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Zodomaniac

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About Zodomaniac

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  1. Zodomaniac

    So Doom

    So Doom 5.6.8 has been released on Nov 13, 2019. https://github.com/Zodomaniac/So-Doom/releases/download/so-doom-5.6.8/so-doom-5.6.8-win32.zip So Doom-specific changes: 'So Doomy HUD' with the status bar face above the ammo widget and translucent background for netgames has been introduced. Thanks a lot to @fabian for all the hints! Main menu port logo has been brought to the front of 'M_DOOM' picture, to avoid shading of the former when the latter is large like in Memento Mori. Changes pulled from Crispy Doom: IDCLEV is now allowed during demo playback and warps to the requested map (starting a new demo). The revenant sync bug (with homing or non-homing missiles) with New Game demos has hopefully been fixed. If a new game is started (current level is reloaded/next level is loaded on pressing the respective key) during demo recording, a new demo is started. Thanks to @Looper for the feature request. No statdump output is generated now for ExM8, and updating the Archvile fire's floorz and ceilingz values has been reverted, which fixes demo desyncs that @fraggle discovered. Thanks for that! 'Intermediate Crispy HUD' without the status bar but with the face and its background in place has been introduced. Thanks to @UndeadRyker for the request! Fuzz effect animation remaining static in one case has been fixed, this happened if the number of pixels to apply the fuzz effect to was an integer multiple of FUZZTABLE. Thanks to @Julia Nechaevskaya´╗┐ for the suggestion!
  2. Zodomaniac

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    What is parfect quick start? I write BAT-files with -skill N -warp M (followed by -record if recording a demo) to get into the game with just a double-click.
  3. Congrats on 2.0 release! Feel free to try it out with So Doom 5.6.7 where I tweaked the INTERCEPTS overflow check to perform better. You should then have Intercepts overflow evasion turned on.
  4. Zodomaniac

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Which 'other limits' do you mean?
  5. Zodomaniac

    So Doom

    So Doom 5.6.7 has been released on Nov 4, 2019. https://github.com/Zodomaniac/So-Doom/releases/download/so-doom-5.6.7/so-doom-5.6.7-win32.zip So Doom-specific changes: INTERCEPTS overflow option has been implemented in drfrag666's way for better performance. TNTWEAPx (TWx) cheats now display the hint. Changed the hint displayed on typing the TAx cheat. Changes pulled from Crispy Doom Disallowing the vertical mouse movement now disables controlling the menus with the mouse, thanks to bryc for requesting this. TNTWEAP0 now removes the berserk strength, all weapons and ammo except for pistol and 50 bullets. Status bar face expression staying across level changes has been removed, thanks to JNechaevsky for pointing this out.
  6. Zodomaniac

    So Doom

    @seed could you point me to it, please?
  7. Zodomaniac

    So Doom

    Hopefully :) @SmileTheory, welcome to the discussion :)
  8. Zodomaniac

    Vanilla Doom smooth weapons

    Posting the WAD with your DEHACKED fix just in case. Great work @fraggle and @perkristian! vsmooth_rlfix.zip
  9. Zodomaniac

    So Doom

    That's true, they are supported.
  10. Zodomaniac

    So Doom

    @seed All the changes regarding pre-1.2 support have been pulled to So Doom and Crispy from Chocolate Doom, so I recommend to post your concerns on them in Choco issue tracker.
  11. Zodomaniac

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    @drfrag Thank you for the work on intercepts limit! I will include it in the next version of So Doom. Edit: I'd like to keep the option for the limit evasion, what should I add to your code?
  12. Zodomaniac

    So Doom

    So Doom 5.6.6 has been released. https://github.com/Zodomaniac/So-Doom/releases/download/so-doom-5.6.6/so-doom-5.6.6.zip So Doom-specific changes: New cheat for getting specific ammo (TAx) and shorter one for getting specific weapon (TWx) have been introduced. Changes pulled from Crispy Doom: DOOM.WAD v0.99-v1.2 are now supported along with v1.2 demos, merged from Chocolate Doom, contributed by SmileTheory. Automap panning in flippedlevels mode has been fixed, thanks to JNechaevsky for reporting. Self-repeating states in P_LatestSafeState() are now handled. Max-sized background buffer is now allocated for the bezel. This fixes a crash when the game is started with crispy->hires == 0 and scaledviewwidth != SCREENWIDTH and then crispy->hires is switched to 1. Early exit from the tally screen after ExM8 is now forced, which enables demos to progress to the end of game sequence. TNTWEAP2 now removes the pistol.
  13. Zodomaniac

    Vanilla-compatible pistol with sliding frame

    The timing of the GIF is faster and smoother than that of the actual animation, yes. The frame with slide completely back is present in the GIF as well, but it's shorter. In the actual animation the barrel is pointing horizontally at the moment of firing: And the 45 degrees angle barrel position happens after the shot. I have fired a pistol myself and can say that it's quite normal, especially when holding the pistol with one hand. If you want faster timings of the frames, check out my STROOM 2 and LEADSTORM add-ons that include the faster animation and rate of fire with the same frames. Here are GIFs with Vanilla timing and STROOM 2/LEADSTORM timing of the pistol fire.
  14. Zodomaniac

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Sorry, I tried it myself, didn't work. I said that based on the fact that 32 kHz sampled OGGs played faster for me as my sample rate was 44.1 kHz.
  15. Zodomaniac

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Try changing snd_samplerate in the config.
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