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AlexMax

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About AlexMax

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  1. Whatever the source of your anger, it's good that you're being introspective about it, instead of just rolling with or - even worse - thinking it's justified somehow.
  2. ZDaemon 1.10 Released

    You might have been using Skulltag physics. I know that Skulltag made changes to the physics that allowed you to gain speed by rapidly jumping in a straight line. I do not believe that this is the default setting in Zandronum anymore - I believe it's only used by older modifications that rely on the such physics, such as Jumpmaze. And yes, ZDoom 1.23b33's physics are very strange. Here are two instances that I personally encountered trying to figure out how to get ZDoom 1.23b33 physics maps working in Zandronum, and there are doubtless more. I do know that before ZDaemon went closed source, somebody made a modified ZDaemon server that might have fixed a few of the problems - I do not know how many of these changes made it into the actual port, nor how effective they were.
  3. ZDaemon 1.10 Released

    Directly from the server? Couldn't that potentially interfere with servicing player connections?
  4. Speed Session: Impromptu DM

    Spent like 30 minutes on the original layout, spent most of today tweaking and detailing. Download: https://drive.google.com/file/d/1feHcNSGNmeYNiiZYv9Xzxe789pTROIPA/view?usp=sharing Music: http://theprodigy.info/download/midi/the_prodigy-smack_my_bitch_up3.mid
  5. (Poll) Your favorite Doom source port?

    Zandronum. Doom is more fun with more than one, and it is the most capable multiplayer port out there by a long shot. Plus, being a modern ZDoom-alike, it's as easy to set up as modern ZDoom too. If I need vanilla-compatibility, I use Crispy Doom.
  6. By modern, do you mean Deflate (type 8)? I didn't think idgames had that many non-deflated archives. And if you didn't mean Deflate, I think it would be wise to add, parenthetically, that not all tools that deal with ZIP files know how to deal with the myriad of strange compression options that ZIP supports. I know both ZDoom and SLADE warn about such things.
  7. Crispy Doom 5.1 (Update: Jan 13, 2018)

    Making sure timidity was working was one of the things I checked when working on midiproc. How exactly do you have timidity set up?
  8. Things about Doom you just found out

    Using the numeric 0 key on the automap saves your position and zoom level and zooms out so the map takes up the entire screen. Pressing 0 again returns to your saved zoom level and position. I never realized this was a feature of the game before today, and it's even listed on the help screen. I've likely glossed over it in countless bind menus as well.
  9. Writing a Doom style shader

    Unless I am misinterpreting what she's done, it looks like she's replicating the look of the software renderer in a truly 3D OpenGL renderer. The novelty that jmickle appears to bring is doing 3D rendering using a palette, and then using the proper colormap index based on distance, which to my knowledge has not been done before. If all you want is literally the software renderer on an OpenGL context, which is my understanding of what ZDoom used to do, the later steps she is taking are unnecessary (if it's even possible), you just do the red palette index trick from the normal software rendered output and you're done.
  10. Writing a Doom style shader

    That's amazing. That "palette index as red value" trick is something I recognize and have used before, but seems like you took it the rest of the way. Wonder if @Graf Zahl would implement something like this in GZDoom - if he hasn't already.
  11. How much room of improvement is there for GZDoom?

    I might be a bit biased, but considering how widespread of a standard two-team CTF is in multiplayer-centric child ports, I'm kind of surprised that there is no upstream implementation. It's work, but it's not THAT much work, and could pay dividends if GZDoom ever improves its multiplayer support. I know that it could possibly be implemented in ZScript, but CTF isn't a game mode that changes a whole lot and there are already a bunch of maps for it out there.
  12. Pyrrhic - 11 deathmatch maps. Feedback wanted.

    Okay, I've actually got some playtime on some of the maps and I've got a few more comments - please note that these are not from an experienced dueler, more of an amateur, so take with a grain of salt. MAP01 - Some of the helper items like rockets could stand to be a little more out of the way, so they're not gobbled up carelessly. MAP04 - The SG spawn near X: -592 Y: 469 is damn near suicidal - not to mention it's right next to two other disadvantageous spawns. I think you should get rid of it and maybe add another spawn elsewhere. Also, is it me, or is there only one SSG? I think the SG near X: 863 Y: 522 could be replaced with an SSG instead - seems kind of pointless to have a SG there when there's an SG spawn right next to it. Also, I think that maybe my dumb switch idea was a little dumber than I had anticipated - it's incredibly hard to accurately hit that green button unless you're careful. MAP10 - I really like the way this map is laid out for a duel. Seriously, it's great, it reminds me of Aerowalk in a way. However, this is just my personal thing, but I am incredibly prejudiced against SSG spawn slugfests. If there was some way to make this a 2-3 SSG map, it'd be perfect in my book. You'd have to be incredibly careful about it though, to make sure no spawn is too awful - and who knows, maybe you want a SSG slugfest, which is okay I suppose. Also, I agree with Decay - the grassy courtyard area is awkward, perhaps lower the height of those metal railing/barriers by 16 so you can walk over them one way?
  13. Aaron "DemonSphere" Emge has passed

    Found out about this last night. Hasn't gotten any easier. Rest in peace dude.
  14. Pyrrhic - 11 deathmatch maps. Feedback wanted.

    MAP07 has a lot of instances of bars that bleed through the top or bottom of windows. Also, I had a dumb idea for moving the switch that lowers the BFG door on MAP04, to make it more obvious.
  15. Pyrrhic - 11 deathmatch maps. Feedback wanted.

    Good to see you back in the saddle, hobo. I'll see if I can get some duel servers up for these sometime today on Zandronum. EDIT: [NJ] FUNCRUSHER || Pyrrhic Duel is currently running at 50.116.50.115:10689 Server is running final version
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