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Madgunner

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About Madgunner

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  1. Madgunner

    ZDS #742 - Insomnia - Beta 0

    I'd like to give a big thank you to everybody who attended this session, never in my wildest dreams did I imagine that it would last for nearly nine hours. We will be starting work on beta one within the next few weeks, if you'd like to follow the progress join our discord. And thanks once again to Krawa and Flambeau for hosting this!
  2. Madgunner

    Insomnia - Beta 0

    From the insomnia discord: Q: Will there be an Odamex version of insomnia? A: Yes, however I will not be able to finish it until beta one gets released. Before I had to stop working on the computer I did do some preliminary tests, however I do not feel confident releasing a version at this time because I have not fully tested the wad and its possible that there are bugs. I expect that the Odamex version will likely be the OS maps only. The NS maps are extremely ACS heavy and have advanced features such as poly objects, vertex slopes, custom weapons and items, and client-side scripting. While I could be wrong, I am doubtful that Odamex has support for these kinds of features. The only way for an Odamex version to get released sooner would be for someone else to have to do it themselves. If someone does this I will be more than happy to make it official as long as it does not have any bugs that are severe or game breaking. Q: How much work would be needed to make an Odamex version? A: Unfortunately I don't know the answer to this because I haven't tested enough. It could potentially be trivial but it could potentially be quite difficult.
  3. Madgunner

    Insomnia - Beta 0

    Insomnia is a mixture of os, ns, duel, and ffa maps that traces its roots all the way back to 2006.The wad underwent sporadic development over the years before ceasing all development in early 2013. The wad was "rebooted" in 2018 and many of the former maps and features were removed in favor of a more minimalistic approach. The maps were created by Madgunner, Collision, and Doomination. While you are free to play the maps however you feel, we recommend the following settings: For os duels - (ZD) DMFLAGS: 1141052484 DMFLAGS2: 134656 (ZANDRO) DMFLAGS: 5575684 DMFLAGS2: 1024 ZADMFLAGS: 2048 COMPATFLAGS: 2013346799 COMPATFLAGS2: 0 ZACOMPATFLAGS: 25035336 For os ffa - (ZD) DMFLAGS: 1141331012 DMFLAGS2: 167424 (ZANDRO) DMFLAGS: 6116356 DMFLAGS2: 1024 ZADMFLAGS: 2048 COMPATFLAGS: 2013346799 COMPATFLAGS2: 0 ZACOMPATFLAGS: 25035336 For ns maps - (ZD) DMFLAGS: 1090802756 DMFLAGS2: 131072 (ZANDRO) DMFLAGS: 4870148 DMFLAGS2: 1024 ZADMFLAGS: 0 COMPATFLAGS: 0 COMPATFLAGS2: 0 ZACOMPATFLAGS: 8 (We also recommend setting sv_aircontrol to 0.25 on all ns maps and the ns maps can be played with or without Zandronum's air acceleration. We also recommend setting a timelimit of 10-15 minutes for all NS duel maps.) We designed the maps with the following game modes in mind: (Once again you're free to play them as you choose.) MAP01: OS FFA MAP02: OS FFA MAP03: OS DUEL MAP04: OS DUEL MAP05: OS DUEL MAP06: OS FFA MAP07: OS DUEL MAP08: OS DUEL MAP09: OS FFA MAP10: OS FFA *MAP25: NS FFA *MAP26: NS FFA MAP27: NS DUEL *MAP28: NS DUEL *MAP29: NS FFA *MAP30: NS DUEL MAP31: NS DUEL * denotes a map that is a Zandronum exclusive On one final note, we are releasing these maps early because Madgunner has severe tennis elbow and will not be able to work on them again for at least a few months. As such, these maps are not 100% finished and it is possible that some maps in this pack could undergo minor tweaks and flow adjustments for beta 1. There are also bugs and texture alignment issues on a few maps. Please do not report them as we are aware of them and ultimately reporting them would be more hurtful than helpful at this time. For more information on Insomnia or to follow the development, join us on our discord at https://discord.gg/2j2FzrZJF5. Download links: ZDaemon version: https://www.dropbox.com/s/tukd7b1xql10ilu/InsomniaBeta0ZDaemon.zip?dl=0 Zandronum version: https://www.dropbox.com/s/8u3247vyrsno45u/InsomniaBeta0Zandro.zip?dl=0 Last, but not least screenshots!
  4. Madgunner

