Kaiser
Doom64 Guru

Posts: 2632
Registered: 08-00 |
Mechadon said:
Found another bug...it's probably related to all of the weird floating things bug.
Redownload, the link was updated with this fix... I think.
MP2E said:
Excellent job, love this port. A few things though,
1. Will we see a linux build soon?.. This will require you to write a renderer not based on DirectX...
2. Will a software renderer be added in the future?
3. Will the code for the music be optimized/handled differently so that the CPU usuage goes down? Perhaps the wad converter could convert the music to MOD format?
1. Need to port to open gl, sound needs to not be directsound, input needs to not be directinput.. so everything will need to be ported over to SDL. That makes me sad :(
2. No software rendering. Doom64 was not built with software rendering in mind.
3. Unfortuently no. If using 'Lowest' setting for the music priority is not working, then I will need to find an alternative to how the music plays, but I am not resorting to mp3 playback, thats out of the question. I would like to find a way (or better yet, someone with mips knowledge) to extract the music samples from the rom and build .mod files like that. If I had my hands on the samples, .mod files is possible.
XIX IX VII XIII I said:
There are indeed monsters remaining in the dummy sector. I attempted the map a few times and couldn't make the monsters come out. I then clipped into the dummy sector and "woke up" the monsters, which caused it to work fine. So, obviously, a few of the monsters (specifically a Pain Elemental) don't hear my guns and trip the teleport Linedef.
I've been trying to dup this and every monster came out successfully. Try redownloading and give it another try.
Also to get the artifacts, enter the following cheat:
exgivea# (replace # with 1 through 3).
Last edited by Kaiser on 07-28-08 at 15:54
|