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About -TDRR-

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  1. -TDRR-

    Why is Odamex so underplayed?

    That can change if you tell your friends about it ;) (seriously though, if you do have someone who plays Doom multiplayer, try to play with them on Odamex, maybe they could play it from time to time)
  2. -TDRR-

    Why is Odamex so underplayed?

    Click on this text to find out more about Odamex
  3. -TDRR-

    Why is Odamex so underplayed?

    Well, of course, i'm talking about most of the time instead of just on special events, which finally appears to be happening once again.
  4. -TDRR-

    Why is Odamex so underplayed?

    That setup is way too strange for beginners and isn't really welcoming at all. Just leave the buttons configurable to the user and use the one i suggested which is the simplest to use. Similar to the SNES version of Doom, which despite having input delay controlled great.
  5. -TDRR-

    Why is Odamex so underplayed?

    Wait, there are PSP and Android ports in early development? That's fantastic! About the Wii port, you should ask the guys who made the Quake ports, they are piko, Eluan and Izhido, all their ports include very stable networking. (no hosting though) Also, i'm definitely going to do a WiiBrew article on it whenever the Wii port is done ;) Nice to hear that the Discord is growing! I will join too. EDIT: Almost forgot, will the Wii port ever support Wiimote alone and Wiimote + Nunchuck? Wiimote alone would be really awesome, maybe D-Pad = move and turn, + and - = Switch weapons B = Strafe, A = Automap, 1 = Use, 2 = Fire. Wiimote + Nunchuck should be obvious.
  6. -TDRR-

    Why is Odamex so underplayed?

    Indeed, i noticed that it tries to stick to vanilla yet enhance at the same time, and it sure does well. You are right, i just now noticed that Odamex isn't exactly the most easy to use sourceport but it is neat when you figure out the important stuff. I only wish that someday we got the chance to bring a lot of players to Odamex. I can imagine many ZDaemon players prefering a more vanilla-like sourceport that isn't so butchered (blockmap bug in cases where it doesn't happen in vanilla?!) an Android port is what i feel could help a lot considering the only other mp sourceport in there is Delta Touch's Chocolate Doom (and that kinda sucks compared to Odamex for it's own reasons) and is also the only MP sourceport viable for Playstore distribution. Odamex also plays very well with high ping, yet Zandro struggles at 70ms or so, ZDaemon does work decently with 150ms though. Definitely would be my go-to multiplayer sourceport.
  7. Why? It has a lot of good stuff, as said in the spoiler below. And probably other stuff. What do you think about Odamex?
  8. This tutorial is awesome, i can finally find people to play and servers with low ping across all three main multiplayer ports without having to use separate launchers. Hope you don't mind if i make a spanish video tutorial of the IDE method. Does IDE support language packs though?
  9. What game is your avatar from? It looks pretty cool.

  10. -TDRR-

    k8VaVoom: no good thing ever dies!

    Here's DUBG Yes, it's made by me and while it is nowhere near being one of the best mods i still enjoy playing it. It doesn't use super-complex tricks nor anything out of the normal, so fixing support for it should be adding the following: Player.UseRange (property) Player.Colorset (property) Player.Face (property) A_FireSTGrenade (codepointer) A_Warp (codepointer, this isn't as necessary, merely for PvP glorykills) I meant checking like this A_JumpIf(x == somenumber, "Lolz") You should add a -laxdecorate parameter that ignores the same errors GZDoom does but with a huge message window before starting that says something like "DO NOT REPORT ANY BUGS WHEN USING THIS PARAMETER, YOU HAVE BEEN WARNED" Also, who cares if this can't run BD? Performance is bound to be SO BAD that you couldn't possibly play it in many levels. EDIT: I edited DUBG a bit and got it running but the weapons barely work, they don't eject casings and the animations are all very messed up, i suppose TEXTURES animation confuses Vavoom.
  11. -TDRR-

    The "stupid mod idea" thread

    I was actually thinking about doing a ZKeen sort of thing. Not really a combination of Keen and Doom but just Keen in the ZDoom engine, would make for a neat way to play Keen online, be it Deathmatch, Co-op or any other gamemode. My maps look like garbage so that's basically why i haven't done much yet.
  12. -TDRR-

    Share a random fact about yourself

    I learned English with 10% the knowledge i learned from primary school, and 90% playing online games when i was 9 years old. My native language is Spanish. (i feel you Gaia74 my writing sucks too)
  13. -TDRR-

    k8VaVoom: no good thing ever dies!

    Something that completely prevents many mods from running on this is the fact that it bombs out when a replaced type isn't found, when it would be better to just print an error to the console and continue as normal. Basically anything that adds support for other mods or Skulltag content will never work without modifications in this thanks to that. I really like how it looks and the Quake effects are neat, but the rendering interpolation feels very laggy, you press a key and there's a noticeable delay until your character actually does it, especially moving. Also, does this already support checking x, y and z values in DECORATE, along with ACS libraries? If that's the case then it should be pretty easy to make a dynamic light pack for the IWAD maps. EDIT: Wait this runs BDLite already?! EDIT2: Aw, but it doesn't run DUBG, would have been cool with the new effects. EDIT3: You should also try The Adventures of Square to see which features work and which don't. If that doesn't run you can try my backport of it
  14. -TDRR-

    Is Freedoom DEAD? 😱

    BRING BACK THE OLD ROCKET LAUNCHER- uh i mean I don't really think FreeDoom is dead, anyone can just go and continue the project. I would but i really suck at drawing, mapping and basically any other thing i could help with. FreeDoom is so complete right now that besides not being vanilla-compatible and missing one map in Phase 1 it wouldn't have much problem if it stopped development right now.
  15. -TDRR-

    CTF & Last Team Standing? ala CS:GO

    I have made a CTF mode in the following 4 mods which can be used with Team LMS: Doom Fortress 2 Skulltag Emulation DUBG (name change pending) And the base CTF mode, works with any gameplay mod For the most/best maps choose either Skulltag Emulation or DUBG. Skulltag has 10 (20 if you count ST maps) CTF maps and work nicely with most gameplay mods. DUBG is a gameplay mod by itself and has only two but fairly refined CTF maps. To play it, you need to start up a match of Team LMS in one of the maps, in DUBG it's DCTF01-DCTF02, Skulltag Emulation is D2CTF1 to D2CTF10 and D2ST1 to D2ST10 for Skulltag mode maps, Base CTF is MAP01 to MAP03 and Doom Fortress 2 i can't remember.