One can find the cvars to manually adjust the hud weapon position in this, old thread. As soon as you put the highres status bar into the "hires" folder, things will get messed up.Īny idea how to fix this? What's really strange is that the UIs for Heretic and Hexen work absolutely fine, practically no issues there. Dday has a long standing oversight where hud weapons aren't positioned correctly at non 4:3 screen resolutions. The status bar is basically only usable if you use the ammo counter font only, nothing else. patches for Ep1-3 intermission maps (buildings, blood splat, "You are here" sign) any health, ammo or armor counter font (red) too much left also "arms" replacement patch for status bar (overlaps "frags" section) this is shown too far on the left Ep1-3 intermission maps ("You are here") without the patches replacements for skull keys and keycards for HUD I am putting most of the UI graphics into the "hires" dir, except for menu screens (like TITLEPIC or INTERPIC) which won't get stretched if I don't put them into the "graphics" folder instead. I also noticed in the past it's intuitive with custom playpals, the glowmaps and such reflect the modified palette, unlike the dynamic lights in GZDoom.I've been trying to get jDUI loading in GZDoom (v1.1.2 r101) but it is only working partially. And a particular megawad called Invasion II looked really messed up on map02 on 1.8.6 back then as well, otherwise the port ran most vanilla sets well (and made them look fancy).Į: The skies casting their color on the environment is a really neat effect, and quite intelligent as I noticed on Eternal Doom the engine read the blue sky texture used throughout the game and casted the outdoor areas in a dim blue color. Last I checked Hell Revealed 1 worked and I beat that in 1.8.6 but its sequel didn't seem to like Doomsday very much, haven't tested it on 1.10.4 yet though. Do think the lens flares are overdone however in the newer Doomsday when realistic halos are turned off, it looks very apparent in D2's map24 when you're in the room with all the white ceiling lights and you got these small sets of orbs wavering about in front of you (not the larger ones that the actual lights generate, the lens flares).Īlso nice to see that Eternal Doom works properly, I did this as a test because while I beat most of it on 1.8.6 back in 2009 some of the maps looked a little messed up, notably the beginning area of map07, and map28 refused to load for some reason, forcing me to finish off the game in another port. While the glow strength could go higher, and the sprites aren't lit up by glowing floors anymore, I got everything to look pretty good now. However it does complain upon launch that glbsp wasn't found and there could be problems. Finicky thing.Į3: Hmm, interesting, it apparently doesn't like OpenGL as the renderer, it accepted Direct3D and now it's the proper size regardless of resolution. I'm at a loss as to what's causing this to happen.Į2: Right, I somehow managed to fix it, and have no idea what I did either. I looked around once more to find a way to fix it in the config and launcher settings but nothing. I decided to downgrade once more, and I now rediscover I was using 1.8.6, I can tell due to the lack of the fancy gray circular loading animation and the older looking control panel, and while now the glowmaps work again herein lies another issue, my aspect ratio isn't being read properly, I got a black border around the screen in all but the monitor's native resolution 1024x768, which I don't like playing in as I'm used to 640x480. I hate to keep introducing new problems to the table, but I just realized that in 1.10.4 the glowmaps don't seem to be working, I messed with the sliders but no effects produced (was this changed to use graphics cards' shaders?). Shame, cause I like this port for what it is. If in any case does it happen that the newer Doomsday doesn't like my laptop, will downgrading to any particular version allow it to run better on this configuration? If at all, since obviously this isn't. I last ran an older Doomsday on my desktop XP which ran fine. Running Win7 Pro 32-bit on a laptop with a 'Intel Mobile Intel 945 Express Chipset Family' video card w/ 256MB memory, 2 gigs of RAM and a Core2Duo processor. I made sure that my OpenGL version was 1.4 and that I meet the requirements overall, well, not sure about 'Python 2.5', and I have Direct X 9.0c. I downloaded the latest stable release that was recently patched and configured the IWADs inside of the data folder, when I went to launch via the frontend I got a 'Doomsday.exe has stopped working' with 'A problem caused the program to stop working correctly.' This is troublesome as that kind of error/crash isn't indicative of anything that could've went wrong.
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