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About Linguica

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  1. Yes, it's fine to draw activation lines across multiple sectors. Collision is calculated via the blockmap, not the BSP tree, so as long as the linedef is "invisible" it shouldn't have any bad side effects.
  2. To be fair, you have to have a very high IQ to understand DeHackEd. The interface is extremely subtle, and without a solid grasp of low-level programming most of the features will go over a typical user's head. There's also the program's usage-agnostic outlook, which is deftly woven into the UI- its frame table draws heavily from Microsoft Excel, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these tools, to realise they're not just useful- they something deep about the GAME. As a consequence people who dislike DeHackEd truly ARE idiots- of course they wouldn’t appreciate, for instance, the purity in allowing only certain frames in the table to have code pointers attached, which is itself a cryptic reference to the nature of the executable patching and size of the C data structures. I’m smirking right now just imagining one of those addlepated GZDoom simpletons scratching their heads in confusion as ACE Team's genius coding unfolds itself in BATMAN.DEH. What fools.. how I pity them. 😂 And yes, by the way, i DO have a MBF BEX code pointer dedicated to me. And no, you cannot see it. It’s for the ladies’ eyes only- and even then they have to demonstrate that they’re within 5 D2All UV-Speed seconds of my own (preferably higher) beforehand. Nothin personnel kid 😎
  3. Are there any tools that actually analyze all the lines of code across codebases in order to attempt to determine the amount of shared code and its lineage?
  4. Listening to individual songs has a different moral calculus from most forms of warez because we hear songs without paying for them all the time, be it from people around us or from listening to the radio or whatever.
  5. The author appears to be @alando1 so maybe he could give us more information on what the mod consists of (although he appears to have last visited in 2013, so... maybe not).
  6. This has not been released. How or why would you mention something that no one has played?
  7. There *is* a link to Revilution, on its Honorable Mention writeup.
  8. One of the subtleties of the Doom engine is that when you build the nodes on a map, it tends to add a significant number of "extra" vertices that you didn't place yourself but which are necessary for the BSP tree to function properly. It is possible that these extra vertices are bumping the total from 56K to 65K.
  9. While my knowledge about DOS interrupt vectors is nonexistent, couldn't an external control API program just read out the ticcmd_t structure each tic and save it? Surely given the fact that DOS has no memory protection whatsoever, the fact that an external program could write to the memory address means it could read from that same address? Or is the external control API called *before* the engine goes through the logic for the normal internal input handling for that tic?
  10. FEATURE REQUEST: have it diff the original texture from the edited texture and save a patch with only the different pixels and then create composite textures with the appropriately offset original patches + new overlay patch
  11. I made a small DOS tool that lets you play longtics demos in normal doom2.exe 1.9 (or doom.exe 1.9 as well, I would imagine). It is a minor edit to fraggle's that just reads 5 bytes per tic rather than 4. I made this because of various arguments I have seen / participated in over the years regarding the diminished turning resolution in vanilla Doom while recording, and whether using -longtics is "cheating" somehow. This is just to show that it is 100% possible to play back a longtics demo in normal doom2.exe without resorting to EXE patches or anything. I imagine it would also be possible to write a similar program to *record* a longtics "demo" in pure doom2.exe by passing your input through the same external control API and just saving it in the proper format from the external program rather than by using -record, but I can't be bothered.
  12. FWIW I agree with you and I wish we weren't basically locked into a duopoly for single-player stuff (Prb+ and GZDoom... I'm not counting "vanilla" as a source port).
  13. Yes. When I finally fix all that stuff they will use the old style URLs.
  14. Out of curiosity, can you try unwrapping and see if it actually works properly??