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Proff

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Everything posted by Proff

  1. Proff

    PRBoom 2.3.0 Beta Announced

    Good catch! This helps alot. To all others: Thanks for the bug reports. Even better would be if they would be added to the bugs page on sourceforge. Again: You are all of great help. Regards, Florian 'Proff' Schulze
  2. Proff

    PRBoom 2.3.0 Beta Announced

    Have to look at that. Thanks for pointing out that it works from the console. It's printed to the console, but I don't know if PrBoom quits after -timedemo (writing this without being able to test). Hmm, have to test that again. If you don't set -iwad on the commandline it should work. Tell me a better place. Have to look at that. It should work if you set tnt/plutonia as the iwad, otherwise PrBoom doesn't recognize them. If not, please send a link to an offending demo. Thanks for the bug report, but please copy it to a mail the next time or we might not see it.
  3. Proff

    Favorite Port

    Look for VDMSound http://ntvdm.cjb.net/
  4. Proff

    Potential Demon...

    Very nice and very DOOMish!
  5. Proff

    despayre.org going off-line

    If they deny it, you could try <http://www.icculus.org>, Ryan the owner is a nice guy. You should first check out what you can do with your account: <http://www.icculus.org/sysinfo/usage.html> If you contact him, you should also tell him how big your bandwidth usage could get. I hope you will get something worked out. Florian
  6. Proff

    sound sample rate

    Hi! I already brought this up in the beginning of freedom. It seems like most submitted sound are sampled in 22050 khz, but are converted to 11025 khz. I don't think this is neccessary, because the original shotgun reload sound is also 22050 khz, so even the original Doom.exe can play that. If a sourceport doesn't support such sampes it should be fixed then. I think the sound quality would get noticable better with the higher sample rate. Florian
  7. Proff

    Additional infos for OpenGL

    Hi! As freedoom will most likely be able to set some new standards, we could add some kind of OpenGL info lump. The most problematic thing for OpenGL currently are the colormaps. In my latest PrBoom OpenGL renderer colormaps are supported, but only the first row. If the colormap doesn't fade to black, then I can't reproduce it. I'm currently thinking about analysing the colormap, to find the color to which it fades, but it would be cool if the color would already be saved somewhere. Maybe level authors can think of more problems which might arise, which are similar to this. Florian
  8. Proff

    next target

    This might help as well: http://olofson.net/mixed.html http://olofson.net/download/speaker.tar.gz It's a speaker emulator. Florian
  9. Proff

    Speedmapping Results

    Nope, still doesn't work. Proff
  10. Proff

    Speedmapping Results

    All I get is the message "The file no longer exists"! Proff
  11. Proff

    POTD

    Ha, how portable is PrBoom, eh!?!?!?
  12. Proff

    Mini Doom 3 Engine News

    It's possible in PrBoom. You just start a coop-game and add the option "-viewangle x", where x is a number from 0 to 7 for the angle. Then you press F12 to change the playerview to player 1. As I looked at it, I think I will try to add the option to let the other views be dummy players which aren't on the map and in the game. Proff
  13. Proff

    PrBoom 2.1.0 Released

    Ok, maybe we should have mentioned that, but this release of prboom includes software and opengl for Linux and Windows. Though we have not testet OpenGL on Linux very much.
  14. Proff

    PrBoom 2.1.0 Released

    If you read the docs, you will find a command-line switch named "-fullscreen", or you edit the boom.cfg file. I will make fullscreen the default in the next release.
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