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jeff-d
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Knee-Deep in KDiZD: Released! It's KDiZD for doom2.exe - 1.7.1 is now on /idgames
jeff-d replied to esselfortium's topic in Map Releases & Development
No, I strongly disagree, the yellow key room is where you find the yellow key! The rock wall is either in the yellow key room, or the red door room. -
200 Line Massacre: The Slaughtering (Vanilla Megawad) [Final]
jeff-d replied to Arsinikk's topic in Map Releases & Development
The UMAPINFO for map 36 has the exit taking you back to the level that you just left to get there. Was that intended? -
UMAPINFO "episode" Unspecified Behaviour Resolution
jeff-d replied to Altazimuth's topic in Source Ports
Knee-Deep in KDiZD has the following in the UMAPINFO: episode = clear episode = "", "", "1" This clearly isn't meant to be shown. -
Not sure if it's of any help to you, but I had this issue too. I bodged it here
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This bug is fixed in Doom Retro and International Doom. Also in my port. Not sure about others.
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My port shows the keys on the automap when the 'k' key is held down. This allows the keys to flash when the cheat button is mashed helping to be able to see them.
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Every change breaks someones workflow.
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MBF: A_LineEffect with teleport action always telefrags
jeff-d replied to boris's topic in Source Ports
Looking at the code, did you intend to leave mo->player pointing to &player if the special is zero? -
(Boom) Switches Don't Change Texture When Activated
jeff-d replied to Arbys550's topic in Doom Editing Help
Some of the better ports fixed this. Here -
I'm really sorry. I fixed this in my port in 2015 and for some reason I failed to publicise this. https://github.com/jeffdoggett/Doom/commit/14546b818077bcd2b51297c8f2ac05a9cadc2b15#diff-7d32a55729cba3784b056944307ec02973678523890c77f51e0ce45b0df65366
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DEHEXTRA discussion (split from Pr+ UMAPINFO thread)
jeff-d replied to Altazimuth's topic in Source Ports
0 - 100% - 200% etc -
My RiscOS port is also based on the original Linux Doom source code. It will compile and run on HPUX (still no sound). The HP PA RISC machines that I use at work are big endian so the code should also work on other big endian cpus. A lot of source ports are written on little endian machines & the authors tend to forget to use the SHORT() and LONG() macros. There is code in my port shamelessly stolen from DIY doom. Andreas also used some of my code in DIY doom.
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My riscos port supports 14100 to play the default music for the level. Perhaps we could just play the default if there is a music changer on the level that isn't defined in the MUSINFO lump?
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Way back in October 2015 I experimented with the vissprite sorting using nuts.wad as a test file. One method that I tried was to keep the array always sorted. Instead of adding each vissprite to the end of the array I slotted it into the correct location using a binary search. Trouble was, updating the list of pointers each time got expensive.
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Defining a new enhanced source port standard (Boom+/MBF+)
jeff-d replied to kb1's topic in Source Ports
The Automap colours are trivial. My port looks up the colour rgb in the standard palette and then finds the closest match to that rgb in the changed palette in the pwad.