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Altazimuth

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Everything posted by Altazimuth

  1. Are you arguing that nazis, transphobes, homophobes, and the like aren't shitheads?
  2. I dunno as a Jew I'd rather not be somewhere that people are free to make anti-Semitic remarks because "free speech is protected here." That's not getting into weeds of trends like free speech warriors failing to complain when somebody they dislike is silenced, because so often what people purport as "right to free speech" is actually "the right to say specifically what I want without recourse." Hate speech shouldn't be allowed, simple as.
  3. I mean, generally, I'm very happy to create division between myself and homophobes, transphobes, nazis, and all other varieties of hateful shithead. The more division the better. I'm also happy creating division between myself and those who defend those types. I don't think that I should have to get along with people who I'd like despite their being hateful either. "Why can't we just get along" doesn't work when you're trying to get along with people who think other types of people shouldn't exist.
  4. I had to revise this post (i.e. completely start over) quite a lot as it kept ending up rather angry; let's hope this time it comes out better. I think Plums' post was a good addition to the initial one. It's extremely important to not let shitheads become too well-rooted and important in a community before anything can be done about them *coughs*. Realms Deep definitely was somewhat offputting, having seen a game made by peers platformed alongside one by a neo-nazi. I sincerely hope that the current revival of retro-style shooters doesn't become infested with shitheads. I certainly have 0 plans on purchasing any games by hateful sorts, and want to see the scene unwelcoming to the unwelcoming.
  5. Altazimuth

    Subjective vision of new generations

    - Socrates (469–399 B.C.) I was trying to find a different quote about how the younguns are bad and disrespectful from some dead Greek dude but this'll do.
  6. Altazimuth

    Is this port biased to high resolutions?

    EE doesn't really do any manual. It's something I keep intending to do. I wanted to make sure it was done right and allow arbitrary scaling but at this stage I'm considering just allowing integer scaling initially and do arbitrary later. Anyway the scaling is just all done by SDL for fullscreen desktop, and I mean for fullscreen it's exclusive fullscreen so it's actively setting your monitor resolution. No windowed scaling.
  7. Altazimuth

    Huge difference between SFX and music volumes

    You're not supposed to bump up midiproc, but EE itself.
  8. Altazimuth

    Your opinion on sound pitching?

    I'm not a big fan of blanket sound pitching. I'd dig if I could have it on only for specific sounds though, for example enemy pain and death sounds which can be pretty hilarious when awkwardly warbling at weird pitches. I with mankubus when it comes to preferring Duke 3D's out-of-the-box sound pitching.
  9. Altazimuth

    Strife 1995 Prototype Released by Nightdive

    I replaced those w/ blanks since they were all from Doom and Doom 2. Same here. It's largely E2 music from Doom, for whatever reason. The "Intro" button not working is weird. It works if D_BUNNY is a proper MUS but unlike everything else it actively chokes if D_BUNNY isn't a valid MUS. I fixed that by doing to MIDIs what I did to sounds and replacing them with suitable blanks (silent MUS files). Hopefully an update will be put up soon.
  10. Altazimuth

    Strife 1995 Prototype Released by Nightdive

    It's in one of the Twitter threads but might as well state it here (though in different words since I'm not constrained to a character limit). This was gonna be released later but given the leak we figured it might as well be released now. I broke out SLADE, had it remove Doom 1 & 2 IWAD lumps, noted it down, then replaced the offending lumps one by one with blank equivalents. This had to be done since if the sfx were missing it'd I_Error out. Anyway hopefully I'll try sort out some sort of patcher that takes Doom 1 and 2 and churns out an IWAD that's more like the one prior to modification. A few non-Doom SFX had to be stripped out too. The proto is pretty interesting though. Got some stuff like inventory sprites of weapons, which have somewhat different designs. one graphic has early designs for the Loremaster and Templar. Lots of other odds and ends. If you have it on Steam you can find it there as a launch option.
  11. I mean personally at least I think it'd be a cool idea for something like Eternity, if not for cross-port compat then at least for self-demo compat. Given it can play back vanilla demos through to MBF it's a shame it can't play old demos of itself. Having a more robust demo format is definitely handy for it, at least.
  12. Note that given PRBoom+'s penchant for demo compat, including with itself, you'd want to still have it not work for complevels like 9 and 11 and such.
  13. I've discussed the matter in past but I'm a lazy sod. I'm all for this happening though. One thing it probably would enable that would be a major benefit (I know people have wanted it before) is being able to, ideally, rewind demo playback. Hell, imagine being able to rewind during gameplay because you're snapshotting everything. Forza Doom sounds sweet.
  14. 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.
  15. Altazimuth

    Hambourgeois' EDF Editing Questions

    Yes, but for A_SpawnEx if I make tracers work it can't do that. Instead it would have to auto-aim from the projectile itself, given it could be at an angle. In the meantime I think you could use A_SeekerMissile with the flag "look" in its spawn state, then start looping without using A_SeekerMissile after. It's not documented yet but just doing A_SeekerMissile(0, 0, look, 256) on the first frame only should make it try to acquire a tracer on anything within 64 units of it.
  16. Altazimuth

    Hambourgeois' EDF Editing Questions

    OK I made A_SpawnEx behave properly if it's spawning an MF_MISSILE. I dunno what to do about it spawning missiles that should trace though. Maybe a flag passed to the codepointer for it would be good, idk.
  17. Altazimuth

    Hambourgeois' EDF Editing Questions

    I forget. I'd imagine it does the simple thing but I'll see... It never sets its target (i.e. the owner) at all. I should probably create a flag for that. I know some ZDoom codepointers have similar flags to set its target as owner, but I forget what they're called. Would be nice to have a similar name for consistentcy's sake between the two.
  18. Altazimuth

    Hambourgeois' EDF Editing Questions

    Weird, A_SpawnEx should make spawned projectiles do the usual of making them incapable of colliding with the player, as is standard. Does removing the RIP flag make it no longer harm the player?
  19. Altazimuth

    Hambourgeois' EDF Editing Questions

    Sorry, been off EE a while (still kinda am but I can't continue to since it's just rude to ignore this thread). I'm guessing the explosion effect is using standard codepointers? Which ones are you using? Hopefully a parameter could easily be added to make it so it doesn't harm the owner.
  20. Altazimuth

    PrBoom+/UMAPINFO v 2.5.1.7

    Assuming the prior pull request to extend demo compat is accepted then that stuff could also be made into an extension leveraging the same code to detect its presence for demos, at least.
  21. Altazimuth

    PrBoom+/UMAPINFO v 2.5.1.7

    It's nothing crazy. It just adds a small extensible header that doesn't clash w/ EE, which is what happens right now. This reduces future headache if similar features are added that might want to be run in a lower-CL environment.
  22. Altazimuth

    PrBoom+/UMAPINFO v 2.5.1.7

    Anybody want to glance over the updated PR+UM demo signature code?
  23. Altazimuth

    DEH music string replacement buggy in Boom-based ports?

    Figured as much. That was my guess, given Choco and GZ work but PRB+ and EE didn't.
  24. Altazimuth

    DEH music string replacement buggy in Boom-based ports?

    Don't you have write access? :P
  25. Altazimuth

    DEH music string replacement buggy in Boom-based ports?

    @JadingTsunami Awesome work. Fixes EE for sure. How do you wanna be credited in the commit?
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