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About Danfun64

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  1. Wait, the build on GOG is newer than the build on Steam? Which Id Software games does this apply to?
  2. Just for the hell of it I merged KDiKDi_A.wad and KDiKDi_B.wad together with Slade and tried running it in Unity Doom 2. Crashed the game. Tried merging doom2.wad with KDiKDi.wad in DeuTex. The game loaded, and I was able to load MAP01, but loading MAP13 crashed the game.
  3. Danfun64

    Delta Touch on Android

    I honestly didn't notice the arrow on the left at first. Thanks for pointing that out, @Shockwave_S08! How is Dev 4.8.2 different from the 4.8.2 listed on the zdoom website, if at all? A different commit perhaps?
  4. Danfun64

    Delta Touch on Android

    Decided to download this again on a new ARM64 device... why am I only seeing the four GZDoom versions (1.9.1, 3.2.5, 3.8.2, DEV 4.8.2 (not sure what version that reflects exactly if I wanted an identical build on Windows)?
  5. Danfun64

    Doom 32X Resurrection

    I'm not sure I understand the changes "The´╗┐ game can no longer be paused during multiplayer" and "You can no longer attack, strafe or use things when in the automap". What's wrong with pausing during multiplayer, or would it negatively affect the new link cable feature? As for the second change, is it because of a lack of buttons?
  6. Danfun64

    What boom/mbf ports have stable savegame formats?

    I'm not sure if I explained myself properly when talking about compatibility. Basically, I'm curious if demos recorded in ReBoom can be played back in PrBoom-Plus/DSDA-Doom with -complevel 9 (boom demos) and demos recorded in Pooch can be played back in PrBoom-Plus/DSDA-Doom with -complevel 11 (MBF demos). Though given what you said, I'm going to guess "no". As for Woof, it seems that ATM "Savegame compatibility across different platforms and releases has only been added in Woof! 6.0.0. This version is able to read (but not save) savegames from the previous version and even MBF.exe, but may be incompatible with intermediate Woof! releases." So compatibility with saves isn't guaranteed yet, but it looks like it's being worked on.
  7. I haven't been keeping track of the classic Doom community in a while. I've known there were ports that aimed to aim at specific standards (like Chocolate Doom for Vanilla), ports with continuous updates that aren't particularly aiming for things like demo or savegame compatibility (like GZDoom), and some that split the difference, aiming for high demo compatibility but (AFAIK) not necessarily savegame compatibility (like PrBoom-Plus). I've known about Woof (which aims to be an enhanced MBF) for a while, but I haven't given it much thought due to its lack of multiplayer support (for whatever reason I'm fascinated by the idea of recording multiplayer -complevel 9 or -complevel 11 demos). I've recently heard of ReBoom (which aims for Boom compatibility), it's Experimental branch (which is perhaps equivalent to what Crispy is to Chocolate in terms of adding more features and raising limits) and Pooch (an MBF port which is AFAIK more conservative than Woof). Out of curiosity, do Woof, Pooch, ReBoom and/or ReBoom Experimental have 1. Full savegame compatibility with their DOS counterparts like Chocolate and Crispy do, preferably no matter how the ports are compiled or what platforms, architectures, or even endians are used? (provided limits aren't broken of course) and/or 2. Compatibility with PrBoom-Plus or DSDA Doom when recording demos?
  8. Danfun64

    PrBoom+ 2.6.2 (Feb 11, 2022)

    Using multiplayer with PrBoom+ is not recommended. IIRC the net code hasn't been maintained in any fashion since the original PrBoom 2.5. If you're specifically interested in recording coop -complevel 9 and -complevel 11 demos, there doesn't appear to be any modern, maintained solution for this problem. If you want to do multiplayer with Boom compatibility or better, the best options are the C/S ZDoom based ports (Zandronum for a relatively modern experience, ZDaemon and Odamex for relatively old school ones), and none of them have any intentional backwards compatibility with their native file formats (though Odamex has some support for Vanilla Doom demos). For recording demos that DSDA-Doom can recognize, you're limited to Vanilla Doom and Limit Removing at the moment (equivalent to -complevel 2 for Doom 2, -complevel 3 for Ultimate Doom, and -complevel 4 for Final Doom). You could either go with Chocolate or Crispy Doom if you want to stick to modern executables, or you could try to configure a vanilla doom setup with DosBox/IPXNET or Kali95 (I believe nobody uses Kali95 much anymore though), either with the original executables or hacked ones, along with an appropriate network driver (XTTL's IPXSETUP seems the most popular https://github.com/AXDOOMER/ipxsetup_xttl). There is IPXBoom, which is a driver for the DOS versions of Boom and MBF, but nobody seems to use it anymore, and Boom and MBF don't perfectly match -complevel 9 and -complevel 11 respectively.
  9. Yeah, most (if not all) demo compatible ports autoload built in demos after a few seconds. I don't think anything can be done about that.
  10. Danfun64

    PrBoom+ 2.6.2 (Feb 11, 2022)

    I'm having a completely separate crash for a completely different reason. I've recently compiled a recent commit of PrBoom-Plus on my x86_64 Windows machine, and after it tries to access my MIDI device it crashes. I know it involves portmidi, as when support for compiling with it is disabled I don't get the crash. Something worth noting is that I normally have Coolsoft's Midi Mapper installed. I uninstalled it thinking the problem might be related, but it doesn't appear to be the case. prboom-plus debug.zip
  11. Danfun64

    dsda-doom source port [v0.24.3]

    (text: "dsda-doom.exe - System Error: The code execution cannot proceed because intl.dll was not found. Reinstalling the program may fix this problem.")
  12. Danfun64

    MBF21 Specification v1.2 Release

    Dammit. I've been away from the doom community for too long, just saw this today. I would have requested the ability to record chat in demos as well as respawning items in coop. It annoyed me that those features weren't featured in any of the previous standards.
  13. Danfun64

    Trevor0402's SC-55 soundfont

    Fascinating. Do all of the samples in the Microsoft GS Wavetable Synth that differ from the SC-55 come from the SC-7 or RAP-10?
  14. Danfun64

    k8vavoom: no good thing ever dies!

    3d polyobjects, huh... Out of curiosity, how advanced are they going to be in comparison to, say, Sonic Robo Blast 2?