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tm512

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About tm512

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    Green Marine

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  1. tm512

    Best Zdoom killer?

    Wouldn't really call it stripped down, it's just an old version of GZDoom that's been maintained, and imo nowadays its value is significantly diminished because GZDoom has an OpenGL ES renderer available (as of v4.7.0, I think?). Runs on my laptop with an old first-gen mobile i5 with its integrated GPU, and works about as well as GZDoom 3.x did with its GL 2.x renderer (which is what LZDoom is based off of). If you're on an old enough machine to be considering GZDoom 1.x, I'm pretty sure the last ZDoom release is significantly newer and probably worth sticking with in that case.
  2. tm512

    Best Zdoom killer?

    I don't understand turning one's nose up at GZDoom if you're already using ZDoom. You can easily disable texture filtering, and it's always disabled if you just use the classic software renderer.
  3. Just got through MAP02 on HNTR with saves and it's been giving me flashbacks to my playthroughs of Stardate 20X6 and 20X7. Some really creative fights in here and the aesthetics are right up my alley so far. That fight in MAP02 in that cramped platforming area that gets flooded with cacos, revs, and a couple mancubi and PEs really brutalized the hell out of me though. The fight near the optional purple/magenta area also gave me quite a bit of trouble. Personally I really liked the cyberdemon corridor, I'm guessing it was directly inspired by a similar fight in SD20X6 MAP03?
  4. tm512

    Crispy/Chocolate-Doom DM!

    It works, somewhat, but no, it isn't complete at all. It was also one of my first projects in C ever, so I wouldn't count on any of the code being salvageable. Probably has tons of hacks to avoid doing things properly, since I didn't know how.
  5. tm512

    A new port: Omega

    Deliberately ignoring the advice of several programmers in here and continuing to use a huge kludge, manual system of backups and patches is not a good thing. It is very liable to turn around and bite you in the ass with the slightest mistake you make. I'm sure you're tired of having your preferences criticized but people wouldn't do it if it didn't matter. As for the port, it seemed to run fine, if a bit sluggish. Requiring users to load a lump that lets the engine know what game you're trying to play seems like a horrible idea, to be quite honest. If you're set on keeping the engine from automatically detecting such a thing, at least add command line parameters for this (such as -doom1, -doom, -doom2, -tnt)? X11 wasn't able to grab my mouse, so I had to use keyboard for testing, perhaps switching to SDL would be worthwhile, at this point you could probably be an early adopter of SDL 2.0, even, since you don't have SDL 1.2 in your codebase to deal with. While I don't have much use for single-player source ports, it will be interesting to see where you take this. Good luck with it. :)
  6. tm512

    High Sensitivity or Low Sensitivity?

    Last time I measured my sensitivity I had 3cm/360 on Odamex, around the same on Skulltag, but I use higher on Chocolate Doom. My sensitivity values are 70, 2.0, and 50, respectively. It's hard to get the values matching well, but what I have works fairly well.
  7. Smooth looks really fantastic, I'd be interested in merging it with my Choco fork, so long as it isn't too much of a pain to work with. :)
  8. tm512

    Linux Poll

    Arch Linux (64-bit) Kernel 3.0.3 GNU C Library stable release version 2.14, by Roland McGrath et al.
  9. tm512

    Fanmade ports of the Jaguar engine?

    Legally impossible, it seems, as the license is probably not GPL compatible. (I didn't look at the license much, but I think it is an exact copy of the DSL). Of course, there's always ZDoom.
  10. tm512

    Odamex Saturday Nitro #1

    I intend to be there.
  11. tm512

    Post your Doom video! [but don't quote video]

    That's exactly what I was looking for, thanks. I thought it would be something like [youtube] since that's what some other forum software uses.
  12. tm512

    Post your Doom video! [but don't quote video]

    Quick alpha test of my client-server netcode with brit10.wad. "Groovy."
  13. Survival is coop with lives, if everyone dies, the map gets reset. Aside from that, it's no different than plain coop. On MAP01, linedef 4289 does not get triggered. On MAP02, as I said, I was spawned in a tiny room and was unable to escape. My friend only described the breakage as not being able to get past the room the red key opened, from the looks of it, that means that linedef tag 10 didn't get triggered. We stopped playing there, so sorry that I don't have anything on MAP03 and up. If you would like, I can set up a server sometime soon and you can see it for yourself.
  14. The .txt said that coop starts were in, but that it was untested. I was simply pointing out that no, these maps do not work in coop unless I messed up with the settings somewhere.
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