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GoneAway

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About GoneAway

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  1. GoneAway

    dsda-doom source port [v0.24.3]

    I've decided to stop frequenting doomworld. I've opened up issues in the repo for anyone that doesn't hang out in the discord, and I'll continue to post builds in both of those places. It's not the misinformation campaign or the disingenuous clout chasing that bothers me, nor even what I can only describe as antispeedrunner bigotry, but the fact that that behaviour is welcomed and celebrated in the wider forum that I find so disappointing. Ultimately I don't care enough to continue putting up with that and don't have much interest in sticking around for it. You win this round 🤷
  2. Beidou strong!

  3. I'm looking into the crash in dsda-doom right now. It's caused by the face replacements but I'm not sure exactly why yet. Deleting all of them (STFST* etc) prevents the crashing. Is there anything special about these replacements? Are they all the typical size?
  4. GoneAway

    dsda-doom source port [v0.24.3]

    The "h" is "horizontal", as in left / right. So an offset of 10 should shift the starting location to the player's side by 10 units. The 90 degree rotation calculates that location.
  5. GoneAway

    dsda-doom source port [v0.24.3]

    If "scale crosshair" is on, then the crosshair increases in size with resolution to cover the same fraction of the screen as it does at low res. If it's off, then it looks "smaller" at high res because it isn't being scaled up to match. But at 200p, it is at the base size, so the scale factor is 1 (no difference if option is on or not). It looks like it's all working correctly on my end. For the super low resolution, it could be worth adding a 1 pixel dot variant. I think the existing one is 3x3.
  6. GoneAway

    What console commands do you use?

    Thanks for all the ideas :^) Some stuff that's already implemented for the upcoming release: - add / remove keys - add / remove powers - add weapons (need to look into how removing will work) - all the cheats - add / set ammo values - set health / armor (this was there already) - binding keys to console commands (tested this out with "noclip;fly;iddqd" for instance) - loading and running script files - demo playback navigation (jump to a time or move forward / backward by a time) - some basic feedback (command invalid etc) - pressing up restores the last command (full up / down history forthcoming) Most of the stuff in here looks doable and should be added eventually. Reconfiguring settings in the console is a monster I want to approach at some point but it may require a lot of refactoring, since the console will need to know which settings need to cause side effects when they are changed (e.g., reinitializing graphics). I might start with a limited implementation of the settings that are simple (mouse sensitivity for instance). I need to do a sweep over usability as well, since the console is basically implemented in the simplest and most limited way possible right now :^) @Doomkid FHSHH: is this just about disabling line-of-sight checks for monsters that are inactive or does it also disable the proximity wakeup when you bump into monsters?
  7. I'll be expanding the available console commands in dsda-doom in the next release and am curious what kinds of things everyone currently uses their in-game consoles for. Which commands do you use most often? Commands from other ports or even from other games would be of interest.
  8. GoneAway

    dsda-doom source port [v0.24.3]

    The port can only explain an error if it's anticipated and caught by the software. A generic exception like a segmentation fault for instance doesn't have the context in a regular release build to explain itself in a helpful way. There are lots of ways dehacked files can crash due to how flexible the code pointers are and a lack of comprehensive validations (as an example). If you post your wad either here or in the editing section, someone may be able to see the issue right away. If you still have a problem let me know and I will figure it out on the code side.
  9. GoneAway

    dsda-doom endoom support [split]

    You said that I only listen to speedrunners, and that I'm being dishonest about it. Where? I don't remember ignoring the whole community and listening to speedrunners only when organizing mbf21, or when planning out new features for this port, or when thinking about the future. I've spent a lot of energy thinking about how to lift up all ports and approach standards that everyone can enjoy, regardless of playstyle, regardless of port even, working with other source port authors and developers that aren't related to speedrunning. I just don't understand why are you demonizing me for something I haven't even done. Own what you say.
  10. GoneAway

    dsda-doom endoom support [split]

    I don't understand why essel and associates are pushing this narrative that I don't like mappers and nonspeedrunners. Is the goal to get rid of the source port? What exactly is your purpose to make such disingenuous posts? I got completely demotivated after being called an enemy of mapping earlier this year and haven't been able to get interested in working on any new standard stuff.
  11. GoneAway

    dsda-doom endoom support [split]

    Where did I complain about nonspeedrunners being in the thread? My problem is if nonspeedrunners want to tell us how speedrunning should work - a topic that isn't even the subject of this thread. Should I come in and tell you how btsx should be made or how mapping should work? I have no problem with anyone's opinion on endoom. Obviously for speedrunning topics the actual speedrunners are going to be considered more heavily because they have stake in it.
  12. GoneAway

    dsda-doom endoom support [split]

    Now that someone has puked their ignorant, self-important, and irrelevant opinions on speedrunning into a completely unrelated thread I have finally completed my bingo card. "oh a thread about endoom, better go on a diatribe about modern speedrunning, a community I'm not even a part of"
  13. GoneAway

    dsda-doom endoom support [split]

    You're misunderstanding the situation entirely. My removal of this feature has nothing to do with what anyone else thinks and is purely the result of the rationale I posted near the start of this thread. It isn't happening because any person or any group of people want or don't want the feature to be removed. The objections by any person or group are not being valued more or less than any other group. There are also speedrunners who like this feature - obviously, because as I said it has nothing specific to do with speedrunning and thus affects all players equally. Some people just love to have an us vs them narrative to play out their fantasies in an internet forum.
  14. GoneAway

    dsda-doom endoom support [split]

    It's not a zero-sum game and the groups aren't separate. Most speedrunners also play the game casually, and many are also mappers (including me). Furthermore, the "speedrunning features" are often things that benefit everyone (e.g., rewind, extended hud). Endoom doesn't have any relationship to speedrunning. Removing it is not a "pro speedrunning" decision and I don't know how the conversation got there. The outcome of this has nothing to do with anything being brought up right now. Evidently, my focus on speedrunning features and quality of life has created a port that also appeals to casual players. The design philosophy hasn't changed, so I find it unlikely that the outcome will change.
  15. GoneAway

    dsda-doom endoom support [split]

    I find it frankly disgusting to suggest that I only listen to speedrunners. I've implemented various features specifically for mappers and casual players that have no relevance for speedrunning, as well as dedicated substantial time debugging issues with dehacked or other lumps for mappers. Those requests have often come in through the forums. Since I don't have a lack of things to do, I don't really need more streams of communication. Kinsie is being dismissed for their absurdly disingenuous post, not because they aren't a speedrunner.
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