jul 28, 2017 10:32 am
- Forum: Support and Help
- Topic: Minimum system requirements? 3DGE not running
- Replies: 15
- Views: 32847
Re: Minimum system requirements? 3DGE not running
Well, I don't know how it all works behind the curtain, but I was thinking along the lines of a "bloom mask," where you have separate textures to indicate what is viable for bloom, and when the scene is rendered, it would effectively create a mask of the output image, a separate layer of rendered da...