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Everything posted by Altazimuth
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UMAPINFO "episode" Unspecified Behaviour Resolution
Altazimuth replied to Altazimuth's topic in Source Ports
Are you sure you have Public Build 3? It's fixed in mine. Anyway, I will try and work on a hack to make Eternity behave the same as the rest of them. I already have one working, I just need to make sure it works properly. EDIT: It works properly in Eternity now. -
Knee-Deep in KDiZD: Released! It's KDiZD for doom2.exe - 1.7.1 is now on /idgames
Altazimuth replied to esselfortium's topic in WAD Releases & Development
I'm going to sleep now so can't reply further but that looks like it may be the case. It looks like Boom is what introduced that behaviour initially, via a variable called "haswolflevels", so maybe dsda-doom exhibits the same thing. It probably should be fixed in some capacity, though I'll need to get my mitts on the German IWAD to do so. -
Knee-Deep in KDiZD: Released! It's KDiZD for doom2.exe - 1.7.1 is now on /idgames
Altazimuth replied to esselfortium's topic in WAD Releases & Development
Correct. Options > Status Bar > Single Key Display (set to no). -
UMAPINFO "episode" Unspecified Behaviour Resolution
Altazimuth replied to Altazimuth's topic in Source Ports
That is not accurate as of the latest release, which fixes that issue. -
UMAPINFO "episode" Unspecified Behaviour Resolution
Altazimuth replied to Altazimuth's topic in Source Ports
I would appreciate if we address ancillary concerns after a concensus is reached on the main matter. I'd like to try keep things focused for now. -
Knee-Deep in KDiZD: Released! It's KDiZD for doom2.exe - 1.7.1 is now on /idgames
Altazimuth replied to esselfortium's topic in WAD Releases & Development
Surprise! Super excited to play this. Been waiting a hot minute. -
Can't say off-hand. If the frame you referenced is present and the sound plays appropriately normally (so is a normal sound that works and not an ogg or whatever) I don't see why it wouldn't work. Without the ability to look into this example proper I don't know if I can really help further. Honestly the old cast call system doesn't feel too fit-for-purpose these days in a world where you don't have to define a bunch of EDF frames. Might be a good idea to make it where you can do a "frames" thing and it'll attach some new frames or something, though I don't wanna marry myself to any such ideas. I guess in a pinch you could do loose frame blocks just for this stuff.
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That thread title is comically alarmist. Encrypted passwords and such have been leaked, yes, but that doesn't mean everybody is instantly pwned, and to use such inflammatory language isn't going to achieve anything except for making people panic when they don't need to. It is sensible to change your password now and exercise caution, but this is not the end of the world, nor Doomworld.
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No worries. Thanks for getting on top of the matter! Please keep me posted on things.
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Weird glitch - audio "desyncs"; black screen instead of ENDOOM
Altazimuth replied to Mike Stu's topic in Eternity
If you're using a recent enough build it should be fine, as it's using native MIDI and doing playback within Eternity instead of using midiproc. @rfomin have you ran into any reports of similar issues for other projects that base their Windows MIDI playback on your code? -
Not reason why it shouldn't work. Seems fine for me at least, so it must bee the script @Blzut3 has running. Blzut3, you got any ideas?
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It's got the folks you'd expect working on it to varying extents. I said this in my tweet but I'll say it a-goddamn-gain: Huge shoutout to @AlexMax for doing a phenomenal job, going truly above and beyond for this game and who, without, the game would be in nowhere near as good a state as it's currently in. As those in the know might expect, @Kaiser was also instrumental for laying down phenomenal groundwork (and is continuing to do great work). Other usual suspects from our team will likely become more involved with various parts as time goes on. I'm doing the usual for me of various loose odds and ends.
