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About Spectre01

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    -longtics enthusiast

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  1. Spectre01

    PrBoom+ 2.6.1um (Aug 16, 2021)

    What are the challenges associated with implementing MBF21 in PRBoom+? Wouldn't the DSDA-Doom code be nearly identical since the ports are so similar?
  2. Spectre01

    Judgment - 32 Map MBF21 Megawad (RC1)

    Looks great! Is 32 the only slaughtermap, based on that list?
  3. Spectre01

    dsda-doom source port [v0.21.3]

    Hey, two questions: Are ammo counts showing up on the Advanced HUD planned for the future? Last mention of that was from Garrett almost a year ago. I've also noticed that vanilla resolution of 320x200 is not an option in DSDA but exists in the UM fork. It would be nice to have, along with the widescreen equivalent.
  4. Spectre01

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Would it be possible to implement something like GZDoom's palette tonemap as a shader for OpenGL? It's great at emulating the software look with all the benefits of hardware rendering. Also, the Shaders sector light mode is the most atmospheric and accurate to the software renderer (e4m7) but the brightness diminishes too much in darker areas. It's possible to see the opposite wall in software, GLBoom, and GZDoom modes, but Shaders renders pitch black even at maximum gamma correction.
  5. Spectre01

    dsda-doom source port [v0.21.3]

    There was discussion last year in the 2.6.1um thread about the possibility of replacing the sound code with the one GZDoom uses, which allows for 128+ sound channels without a group of Revenants blowing out your speakers/headphones. According to @Graf Zahl, it sounds like a better long-term option compared to utilizing the vanilla sound system.
  6. Spectre01

    dsda-doom source port [v0.21.3]

    Is updating the way audio channels work within the scope of this port? At this point, my biggest gripe with PRBoom+ derivatives is how they destroy your ears with 32 sound channels or ignore some of the audio at lower values. 12 channels is as high as I go before slaughtermaps become offensive to the ears, but that does lead to a lot of sounds not playing that I'd like to hear.
  7. Spectre01

    dsda-doom source port [v0.21.3]

    Is it possible to allow intermission text to auto-complete in vanilla wads, with a key press, like it does in Boom? In -cl 2/3/4, it skips the intermission entirely if you press use. It's not a huge issue, but I like to read the story when playing a new wad and currently have to wait for it to slowly appear.
  8. Spectre01

    REKKR - V1.16

    For those out of the loop with development, how is the Steam version different from the free release?
  9. Spectre01

    dsda-doom source port [v0.21.3]

    @kraflab Big looks great, thanks!
  10. Spectre01

    dsda-doom source port [v0.21.3]

    Speaking of crosshairs, it would be nice if the scaling option was improved. When scaling is set to "No", the crosshair is microscopic and when it's set to "Yes", it's a bit large and chunky. Something between the 2 sizes would be ideal.
  11. Spectre01

    Things about Doom you just found out

    The soldiers walking along this top ledge in e1m4 don't attack or shoot back if you stay in the tunnel and do not enter the room. Not really sure what causes it.
  12. Spectre01

    What were the first three PWADs you downloaded?

    Not sure about the third, but the first two were Plutonia 2 and Scythe 1. Plutonia 2 because I wanted a sequel after playing Plutonia and Scythe 1 since I saw BigMacDavis making videos for it.
  13. Spectre01

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Nice! A couple of changes I'd like to see carry over from DSDA-Doom would be "Fine Sensitivity" for mouse turning and numbers next to the option sliders. The former made the mouse precision feel so much better.
  14. Would it be possible to add options for a crosshair as well as support for higher resolutions, i.e. 1080p?
  15. Spectre01

    dsda-doom source port [v0.21.3]

    Is it possible to have the projectile translucency setting work across complevels? It's already implemented in the 2.6um fork.