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About AlexMax

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  1. AlexMax

    Source port for MP action?

    To my knowledge, all client/server multiplayer source ports make use of the "remote console" paradigm for servers that are primarily driven by console commands, so unfortunately, you will find no respite there. However, there are two major server browsers out there - Doomseeker and Doom Explorer. If you're pissed off with the server hosting capabilities of one, you might want to try the other.
  2. CONF17 causes a crash on GZDoom 3.3.2 running the software renderer. No crash message, just an unceremonious quit. Upgraded to 3.4.0, and the crash seems fixed, but I thought you oughta know.
  3. AlexMax

    Announcing AJBSP

    What would it take to support ZDoom compressed nodes (ZNOD)?
  4. Strange, I also had a similar product called a 5 foot 10 pack. Shareware Doom was included, but of course I didn't need it because Internet. I think it also had a CD for Kings Quest 5, but that game was hard as nails and I never got far in it. But one or two of the other included CD's had some interesting weird random stuff on it, like Corncob 3D, a 3D walkthrough of a house, and Fishtro by Future Crew. I wish I could find it again so I could more fully explore the CD's and remember what was on them.
  5. AlexMax

    What the heck happened to Doom Touch/D Touch??

    This might be a silly question, but how do I skip downloading the 70 megabyte music pack? It keeps prompting me to do so, and I don't know how to say "No, just keep going, I don't care about music".
  6. AlexMax

    Which DOOM did you play first?

    Doom Shareware v1.2
  7. AlexMax

    Computer.wad (DTMCH)

    I think, more importantly, it's important to actually test your maps in the described gametype before distributing them to the wider internet. Probably the easiest way to test deathmatch maps is to load the map up in Zandronum. From there, load your WAD, go into the console, and type the following things: ]deathmatch true ]skill 4 ]sv_cheats true ]sv_weaponstay true ]sv_itemrespawn true ]map map01 Once you're on the map, you can then use bots to test your map: ]addbot Note that bots should only be used to test the big picture stuff - such as ensuring that you have deathmatch spawns properly placed. Using bots to test your maps for balance is probably not a wise idea, but better than nothing. Hope that was a little bit helpful.
  8. AlexMax

    Odamex source down?

    Ah, that's the problem. The version of Odamex in git has been updated to work on SDL2 and SDL2 versions of libraries, such as SDL_mixer 2.x. You need to link against those libraries, not SDL 1.2.x or SDL_mixer 1.2.x.
  9. AlexMax

    Odamex source down?

    Strange. What version of SDL_mixer are you linking against?
  10. AlexMax

    Favorite Source Port?

    Zandronum and Crispy Doom. Zandronum is far and away the best multiplayer port and has enough ZDoom compatibility for my needs, while Crispy Doom is great for that vanilla+ feeling without the glut of extra features and options that pr+ seems to have. I kind of wish there was a "Crispy Boom/MBF" as a middle ground, but eh, Zandronum plays Boom WADs well enough.
  11. AlexMax

    Computer.wad (DTMCH)

    No. No they didn't need to download the wad before saying that. It's actually even worse than the screenshots suggest. This map doesn't even have deathmatch starts. Did the author test this map at all?
  12. AlexMax

    Crispy Doom 5.1 (Update: Jan 13, 2018)

    This doesn't make any sense. Does your Chocolate Doom have chocolate-midiproc?
  13. Wow, this is fantastic. Nice work, it must've taken some effort to assemble all of those charts. Perchance, did you get the idea from Boss Keys? The analysis reminds me a heck of a lot of that series.
  14. 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.
  15. AlexMax

    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.