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Xerxesia - My Wadography in 32 Maps
Altazimuth replied to Xyzzу's topic in WAD Releases & Development
Eh don't worry about it. Proper support would more have been an accident than intentional, to be honest. People shouldn't really use Hexen-in-Doom right now as an exact cross-port standard. There's probably some ZDoom-specific bits Eternity is missing or something. -
Xerxesia - My Wadography in 32 Maps
Altazimuth replied to Xyzzу's topic in WAD Releases & Development
For the record I fixed a bug that caused MAP03 (and potential later maps) to have incorrect things spawning in Eternity. I don't have the time to test the full set, but it should all work in Eternity now starting from today's DRDTeam devbuilds. -
SQUENCHED AVACAUSAGE [Boom, v0.4, MAP01-MAP13]
Altazimuth replied to nova++'s topic in WAD Releases & Development
I'm taking a break from EE. @printz -
Crash log: Access Violation Exception while playing Arrival
Altazimuth replied to Baratus's topic in Eternity
Anything else to this crash? Is it reliable, and did you have any additional mods loaded? Also, do you have the minidump from it anywhere? -
@HrnekBezucha This post has a zip with the 2012 CRL archive. I started tidying the source (removing all the changes to whitespace that make comparing code harder) but got tied up and never got back to it. You can find that here. https://github.com/Altazimuth/chocolate-doom/commits/render-limits-1.5.0 It may be possible to compile on Debian or its ilk but I'm uncertain. Should be possible, I'd hope.
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This marks the addition of the last outstanding major modding feature from MBF21 to Eternity. The only things left are a few comp options and a few fixes. You can now run Vesper and the like in Eternity and they shouldn't be broken! I make no guarantees about things not being broken I tested most codepointers but some of them I just sorta didn't since I considered them so simple so there's a possibility that I screwed those up.
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The Activision Blizzard Situation ¿Any Thoughts?
Altazimuth replied to Kurogachii's topic in Everything Else
Have this meme I made in 2 minutes while talking to a friend, which is part of my take on the current situation. -
There's really not a great deal I miss in terms of wider community trends. I think the community is in a terrific place now, possibly better than it's ever been in a variety of ways. The one wider community thing I really miss from when I first started playing online in 2008 or so, that immediately comes to mind at least, is there being populated casual CTF servers. Most of what I miss is more personal: people who have since left the wider Doom community, sub-communities that have dissolved, people no longer filling roles, etc.
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Any Forks of crispy-doom that support decorate
Altazimuth replied to Sheepinatux's topic in Source Ports
Can confirm. Requires lots of demo checks and some of the old hard-coded stuff just can't really be sensibly done if you make weapons dynamic. -
Ozonia Boom Megawad - on /idgames!
Altazimuth replied to Deadwing's topic in WAD Releases & Development
Are the Hierophants supposed to use A_Punch? I haven't checked in GZDoom but in Eternity and dsda-doom this results in nothing happening. -
Yeah, I'd discussed this, but not on forums, with kraflab and co. I had some concerns about this that, to my knowledge, have been remedied somewhat. I've been slowly plinking away at MBF21 support but work and depression has kept me from making progress at any sort of decent clip. I'll be trying to tackle DSDhacked after MBF21 but I won't lie, I am still somewhat concerned about feasibility of implementing this into Eternity.
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So apparently some stuff happened with extra states and mobjs and stuff? Can somebody fill me in on the technical details here (number of new states/mobjs, dehackednumes, etc)? What do I need to set aside/define for this stuff? I saw https://github.com/coelckers/prboom-plus/commit/923bb1b4e8d821f26a9b3a16e4427090dca6830b but I also notice stuff like the S_PLAY_GDIE1 frames which certainly don't exist in EE and I don't even know what they might be. 2021 Update: Example WADs provided below: Black Ops SMOOTHED Pact of the Damned
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What does Vulkan do differently than OpenGL?
Altazimuth replied to RetroAkaMe's topic in Source Ports
What the actual fuck? Is there any consistency or pattern to how the reported amount of memory is incorrect?