    Aaron "DemonSphere" Emge has passed

    God, I head the news a couple of days ago and I was so unbelievably sad. I've known Demonsphere for almost a decade now and he was truly one of my best friends within the doom community. I hadn't seen him in the private IRC channel where he and another one of my friends idle and I wondered where he went, I only learned a few days later that the had died. Doom truly isn't going to be the same without him. I've lost a great friend and the doom community has lost a legend. I haven't really been active within the community the past couple of years and only recently got back into it a few months ago, but I am so glad that I was able to play a few games with him before he passed. I'll never forget the last CTF game i played against him and his team, it was so fun and my team gave them a run for their money :), my only regret is that I didn't get a demo of it. If only I knew it would be the last CTF game I would ever play with him. I would like to open a memorial youtube channel with demos from his POV so his legacy can live on. I have some old CTF demos of him from a couple years prior that I'll definitely upload and I'll have to check to see if I have any of his old ZDL and ZDDL duel demos. If anyone has any demos that they'd like me to add to the channel, feel free to send them to me. R.I.P. Aaron, I'm going to truly miss you so much man. @Ralphis If it's not too much trouble could you please leave the memorial fund up for a few more days? I already donated some money, but I'd like to donate some more money as soon as I get paid next week. Thanks!
  5. Madgunner

    ZDaemon turns 109 today

    Dew, it's really not worth arguing this much with some of these people. You'd have more luck arguing your case with a brick wall. No point in even trying.
  6. Madgunner

    ZDaemon turns 109 today

    Oh the irony that the creator of GZDoom is calling another port buggy. What's even funnier is the fact that he hasn't even played it ... ever. Haha, what an "unexpected" response from Graf Zahl. Could these "bugs" possibly be doom2.exe behavior such as wallrunning, silent bfg, os blockmap behavior etc., you know like the stuff that makes Doom well Doom and that 90% of the player base doesn't want fixed? Here's how I'd rank them: 1) ZDaemon 1.09 2) Skulltag 3) ZDaemon 1.08 (old unlagged method)
  7. Madgunner

    Zdaemon: Busted yet again!

    Oh shit, well I better delete it then... LMAO, do you honestly think I'm that gullible? I highly doubt this claim you just made, but in any case, have him contact me and I'll gladly remove it; until then, it's staying in. Btw, I figure you should also know that I'm the original author of D5M7, I made it when I was four years old using my Fisher-Price computer.
  8. Madgunner

    Zdaemon: Busted yet again!

    Btw admins, why isn't this dumbass banned yet? All of his pointless threads are clearly intended on doing little more than bashing Zdaemon.
  9. Madgunner

    Zdaemon: Busted yet again!

    Until you can prove to me that you are an author of one of the maps included in ZDDL, I refuse to remove anything. If it truly bothers you that much, then sue me in civil court.
  10. Madgunner

    Zdaemon: Busted yet again!

