vid_saturation saturates/desaturates the screen - improves the appearance of the screen when using certain brightness/gamma settings as well as allowing the user to play in 'black and white' (similar to the display control panel option).Custom Screen Shaders - mods are now able to include their own post processing shaders, insertable before the bloom pass ("beforebloom"), before 2D objects are drawn ("scene"), and after everything is on the screen ("screen").Additionally, they become deathmatch opponents, capable of dealing and taking damage from other players. Unfriendly players - when a PlayerPawn object has -FRIENDLY set, they become a playable monster and interact with the game world as one.Menu Blurring option - when running in OpenGL mode, a mod can now blur the screen when the menu is active.Player Sprite overlays now support the PSPF_MIRROR flag which flips the sprite horizontally across the entire screen.(from GZDoom) r_visibility now affects GL's Software lightmode as well as Softpoly. (from GZDoom) vid_glswfb is now exposed to the menu.This matches the same CVAR that is available on Mac/Linux. (from GZDoom) (Windows only) vid_used3d is now renamed to vid_glswfb.(from GZDoom) Better non-accelerated buffer support for software rendering - when vid_hw2d is disabled or otherwise using an unaccelerated framebuffer, stencils and on-screen objects now show up better.(from GZDoom) "Classic Transparency" option - turn off ZDoom's additive transparency effects for the original game resources. 3D models in GZDoom sucks because: 1.No lighting - all polygons are colored in single color, it looks awful 2.Models lagging - my fps is very very very low (bad model rendering with GLBEGIN) 3D models in Zan sucks because: 1.No offsets for X Y coordinates (This feature is missing, ETA 1 year) 2.(from GZDoom) Rise of the Wool Ball is now supported as an IWAD.(from GZDoom) Blade of Agony (Chapter 2) is now supported as an IWAD.This is due to older mods' menus becoming very quickly outdated. (from GZDoom) Menus now merge in with a mod's custom MENUDEF when it provides menu replacements.(from GZDoom) Unsloped Flats can now use non-power-2 textures in software mode.(from GZDoom) "Software" light mode (in OpenGL) now supports radial fog setting.Updated to GZDoom 3.1.0, plus some fixes after.The mod is not a duplicate of another mod listed on the site. The mod is unique and original and not in violation of anothers intellectual property. The mod has 5 or more images (and or videos) added to its galleries. It's also possible to combine several methods for example Hexen in its fog levels also use fog cloud actors. The mod is active and the profile is continually updated once it is authorised. Besides the obvious of using the fog properties, you can also use non-solid 3D floors, or place a bunch of translucent fog cloud actors, etc. First, sectors with a sky ceiling will use the outsidefog color defined, if any as will sectors of type 87:SectorOutside. There are several ways to generate fog effects in GZDoom. There is a global fade color set in MAPINFO with the fade property, but individual sectors can vary. However, it comes with it a lot of updates, mostly from GZDoom since its latest release: Fog or fade is the effect in which the colors of things and level geometry is modified by distance.
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