Adjusting HUD sprite height?
#1 Posted 16 April 2015 - 12:24 PM
Is there any way to adjust the positioning of stuff on the HUD without editing the raw sprites themselves?
#2 Posted 16 April 2015 - 01:44 PM
I suggest you not look too hard at the freezer when firing.
After HTTKC ships, we may include the widescreen sprites that we use with the port, in a zip package that only defines them if the tile they are replacing matches a checksum, and that can be disabled without consequence simply by deleting it.
#3 Posted 16 April 2015 - 01:50 PM
#5 Posted 16 April 2015 - 02:16 PM
Yeah, it would be really nice to see, certainly wouldn't do any harm. I know you like your Duke 100% untouched from original, but there are people that like to see it polished beyond that. And that's exactly what those sprite projects did; stamping out the visual errors for those that want it. Though I doubt it will happen in this community though, as it's quite small and centered around a collective desire for a certain type of content.
#6 Posted 16 April 2015 - 02:27 PM
Lava Grunt, on 16 April 2015 - 02:16 PM, said:
Why am I working on a source port, then?
Or this, for that matter?
#7 Posted 16 April 2015 - 02:44 PM
#8 Posted 16 April 2015 - 02:56 PM
Hendricks266, on 16 April 2015 - 02:27 PM, said:
Or this, for that matter?
Like I said, a small, old community that generally desires a certain type of content, not so much as what I'm looking for. I don't really know why someone working on a source port would give the a-ok to release a main download (around a week ago) that had borked save games. Looks like I'm not the only one having issues with this port, albeit different from mine.
Fox, on 16 April 2015 - 02:44 PM, said:
Yeah, it doesn't look like too daunting of a fix, but what's a good editor for editing con files so I can get to what I want to tweak? Thank you in advance.
This post has been edited by Lava Grunt: 16 April 2015 - 02:58 PM
#9 Posted 16 April 2015 - 02:58 PM
Lava Grunt, on 16 April 2015 - 02:56 PM, said:
>what wasn't broken in the first place
>34 views
Top kek.
Lava Grunt, on 16 April 2015 - 02:56 PM, said:
Notepad++.
#10 Posted 16 April 2015 - 03:03 PM
Lava Grunt, on 16 April 2015 - 01:50 PM, said:
Something like that would be cool, but I think it would be a damn sight harder than the Doom/Heretic projects due to Duke's larger and more complex (in general) sprite work. That and we have like 2 artists left now
#11 Posted 16 April 2015 - 03:06 PM
Hendricks266, on 16 April 2015 - 02:58 PM, said:
>34 views
Top kek.
I don't know if you know this or not but...the video is only a couple months old...and Duke isn't super popular nowadays. It's fans that are still around today is right around Quake (1)'s level. Both of which combined don't have as many people as the Doom community. Doesn't make the issues any less valid.
#12 Posted 16 April 2015 - 03:43 PM
#13 Posted 16 April 2015 - 03:49 PM
Hendricks266, on 16 April 2015 - 03:43 PM, said:
And how is he supposed to have known to download some esoteric port for netplay when the main, current version is generally expected to function reliably out of the box, especially since old (read: 2009) versions before it worked just fine? I genuinely don't know why regression in stability and quality was the appropriate choice.
This post has been edited by Lava Grunt: 16 April 2015 - 03:50 PM
#14 Posted 16 April 2015 - 04:04 PM
Lava Grunt, on 16 April 2015 - 03:49 PM, said:
By doing research before running his mouth to his non-existent audience.
Lava Grunt, on 16 April 2015 - 03:49 PM, said:
Regressions are never intended, nor is the lack of multiplayer a regression. Removing the sync-based lockstep system was a step on the way to an advancement that TX undertook as a volunteer effort, but his time got caught up with life & family matters.
#15 Posted 16 April 2015 - 04:36 PM
Anyway, the more I look at the wonky Freeze Thrower frame, the more it looks like the bright patch on the back of his hands is the chunk missing from his knuckle. I'll have to take a look see in a bit, because if that's the case, it would be far easier to fix than I imagined. Coloring in an empty block of space > defining a knuckle.
#16 Posted 16 April 2015 - 04:46 PM
The freezer doesn't have an issue with the art tiles. The drawing positions are misaligned from the code, and that is not something you change in a source port.
#17 Posted 16 April 2015 - 04:56 PM
This post has been edited by Lava Grunt: 16 April 2015 - 04:57 PM
#18 Posted 16 April 2015 - 05:05 PM
#19 Posted 16 April 2015 - 05:21 PM
#20 Posted 16 April 2015 - 05:25 PM
#21 Posted 16 April 2015 - 05:31 PM
#22 Posted 16 April 2015 - 07:02 PM
ZDoom is excellent overall, but whoever thought menus that come out looking like this were a good idea was wrong: