

Danfun64
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Pieces Of Media You Can't Believe Were Made By The Same Person?
Danfun64 replied to DSC's topic in Everything Else
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Game that everyone hates but you like?
Danfun64 replied to TheNoiseClassicDooMfan's topic in Everything Else
Do you remember the rest of your track replacements? Just curious. -
Is anyone here still using a 32 bit operating system?
Danfun64 replied to Professor Hastig's topic in Everything Else
Not counting the old windows 9x laptop my family has that doesn't really see much use..... my main laptop is 64-bit (running Windows 11 Pro). My android phone, on the other hand, appears to use a 32-bit OS with 64-bit hardware, and the thing came out last year (samsung galaxy a13). I am a little worried about its longevity, even by low end phone standards, as the 64-bit transition continues. AFAIK, the very next phone in the line (samsung galaxy a14) is true 64-bit. -
While Jaguar Doom may have been the basis of several console ports, it doesn't have much relevance for anything except very weak systems (like very old consoles). Any computer that can run Calico Doom (source port of Jaguar Doom) can also run Chocolate Doom. I second Chocolate Doom and doomgeneric as the most portable for relatively modern systems.
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If F11 needs to be rebound, you might have FN lock on. Granted, I don't know if that's a thing in Mac systems or how to turn it off.
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Crispy Doom is a fork of Chocolate Doom, so any increase in brightness is probably done in the same method. So you're saying that F11 has no effect on the image? Gamma Correction Off Gamma Correction Level 1 Gamma Correction 3 (skipping 2 and 4 for brevity) On an unrelated note, is it just me or does Chocolate Doom not support borderless windowed mode? Or at least 3.0.1?
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...except online multiplayer, AFAIK. Zandronum's design AFAIK is wholly incompatible with ZScript, and the incomplete client/server branch of GZDoom hasn't seen any (public) updates in three years. TBH, I'm not sure how much ZScript in itself is incompatible with good multiplayer solutions. It might simply be that there hasn't been enough work put into a C/S port that supports it. I'm honestly not sure. ...though if nothing else, I'd love to see Zandronum caught up with GZDoom on non ZScript things.
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If I could make a request... I remember appreciating this list when I first saw of it, and still find it useful. However, I'm curious if anyone would be up to making a new list consisting of only wads available through the Unity Doom console port, plus Doom 64 and its officially released "Lost Levels". For the former, this means Ultimate Doom, Doom II, and everything included as an "Official add-on".
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It's dependent on ZScript, meaning it's only compatible with recent version of GZDoom (to what degree I'm not sure). Not even Zandronum will run it. Plus GZDoom's multiplayer is a bit crap last time I checked. Even if it was playable in multiplayer, it wouldn't be a pleasant experience.
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Doom 2016 and Doom Eternal, perhaps?
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[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
Danfun64 replied to Erick194's topic in Console Doom
I believe that's going to happen once it leaves beta, not before. -
Intel proposes transition to 64-bit only architecture
Danfun64 replied to LexiMax's topic in Everything Else
So if this breaks 32-bit drivers even in 64-bit windows... I will admit that this does concern me a little. I honestly don't know what would be affected by this. Printers, virtual DVD drives, sound stuff? Not being able to run 32-bit operating systems with the latest hardware is less of a concern lol. -
I guess the problem fixed itself? It's working fine for me again.
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None of the Doom split screen ports really hit the mark. I feel like, for all of Unity Doom's faults, it hits the closest to good split screen. It's interface is developed with consoles in mind, which I don't think can really be said for stuff like LZDoom. It's also pretty much the best out-of-the-box solution. You open the game and can load add ons through just the controller, a feature which none of the split screen community source ports have. Other issues include LZDoom utilizing fake split screen (I honestly wonder how GZDoom with Nucleus Co-op would turn out in comparison), the split screen branch of Eternity being dead (though it was nice while it lasted) and IIRC not really supporting the automap for other players, Doom Legacy being a bit archaic (I know it got sdl2 support recently but I don't know how that applies to controller input and, more importantly, supporting analog triggers at all), EDGE..... I know EDGE used to have split screen support but it was never complete and I think it was removed? Etc., etc..... A "good" split screen oriented port would be a big effort, and it's only fair if nobody wants to give it another go. Features that would be nice would include loading iwads and pwads in game and changing combinations whenever you please without closing and reopening, real split screen and lan options, multiple monitor support, console ports (supporting at least the Switch V1, Switch V2 (includes OLED, Lite), Xbox One (original/S/X)/Xbox Series X|S, and Playstation 4 (Pro) (I don't believe the PS5 has been jailbroken yet)), and gyro support where available. Admittedly, this wish list is a bit of a pipe dream, and you'd have to pick which port you'd want to base stuff on (It might not be good to have settings as complex as GZDoom's for example, plus custom actions might not bind to controllers very easily.)
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Fair. I figured that due to Chex Quest's link to Doom, and by extension the Chex Quest community's link to the Doom community, there would be some chance the site admin would be here. The only other place I can think of at short notice is the ZDoom forums.