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About DXBigBoss
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I'm planning to resurrect my secret project I was developing with Chocolate-Doom's code once the problem with 2.1.0 is fixed that is, the game executable still residing in the background even after closing it in Windows 7 64-bit.
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Game process never truly closes when testing in Doom Builder 2 on Windows 7 64-bit
DXBigBoss replied to DXBigBoss's topic in Source Ports
Oh no this is chocolate-doom 2.0.0 and 2.1.0 altogether, this actually had nothing to do with Doom Builder 2, at first I thought it did, but it was doing this when I would run it itself. -
Game process never truly closes when testing in Doom Builder 2 on Windows 7 64-bit
DXBigBoss replied to DXBigBoss's topic in Source Ports
The issue is reopened on this by Fraggle https://github.com/chocolate-doom/chocolate-doom/issues/408 Hopefully this gets fixed soon. -
Game process never truly closes when testing in Doom Builder 2 on Windows 7 64-bit
DXBigBoss replied to DXBigBoss's topic in Source Ports
This should work out as a viable alternative for now. I should consider testing older versions of chocolate-doom when I can, that is, one's above 1.5.0 to make sure they don't have this problem, and whatever one is the last to have this problem. I'll report in on tomorrow. Thanks for reminding me of this one though! EDIT: The last version of Chocolate-Doom to not have this issue is 1.7.0, which is directly before 2.0.0 even. -
Game process never truly closes when testing in Doom Builder 2 on Windows 7 64-bit
DXBigBoss replied to DXBigBoss's topic in Source Ports
I'll go ahead and try that out, and report in if the git version doesn't have this issue on my end. EDIT: Tried the git version chocolate-doom-2.1.0-95-g535b4ed-win32 and the issue still occurs. -
Game process never truly closes when testing in Doom Builder 2 on Windows 7 64-bit
DXBigBoss replied to DXBigBoss's topic in Source Ports
Visually, chocolate-doom closes. But did you try clicking the test game button again? I tried installing those versions of SlimDX you displayed in that little screenshot snippet thing right there, all of them installed fine but the March 2009 one, and even after installing them, the game engine decided to still remain residual in the Task Manager despite being closed. EDIT: I've confirmed that this is a chocolate-doom exclusive bug. https://github.com/chocolate-doom/chocolate-doom/issues/408 I went on to #chocolate-doom on IRC in OFTC and they confirmed to me that this is a bug that was supposedly fixed, but wasn't. -
Game process never truly closes when testing in Doom Builder 2 on Windows 7 64-bit
DXBigBoss replied to DXBigBoss's topic in Source Ports
Nope, I made doubly sure that chocolate-doom had the ENDOOM screen disabled. Not a bad idea though for those whom HAVE forgotten to disable that feature! -
Game process never truly closes when testing in Doom Builder 2 on Windows 7 64-bit
DXBigBoss replied to DXBigBoss's topic in Source Ports
Didn't seem to do any good, thanks for trying though. ^^; -
Game process never truly closes when testing in Doom Builder 2 on Windows 7 64-bit
DXBigBoss posted a topic in Source Ports
As the title implies, for some odd reason, even after closing the application after doing a test run on a map with Doom Builder 2, the process still lingers. It's becoming quite an annoyance too because I have to manually close for example "chocolate-doom.exe" EVERY TIME! Potentially important note: I had switched from Windows XP Professional Service Pack 3 32-bit, to Windows 7 Ultimate 64-bit, and for AWHILE Doom Builder 2 didn't give me any issues. I don't know whether it was after an update for Windows 7 or what that may have potentially started causing this issue. Anyone else struggling with this issue too? Feel free to say whether you are, or if you have a solution or an idea. Thanks! EDIT: This issue occurs in both 2.0.0 and 2.1.0 -
Any interest in adding an eight player mode? If you add me on Skype I could give you some unfinished code I did with chocolate-doom 1.7.0 trying to implement it, the color ramping works perfectly fine, chat messages work fine too, but it only works in deathmatch since there are no additional player starts in stock Doom maps, and the game also crashes at the intermission screen due to me not knowing how to make an external WAD that stores HUD sprites and whatnot for players five through eight.
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Does anyone know where I can find the Strawberry-Doom source code?
DXBigBoss posted a topic in Source Ports
I wish to find the Strawberry-Doom source code so I can update it to the latest revision of Chocolate-Doom. I have interest in Strawberry-Doom because it stays faithful to the original Vanilla EXE's but it has the three other bots you can fight with, or fight against. That, I'm fairly interested in. Does anybody know where I can find it? -
doom2 scaled 4x bigger (horizontally & vertically)
DXBigBoss replied to gggmork's topic in WAD Releases & Development
This looks like an interesting enough WAD. Could you please upload it somewhere besides SpeedyShare? I try clicking on the download and everything. It tells me it's a premium only download. I'm not paying money for something that's supposed to be free, and is under 5 mbs. EDIT: Whoa geeze, sorry for the three month bump but seriously. -
I personally think Revenants in the PSX version are more threatening then in any other port because they ALWAYS fire homing missiles and never missiles that go straight. But their homing missiles kind of seem slower and choppier though.
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You know, personally. I always thought sword fighting is awkward in First Person Shooters. I imagine it would be better to leave it in games where they are more complexly programmed because of how much more of would it should be.
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SNES Doom music is kinda nice without echo effect
DXBigBoss replied to Orchid87's topic in Console Doom
Hey, due to the subject. Is there any way somebody could rip the samples from the SNES Doom SPC's? I've been needing to make an SNES Doom soundfont so I can further progress on my SNES Doom wad for ZDoom.