Demonkunga Posted August 10, 2011 Is there any way to turn these off? I find them annoying, but I haven't found an option to disable them. 0 Share this post Link to post
ReFracture Posted August 10, 2011 cl_maxdecals 0 http://zdoom.org/wiki/ 0 Share this post Link to post
Demonkunga Posted August 10, 2011 Mike.Reiner said:cl_maxdecals 0 http://zdoom.org/wiki/ Thank you! Edit: Actually, another thing I dislike is the translucency of the Imp's fireballs. I found this: r_drawtrans (boolean) Default: true Setting this to false will disable all translucency effects in the game.It wasn't in the config file though, so I added it and it worked, but ZDoom removed it. How can I make it stay there? 0 Share this post Link to post
Mad Butcher Posted August 10, 2011 Open a text editor, add this:r_drawtrans 0Save it as autoexec.cfg and place it in your ZDoom folder. 0 Share this post Link to post
Demonkunga Posted August 10, 2011 Mad Butcher said:Open a text editor, add this:r_drawtrans 0Save it as autoexec.cfg and place it in your ZDoom folder. Awesome. Thank you. :) 0 Share this post Link to post
Dragonsbrethren Posted August 10, 2011 A while back I made a PK3 I have autoloaded: http://dkk.slickproductions.org/files/doom/cleanrender.pk3 This disables decals, translucency, and additive transparency in all games while keeping Heretic and Hexen's original transparency in place. I may have overlooked some things but I'm pretty sure I got rid of it all and didn't remove anything that had been there originally. Let me know if I overlooked anything, though. (I suspect that if any problems exist, they're in Strife.) This method has the benefit of not breaking any maps/mods that expect transparency or decals to be working. Of course if you're only going to be playing vanilla wads then you're fine using the console commands mentioned previously. 0 Share this post Link to post
Graf Zahl Posted August 10, 2011 Mad Butcher said:Open a text editor, add this:r_drawtrans 0Save it as autoexec.cfg and place it in your ZDoom folder. Keep in mind that this disables *ALL* translucency, so some ZDoom maps may break. 0 Share this post Link to post
Mr. T Posted August 10, 2011 Why bother with Zdoom if you aren't going to use Zdoom features, lol 0 Share this post Link to post
Bashe Posted August 10, 2011 I didn't realize you had to use EVERY feature or none at all. 0 Share this post Link to post
Dragonsbrethren Posted August 10, 2011 Mr. T said:Why bother with Zdoom if you aren't going to use Zdoom features, lol Because ZDoom is a great port but these decals are really, really ugly? 0 Share this post Link to post
entryway Posted August 10, 2011 rocket trails are really, really uglyfixed 0 Share this post Link to post
Reisal Posted August 10, 2011 Regarding the transparency, I believe you may have to do some inheritance via a new actor to replace the existing to kill the fireball transparency since the fireball has some sort of Alpha in their DECORATE entry, something like this I think.. actor DoomImpBallNoAlpha : DoomImpBall replaces DoomImpBall { RenderStyle Normal }Correct me if I'm wrong but I think that's how to kill the transparency in the imp fireball, and the same can be done with the other monster projectiles. 0 Share this post Link to post
Demonkunga Posted August 10, 2011 Graf Zahl said:Keep in mind that this disables *ALL* translucency, so some ZDoom maps may break. Oh, I didn't know this. Maybe I'd better turn it back on? The only reason I dislike translucency is because it takes away from the classic feel, but if it's going to break something, I think I may be able to live with it. Those bullet decals on the other hand, yuck! I'm glad I can leave them disabled. 0 Share this post Link to post
natt Posted August 10, 2011 Demonkunga said:classic feel I think there are better source port choices than (G)Zdoom if classic feel is an important consideration. 0 Share this post Link to post
Demonkunga Posted August 10, 2011 natt said:I think there are better source port choices than (G)Zdoom if classic feel is an important consideration. Very true. One could use Chocolate Doom, though one thing that really annoys me about that is the pixels move (like so: http://www.youtube.com/watch?v=rxkAkkVzOgo ) is this a normal part of the original Doom.exe? The source ports don't do this, but they're updated. I can't believe I used to play Doom like that, if that's normal. -_- 0 Share this post Link to post
Mad Butcher Posted August 11, 2011 Demonkunga said:Oh, I didn't know this. Maybe I'd better turn it back on? The only reason I dislike translucency is because it takes away from the classic feel, but if it's going to break something, I think I may be able to live with it. Those bullet decals on the other hand, yuck! I'm glad I can leave them disabled. Try Dragonsbrethren's PK3 if you haven't already. It is a much better solution than what I posted. 0 Share this post Link to post
Demonkunga Posted August 11, 2011 Mad Butcher said:Try Dragonsbrethren's PK3 if you haven't already. It is a much better solution than what I posted. The PK3 also works in GzDoom which is nice. What you posted only seems to work in zDoom. 0 Share this post Link to post
DuckReconMajor Posted August 11, 2011 Embarrassingly enough I asked about the decals when rapid fire BFG was making the game slow down. The only time translucency has bothered me is PrBoom's imp fireballs looking like someone blowing bubbles into a can of SpaghettiOs. 0 Share this post Link to post
david_a Posted August 11, 2011 Dragonsbrethren said:A while back I made a PK3 I have autoloaded: http://dkk.slickproductions.org/files/doom/cleanrender.pk3 Thank you for making this! 0 Share this post Link to post
Edward850 Posted August 11, 2011 Demonkunga said:What you posted only seems to work in zDoom. The more you know: Gzdoom ignores r_drawtrans in OpenGL, as translucency has no performance impact. 0 Share this post Link to post
Demonkunga Posted August 11, 2011 Edward850 said:The more you know: Gzdoom ignores r_drawtrans in OpenGL, as translucency has no performance impact. Ahh I see. That makes sense. Good thing I have Dragonsbrethren's PK3. :D 0 Share this post Link to post
Hitherto Posted January 17, 2015 Dragonsbrethren said:A while back I made a PK3 I have autoloaded: http://dkk.slickproductions.org/files/doom/cleanrender.pk3 Awesome patch! Should be uploaded on /archives. 0 Share this post Link to post
Edward850 Posted January 17, 2015 From a person with 330 posts already, no less. 0 Share this post Link to post
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