    Hello, this is the author of the aforementioned zddl.wad. Your claim that I have willfully violated the "copyright" of map authors is complete bs. For one, almost all of the maps included are pre 1998 and the authors have been absent from the doom community for more than a decade now. How the hell am I supposed to get in contact with them to ask if they care if I use there map in a compilation wad? Am I supposed to hire some private investigator to track them down? If you have some idea, please let me know, I'd love to hear it. And also, why the fuck do you give a shit anyways? I wasn't aware that you made any of these maps in the first place. Are you the copyright police or something? I would gladly remove a map from ZDDL if the original author contacted me and complained about it, however I refuse to do so because some dumbass who's intent is to ruin the fun for everyone says I should. (Btw I actually have had a few other e-lawyers try and bust my balls over ZDDL, you aren't the first.) Another point to bring up is that no one, and I mean no one is being hurt financially by ZDDL or any other compilation wad that you mentioned. As far as I know no one has ever been paid or collected royalties for a doom map that they have made other than TNT.wad and PLUTONIA.wad, it's not like I'm depriving the judas author of money or something like that. And as pointed out by Dew, compilation maps are nothing new. They have been popular since the beginning. If you're going to attack me for having an "illegal" compilation, then you better see it so that all the dwango wads are removed too. You can't simply pick and choose which ones are illegal and which ones aren't. One last point I'll make, if anything compilation wads benefit the original map authors. If it wasn't for dwango5, ssmap01.wad would have become completely obscure. Thanks to Aikman, that map has become legandary within the doom community, even the original authors acknowledge this: http://d5m1.com/ . I will acknowledge one thing though, the zddl.txt file that has the list of the original wads is missing from some if not all of the downloads. I am not sure what exactly happened to it as I included it with the wad when I first made it, but I promise that it will be included with the next revision of the wad. tl;dr version: Please shut the fuck up and go and shoot yourself. kthxbai
  11. Madgunner

    Why isn't Zdoom GPL?

    As others have already pointed out, it's blatantly obvious that the OP is here to do nothing more than bash ZDaemon. Notice how he specifically singles out ZDaemon as a "closed source enthusiast port" despite the fact that it's not the only port to have its source closed. And perhaps the reason why ZDoom hasn't gone GPL is because Randy realizes that a lot of his port's popularity is due to the fact that all the multiplayer ports use it. I suspect making his port GPL and refusing to allow ZDaemon and Skulltag to use any of his code would end up hurting ZDoom more in the long one. So sorry to disappoint you, but if ZDoom was to go GPL it wouldn't apply retroactively, meaning that ZDaemon and Skulltag wouldn't have to remove shit. Looks like that won't destroy the port you despise so much after all.
  12. Madgunner

    Most overrated and most underrated doom port?

    Overrated - Zdoom Underrated - Eternity
  13. Madgunner

    Multiple Floors

    1. No 2. Yes 3. Set the 3d floor's flags to not be impassable.
  14. Madgunner

    gzdoom lock-ups

    Actually no, I have no desire to help you any more. I reported many bugs and errors years ago and you continuously ignored them, insisted I was doing something wrong, or just plain snapped at me, and as you've demonstrated by this thread you haven't changed at all. I'm more than willing to help people out, however I refuse to help someone out who has such a terrible attitude. Looking back at all of this, I shouldn't have even given you the suggestions I posted on this forum. Anyways I'm not going to post on this thread again. I'll just let the "OpenGL programming god" Graf handle the issue with the original poster. Yet more proof that you don't listen to people's advice and suggestions. He was even kind enough to give you examples yet you still did nothing and raged.
  15. Madgunner

    gzdoom lock-ups

    You are correct and I should have been a little more clearer. The application itself cannot cause a BSOD, however if an application uses OpenGL or DirectX incorrectly it can cause the drivers to crash resulting in a BSOD. Some drivers may provide protection against this (most likely the case with most Nvidia drivers), but not all of them do. Looks like I'm not the only person who recognizes issues with your code. Too bad you let your ego get the best of you and almost never listen to anyone's suggestions. You're right, I don't have concrete proof. I'd have to go through your entire code and run numerous tests to get this, which I do not feel like doing due to numerous prior experiences I've had with you. However there are many likely culprits. For example, I've seen a couple of places where you call certain OpenGL extensions without first checking if the graphics card supports it. This definitely will cause issues and could be the reason for the BSODs on certain graphics cards. By the way, OP I suggest trying to run these mods in Vavoom. I haven't ever used it before, but it claims to be 100% compatible with GZDoom maps and perhaps it's more optimized than GZDoom. Edit: Here's another hint for you. Quit using OpenGL's ancient immediate mode, it's no longer 1996, get with the times. That mode was deprecated a long ass time ago by vertex arrays (1997 I believe.) which has since been replaced with vertex buffer objects. Vertex buffer objects are WAY faster than immediate mode and only coding noobs still use OpenGL's ancient immediate mode for their applications in the 21st century.
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