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About Nash
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Download: https://www.moddb.com/mods/nashgore-next/downloads/nashgore-next-official-voxel-pack Will pretty up this post later
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My arm got dislocated and I am not in the best of health. In light of this, I am releasing NashGore NEXT early as it's better to release it early than miss the previously-announced deadline. There were going to be things like release streams, after parties and other fancy stuff planned that all had to be cancelled because of this. I will return with a more ceremonious release when my health is better. Please enjoy and looking forward to hear your thoughts! Nash Muhandes Download: https://www.moddb.com/mods/nashgore-next/downloads/nashgore-next-v10
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Nash's Gore Mod: Vengeance Edition [v0.9 beta released]
Nash replied to Nash's topic in WAD Releases & Development
Nash's Gore Mod: Vengeance Edition is now known as NashGore NEXT and has a release date! Requesting thread lock - I will make a new thread for NashGore NEXT! -
I released it:
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A classic-style status bar mod for GZDoom - Fits seamlessly into the vanilla graphics - Icons for powerups - Essential level stats - Built-in HP bar - Also has a fullscreen HUD version (sort of like a not-Alt-HUD) Issues: - Certain combinations of status bar scaling settings and window sizes may appear messed up - I didn't deal with multiple slot weapons in the fullscreen HUD properly - Obviously will look out of place with WADs that use custom STBAR graphics (I have some ideas on how to solve this but I don't have time to do it right now) - Built-in HP bar can't be disabled right now (will fix later) Runs with GZDoom 4.5 (at minimum), LZDoom 3.87c and Delta Touch Download v0.9 / Github
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Because the Icon of Sin voxel is not replacing any actor. It's arbitrarily spawned in thin-air and the "toggle" is really just turning it visible or invisible. Each monster, on the other hand, have their sprite assets physically replaced with a voxel. You can't really "toggle" the voxels on and off.
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OP probably took a screen cap from some streams where I've used it. Or maybe from some screenshots I've posted in the past. I plan to release it after Voxel Doom 2 drops (I will be using it again on the stream)
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Voxel Doom II will be releasing earlier than previously announced! Come hang out with Cheello and me on July 31st, 1830 (6:30 PM) PDT as we chit chat and play some Voxel Doom II coop for a bit. Full version of the mod will be released at the end of the stream!
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Do you think GZDoom should have texture filtering on by default?
Nash replied to BeachThunder's topic in Source Ports
I just had another idea, on top of the presets menu (or simply just a texture filtering tickbox at the IWAD selector): MAPINFO-defined texture filtering settings, just like with lightmode, no jump, no crouch and the like. User will be able to override it to ignore the MAPINFO setting. I can make PRs for these but there's zero guarantees any of this will get in.- 424 replies
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Do you think GZDoom should have texture filtering on by default?
Nash replied to BeachThunder's topic in Source Ports
^^^^^^^^ THIS ^^^^^^^^ -
Do you think GZDoom should have texture filtering on by default?
Nash replied to BeachThunder's topic in Source Ports
Something that I have always wanted to submit to GZDoom is something similar to the FTEQW source port - Upon launching GZDoom for the first time, a presets menu will pop up, with presets like "classic", "modern", perhaps a couple of others in between. Classic will, of course, do stuff like no texture filtering, maybe set the transparency mode to vanilla, etc. This at least gives new users a quick setup experience. I think this presets menu will be the best "in the middle" solution that keeps everyone satisfied.- 424 replies
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[WIP] Doom 64: Unseen Evil - Run it back, Doom 64 style!
Nash replied to DrPyspy's topic in WAD Releases & Development
Got a Discord server or something where I can keep a closer eye on the project? -
Lightmaps will be enabled in the mainline version of GZDoom hopefully real soon. We will declare this "v1.0".
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Yeah, I want _just_ floor and ceiling textures and nothing else. Thought I could save time and just play, assuming someone's already made such a thing. Insert Thanos "fine I'll do it myself", I guess. :S Thanks for the link to the mod though - it's a good reference for how to actually do it (as I have zero experience with Wolf3D modding)
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Has anyone made a vanilla map pack that adds floor and ceiling textures to the stock levels? Just got ECWolf and beat episode 1, man I've been spoiled by Doom too much, those untextured flats are very hard to look at LOL.