Moderator: Graf Zahl
Nash
Developer
Posts: 1226 Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Post
by Nash » Sat Jan 14, 2006 4:37
BetaSword wrote: Darn, sucks that hudmessages can't be transparent... Hmm... Though if a .png had the transparency already in it, would it work, possibly? Or still no good?
Good news - works like a charm.
BetaSword
Posts: 132 Joined: Thu Sep 01, 2005 0:01
Post
by BetaSword » Sun Jan 15, 2006 1:21
Awesome. I actually knew what I was doing for once
Care to post a new version of the screenshot with the transparent hudmessage added in? Or is it not ready for that quite yet?
Shinjanji
Posts: 198 Joined: Sun Nov 06, 2005 16:45
Location: Pennsylvania, USA
Post
by Shinjanji » Tue Jan 31, 2006 4:29
@Torm: Whoa.
Though your screenshots should be 640x480 or smaller!
Graf Zahl
GZDoom Developer
Posts: 7148 Joined: Wed Jul 20, 2005 9:48
Location: Germany
Post
by Graf Zahl » Tue Jan 31, 2006 9:50
Thanks for pointing that out. As much as I like the shot it violates screenshot thread rules so I deleted it.
Tormentor667
Stronghold Team
Posts: 3555 Joined: Sun Nov 13, 2005 23:15
Location: Germany
Post
by Tormentor667 » Tue Jan 31, 2006 10:05
No problem, I resized, reuploaded and reposted it
Tormentor667
Stronghold Team
Posts: 3555 Joined: Sun Nov 13, 2005 23:15
Location: Germany
Post
by Tormentor667 » Thu Feb 02, 2006 3:54
@Zap - Great, you are using my blood resources
Zap610
Posts: 21 Joined: Sat Sep 03, 2005 2:42
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by Zap610 » Thu Feb 02, 2006 3:58
Indeed, it has the perfect textures for the theme I'm doing.
BetaSword
Posts: 132 Joined: Thu Sep 01, 2005 0:01
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by BetaSword » Thu Feb 02, 2006 4:51
Hot diggity. Both Zap610 and Nash's screens have kinda given me motivation to try mapping again, in the similar Silent Hill/horror type style. Including the use of dynamic lights as the only light sources (makes for a wonderfully erie effect).
main_bit
Posts: 3 Joined: Thu Feb 02, 2006 11:54
Location: where i am
Post
by main_bit » Thu Feb 02, 2006 11:56
very impressives new screenshots , tormentor
Can't way to play it
Tormentor667
Stronghold Team
Posts: 3555 Joined: Sun Nov 13, 2005 23:15
Location: Germany
Post
by Tormentor667 » Thu Feb 02, 2006 14:31
Hehe, thx
Nash
Developer
Posts: 1226 Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Post
by Nash » Thu Feb 02, 2006 21:52
Zap, I imagine the FPS will drop quite a bit with all those dynamic lights visible simultaneously.
I've been really careful with dynamic light usage in my wad. As it is, the frame rate already drops noticably due to the noise effect on screen. :/
Torm - ... *drool* ...
Zap610
Posts: 21 Joined: Sat Sep 03, 2005 2:42
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by Zap610 » Fri Feb 03, 2006 0:12
Works fine for me.
Tormentor667
Stronghold Team
Posts: 3555 Joined: Sun Nov 13, 2005 23:15
Location: Germany
Post
by Tormentor667 » Sun Feb 05, 2006 14:00
@Beta - Nifty, conc. the weapon sprites: Ask NMN, Eriance or Scuba!
BetaSword
Posts: 132 Joined: Thu Sep 01, 2005 0:01
Post
by BetaSword » Mon Feb 06, 2006 3:01
Yeah, probably a good idea. I just have to figure out the whole scaling thing, though...
http://forum.zdoom.org/potato.php?p=202383
Graf Zahl
GZDoom Developer
Posts: 7148 Joined: Wed Jul 20, 2005 9:48
Location: Germany
Post
by Graf Zahl » Tue Feb 14, 2006 10:42
@Daemonic:
Please don't post any more screenshots that are so dark that it is almost impossible to see something. I'm already considering removing the 2 already there because they don't contribute anything of value.