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DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
Thanks @Doomy__Doom. I discovered A_AddFlags and A_RemoveFlags weren't working a couple of weeks ago, and they are fixed ready for the upcoming release of Doom Retro v4.5 (which won't be too far away). EDIT: Actually, using your minimal example it seems there's more work to be done... EDIT 2: And fixed! -
DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
Thanks for the report. I'll look into each of these issues. -
Looking into this, it's caused by the stray SS_END marker in the wad. @Egg Boy, you may want to remove this as I don't think it's needed, but either way I'll work on DR not erroring out in this instance. (BTW @rzh, newer builds of Crispy don't have this error.)
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DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
Thanks @Melter! And I believe I may have just found the problem... BTW @Endless: Done! 😁 -
DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
Hi! Just like I have am_[red/blue/yellow]doorcolor CVARs, I could have am_[red/blue/yellow]keycolor CVARs as well. They would all be 112 (am_thingcolor) by default though. Adding it to the list. :) -
DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
Thanks @ludicrous_peridot. I hope to focus more on DR's MAPINFO and UMAPINFO support before the next major release, and I'll add these issues to the list. :) -
DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
I've been thinking about this, and it has been suggested before. I might consider including them when enabling the am_playerstats CVAR. Or have separate CVARs for each, along with a clock CVAR for good measure. As for Heretic support, as soon as I run out of things to do with Doom, I'll start on Heretic support. Maybe I'll work on it for v10.0. :P -
DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
Thanks @NieMaMordy, I've noticed this too. I'll work on it for the next release. -
DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
so uh I figured only people with widescreen displays would bother adjusting fov. but fine, I'll change it back. -
DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
This sounds like a great idea, but I'm not sure if it could be done efficiently. A change I've made to the next release, however, is: the further away blood splats are away from the player, the less likely they are to be drawn. This should help. -
Pistol start is refreshing (and now officially supported by at least two source ports)
bradharding replied to zmodder's topic in Source Ports
Doom Retro as well. -
DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
How are you loading D4V? The changes made in v4.4.5 were if D4V.wad and all the .deh files are loaded through the WAD launcher, then they are loaded in a specific order so they work. If you're using the command-line, are you specifying the files in the correct order as per the D4V readme? I think the issues you've been having with your mouse come down to SDL's mouse support. I can't find it now, but I vaguely recall seeing mention of issues with high resolution mice. (The reason why v4.4.5 is different again, is I needed to make a change to how the mouse is handled to get the external automap working again.) Does it help if you play around with your mouse settings, adjusting the DPI? -
DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
Done. -
DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
Thanks @PKr. I'll have a look at this over the weekend. -
DOOM Retro v4.4.10 (updated March 19, 2022)
bradharding replied to bradharding's topic in Source Ports
This is definitely on the [very long] list. I haven't looked into how those ports do it. How I'd do it: if anything is put in autoload\, it's always autoloaded. But for each wad loaded a subfolder is created (in the same way as in savegames\), so anything put in any of those subfolders will be autoloaded for that wad only.