bradharding

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About bradharding

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  1. Awesome! You know I love this map! Checking it out now! (BTW, I think you mean "Breach" not "Brigandine"! :P )
  2. Thanks Kroc. It looks like the -config command-line parameter is only being honored when initially loading the config at startup, but not when saving. I'll work on having this fixed (and your suggestion for -shotdir implemented) ready for the next version of DOOM Retro.
  3. Thanks for the report. I'll look into both issues.
  4. That's good to hear! Well, it looks like a new version will be out soon... Thanks again.
  5. Hi. Thanks for letting me know. Works fine for me, and you're the first person to report such an issue, but I suspect it's the new SDL/SDL_mixer included that are causing the problem. Can you please test the following build and let me know how you go? https://www.dropbox.com/s/fmv0da5g02r6wd4/doomretro-2.6test1-win32.zip?dl=1
  6. Hi everyone! DOOM Retro v2.6, a major release, is out now. As always, visit http://www.doomretro.com to download. Thank you to all those who have assisted in its development. Here's some of the more major changes: DOOM Retro now uses SDL v2.0.7, SDL_mixer v2.0.2 and SDL_image v2.0.2. The player’s field of view can now be changed using the new r_fov CVAR. This CVAR can be a value between 45 and 135, and is 90 by default and when vanilla mode is enabled. The bind CCMD can now be used to bind a string of commands to a control. For example, to press the V key to enable vanilla mode without lowering the graphic detail, enter bind 'v' "vanilla; r_detail high" in the console. The player’s view is now updated immediately when on a moving platform. Tossing items dropped by monsters when they are killed can now be toggled on or off using the new tossdrop CVAR. This CVAR is on by default and off when vanilla mode is enabled. The player can now automatically use doors and switches if they are near enough by enabling the new autouse CVAR. This CVAR is off by default.
  7. How about this?
  8. Yes, I have. My solution was to stop using SDL_BuildAudioCVT(), do the conversion manually and then apply a low pass filter. See here. Might not be appropriate for Eternity though. Also, apparently support for the DirectSound audio driver will eventually be removed. EDIT: There's also the new SDL_HINT_AUDIO_RESAMPLING_MODE hint, which may come in handy.
  9. I can confirm that the prerelease versions of SDL 2.0.7 and SDL_mixer 2.0.2 used together do work, and the full versions won't be very far away.
  10. Hey. Here's the tweet you're after: As for a different titlepic for the BFG edition: well, there's no setting for it if that's what you're asking. If you want to replace it by way of your own PWAD, include DMENUPIC as well as TITLEPIC.
  11. It does, and has for a while now.
  12. Thanks @bzzrak, @traversd and @Chamelenoel. I'll look into each of these issues.
  13. Thanks Chamelenoel. I've just fixed the 1st issue you mention. As for the 2nd, I can't seem to reproduce. Playing around with boomedit.wad to get the scrolling platforms as slow as possible, the things on them scroll in exactly the same way is PrBoom+. Do you have an example wad?
  14. Sorry for the late reply, Doohnibor. I'm quite happy with how dark the diminishing light gets, but I'll look into tweaking it and perhaps implementing a cvar. As for the stillbob, this has been asked before. I don't think it's worth having two cvars for such a feature, so I'll consider halving the speed. (The reason why it is at the same speed as the movebob is so when you stop and go, the transition is seamless.) Interesting map! ;) I've been looking into this. (Strangely enough, the scroll effect doesn't work too well in PrBoom+.)
  15. Thanks Chamelenoel. Fixed! :)