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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 1296
Registered: 10-05


I'm just putting this here as an idea that maybe some port maintainer could implement. I imagine this wouldn't be difficult or time-consuming to code, though maybe others will disagree with me on the usefulness of it.

How about: A counter that shows the number of currently-rendered linedefs on screen, so that mappers can know how much leeway they have before hitting vanilla rendering limits from various vantage points?

Old Post 04-26-08 19:57 #
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fraggle
Super Moderator


Posts: 4355
Registered: 07-00


http://sl4.startan3.com/wasd/kdikdizd/tools/

Old Post 04-26-08 21:30 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 1296
Registered: 10-05


Well how about that. Clearly I had a good idea if it's been done before.

Old Post 04-26-08 22:10 #
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esselfortium
Senior Member


Posts: 1823
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fraggle said:
http://sl4.startan3.com/wasd/kdikdizd/tools/

Oh shit a leak! Fraggle I'm leaving the community forever now that you've divulged the location of my precious KDiKDiZD!

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Old Post 04-26-08 23:12 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 1296
Registered: 10-05


Relax Essel, I didn't charge much money when I distributed alpha copies of Kdikdizd to everybody I know and their mothers. I'm not unethical.

Fraggle! While you're still around...
1. This utility works great, but the status bar and all screenwipes are pink when I run it, and I don't know why
2. Should I apply the patch in the directory to the exe? If so, I don't know how to do so.
3. What does the "OPN" limit refer to?
4. Change of subject: Is there any way that I can get ZDoom-style mouse turning in Chocolate Doom? I don't want any acceleration, I don't want any hard set limits on turning speed, I want in-game turning to be perfectly proportional to the horizontal movement of my mouse. Is this possible in Chocolate? If this isn't possible in Vanilla, I'll forgive you for not implementing it.

Old Post 04-26-08 23:33 #
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esselfortium
Senior Member


Posts: 1823
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Creaphis said:
Relax Essel, I didn't charge much money when I distributed alpha copies of Kdikdizd to everybody I know and their mothers. I'm not unethical.

Fraggle! While you're still around...
1. This utility works great, but the status bar and all screenwipes are pink when I run it, and I don't know why
2. Should I apply the patch in the directory to the exe? If so, I don't know how to do so.
3. What does the "OPN" limit refer to?
4. Change of subject: Is there any way that I can get ZDoom-style mouse turning in Chocolate Doom? I don't want any acceleration, I don't want any hard set limits on turning speed, I want in-game turning to be perfectly proportional to the horizontal movement of my mouse. Is this possible in Chocolate? If this isn't possible in Vanilla, I'll forgive you for not implementing it.


GhostlyDeath made the modifications, for KDiKDiZD. The statusbar and screenwipes are pink because of the setup that he added to make HOMs (too many drawsegs) clearly visible. The OPN limit is the openings limit; it's a weird limit that's pretty rare to hit without hitting the visplanes and/or drawsegs limits first, it has something to do with sprite/midtexture transparency I think. Going over the openings limit can result in a venetian blinds crash.

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Old Post 04-26-08 23:37 #
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myk
patron mod of ugly ducklings and black sheep


Posts: 10410
Registered: 04-02



Creaphis said:
4. Change of subject: Is there any way that I can get ZDoom-style mouse turning in Chocolate Doom? I don't want any acceleration, I don't want any hard set limits on turning speed, I want in-game turning to be perfectly proportional to the horizontal movement of my mouse. Is this possible in Chocolate? If this isn't possible in Vanilla, I'll forgive you for not implementing it.
Set mouse_acceleration in chocolate-doom.cfg to 1.0 (the default is 2.0, it seems).

In Doom acceleration depends on the drivers used; for example, no acceleration when using common drivers for DOS (such as from a Genuis serial mouse), and some acceleration when using the standard serial driver mouse driver used by Windows for DOS applications.

If the mouse is too slow without acceleration, open default.cfg and increase mouse_sensitivity as desired. Keep in mind that if you set it to a high value, the engine will terminate if you go to the Options menu (I'm pretty sure Chocolate Doom has retained this bug). I use 50, for example.

Old Post 04-27-08 01:08 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 1296
Registered: 10-05


Thanks Myk, that works great. What is acceleration_threshold supposed to be for?

Old Post 04-27-08 04:03 #
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