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Spectre01

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About Spectre01

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    -longtics enthusiast

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  1. Spectre01

    Things about Doom you just found out

    Just had Dead Simple trigger the step to the exit platform twice: In this case, the exit becomes reachable by straferunning off one of the Mancubus platforms. I assume this has something to do with the last 2 Arachnos dying at almost the same time. Either way, first time I've had it happen to me on a map07 across all wads.
  2. Spectre01

    dsda-doom source port [v0.22.2]

    On the subject of translucent projectiles: Eternity has an option for "additive" translucency, which I think looks a lot better than the Boom one. Perhaps it could be implemented into DSDA-Doom as well? Examples: The latter has a much livelier look to it.
  3. Spectre01

    PrBoom+ 2.6.1um (Aug 16, 2021)

    What do the gl_use_paletted_texture and gl_use_shared_texture_palette options below do? I can't seem to find any explanations, other than documentation that they were implemented.
  4. Spectre01

    PrBoom+ 2.6.1um (Aug 16, 2021)

    From a user perspective, the biggest difference is that Woof does not have a hardware renderer or screen resolutions above 640x400 (and the widescreen equivalent).
  5. 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?
  6. Looks great! Is 32 the only slaughtermap, based on that list?
  7. Spectre01

    dsda-doom source port [v0.22.2]

    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.
  8. 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.
  9. Spectre01

    dsda-doom source port [v0.22.2]

    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.
  10. Spectre01

    dsda-doom source port [v0.22.2]

    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.
  11. Spectre01

    dsda-doom source port [v0.22.2]

    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.
  12. Spectre01

    REKKR - V1.16

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

    dsda-doom source port [v0.22.2]

    @kraflab Big looks great, thanks!
  14. Spectre01

    dsda-doom source port [v0.22.2]

    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.
  15. 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.
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