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Can You Set Default Texture Mode To None?


Ras_danish

Question

I'm making a wad and I'm extremely annoyed that the default texture filter mode for gzdoom makes everything blurry.

I don't want people to have to go into the settings to change the mode when they boot up my wad, so is there any way to make it the default when you run the game?

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Oh, it's easy.

You just go into options, Display Options then Texture Options and it should be the first thing.
You can set it to none, just like you said.

Hope this helps! :3
image.png.dd09ed08b43078b0e727f26c206a4838.png

Edited by MrBlaskovitz

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22 minutes ago, Ras_danish said:

AUTOMATICALLY, like when the WAD boots up on maybe like, a new installation of gzdoom.

Oof, I don't know if that's possible...

You're gonna have to mess with some coding or alternatively a goold ol' .cfg file to run with the WAD.
Other than that I'm not sure.

I suggest talking to someone who knows thing like that.

Edited by MrBlaskovitz

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I don't think you can force it on players, it's one of the reasons Texture Filtering being on by default is such a bone of contention for many people. Best you can do is state it should be turned off in the readme.

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While this is a user preference and changing it in a map would likely annoy the user, it may be possible. Note: I have not tested this, but it looks like the pieces all exist. As the question specifies ZDoom, this is a solution that uses ZDoom's console variables (cvars) and ZScript.

 

First, you need to know which console variable to set. It is gl_texture_filter. Next, you need to know the ZScript function that sets the variable. That is CVar.FindCVar().SetInt().

 

You will need to write a ZScript that gets the CVar and sets it to None. The script should probably run when ZDoom loads. If you need help understanding ZScript, then I recommend you start by reading the ZDoom wiki article on the topic because it is a bit too big of an answer to fit in this reply.

 

That being said, I recommend against doing this. Maybe put a note in the WAD's readme that says "if you use ZDoom, I recommend changing the texture filter mode to None for the best experience."

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On 10/23/2023 at 7:47 AM, Taco Tuesday said:

While this is a user preference and changing it in a map would likely annoy the user, it may be possible. Note: I have not tested this, but it looks like the pieces all exist. As the question specifies ZDoom, this is a solution that uses ZDoom's console variables (cvars) and ZScript.

 

First, you need to know which console variable to set. It is gl_texture_filter. Next, you need to know the ZScript function that sets the variable. That is CVar.FindCVar().SetInt().

 

You will need to write a ZScript that gets the CVar and sets it to None. The script should probably run when ZDoom loads. If you need help understanding ZScript, then I recommend you start by reading the ZDoom wiki article on the topic because it is a bit too big of an answer to fit in this reply.

 

That being said, I recommend against doing this. Maybe put a note in the WAD's readme that says "if you use ZDoom, I recommend changing the texture filter mode to None for the best experience."

 

You cannot change engine-defined CVars from ZScript, unless you do it from Menu context.

 

 

Unless you do some menu hacks, then I think the only way to change default texture filter to None is using DEFCVARS, but it only works if your project is an IWAD.

 

Edited by jaeden

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4 hours ago, jaeden said:

You cannot change engine-defined CVars from ZScript, unless you do it from Menu context.

 

 

Unless you do some menu hacks, then I think the only way to change default texture filter to None is using DEFCVARS, but it only works if your project is an IWAD.

 

TIL. Thanks. This does make sense, though.

 

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