Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

magicsofa

Members
  • Content count

    1953
  • Joined

  • Last visited

About magicsofa

  • Rank
    Forum Furniture

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I agree... as long as you add that the success will be all for Netflix (and other companies as they glom on). They asked themselves, "how do we squeeze every penny from customers while having as much control over our product as possible?" This is the answer. Consumers could rally against it, and depending how bad conditions get, they might. I doubt it though - people are already numb to the idea of streaming everything all the time. Netflix will kill whatever game they feel like in order to pump the next one and it will probably work every time. This kind of thing has already been happening, see Dead Game News for some terrible stories of games being handed an unnecessary death by the industry. In particular though, this video helped me understand a lot more about what is happening:
  2. Whenever I go to a restaurant with lots of interesting beers, I'm really good at picking the one they just ran out of. Similarly, I'm trying to make the player swim faster in GZDoom and after a whole day of busting keyboards with my forehead I've come up with several solutions that all suck. Here's what I would like to accomplish: 1. Make the player swim faster than they walk (you are an aquatic humanoid, obvi) 2. Allow visibility through the surface of the swimmable area. Swim speed is still not exposed in zscript or anything else as far as I can figure out. Also, regular speed has no effect on swim speed (wtf?). I had the genius idea of setting the player's speed accordingly if they are under the water - nope. The swimmable area still keeps you at the normal snail's pace when traveling horizontally. Even weirder, vertical motion is affected, I suppose in order to allow the player to quickly float upwards as if they were buoyant (also stupid because you sink when idle). I also tried modifying player friction, but that just makes movement more "slippery" without changing your maximum speed. I also tried changing ForwardMove instead of speed, with the same results. So, I came up with the following hacky solutions: Solution 1: Use Transfer_Heights to create the water, -without- the swimmable flag. Then use eyes below/above actions to give the player flight, simulating swimming. This worked great, even the default flight bobbing motion was convincing and everything! But... you can't see through the surface. Solution 2: Override MovePlayer() to simply give flying whenever the player is at z <= 0. Works, control sector can be a nice easy 3d floor - but then all water has to be at the same height. Which is okay but it would be much better to have full freedom with water placement. Solution 3: Give the player +NOFRICTION, which is they only damn property that can disable the swimming limit. Works but I have to manually apply friction, which just seems like too much wheel reinvention. I'm hoping I missed something... can you make a transparent surface with transfer_heights? Alternatively, is there a way to detect when the player enters a non-solid 3d floor? Does anyone know how to override GetFriction? Please don't tell me portals are the answer? Any and all ideas are welcome!
  3. magicsofa

    I broke my computer (sending from an old PC)

    Hah... you really are a pessimist. You haven't even got the rig back yet. There's this saying, "we'll cross that bridge when we get to it."
  4. magicsofa

    Setup showcase thread

    You almost had me for a second there. Almost.
  5. magicsofa

    what are you working on? I wanna see your wads.

    Just turn the demons into sheep and it's basically Ireland
  6. magicsofa

    WHY WON'T MY TEXTURES WORK???

    The "Add to TextureX" command automatically adds the patch to the patch table, no need to do both. Only reason you'd want to use "add to patch table" is if you didn't want the patch to be added as a texture by itself, because you're using it as a component for composite textures only. EDIT: Also keep in mind that when you save in the Texture editor, you're actually just saving the texture lump and not the entire wad (you'll see the asterisk appear on the tab for browsing the wad). Many time's I've quickly hit save and went to test, but forgot to actually save the changes to the archive itself!
  7. Yeah, this is kind of the crux of all rape-apologist philosophy. It is also completely illogical. There is no law that says "what happens on your business trip, stays on your business trip." Maybe you are confusing the "reasonable expectation of privacy" which prevents the cops from opening your curtains in order to see inside your home. But if there's an unobstructed view of you doing something illegal from the outside, you totally can get arrested right then and there. To say that sexual assault in any form is a "private matter" is absolutely bullshit. The whole point of that narrative is to take agency out of the woman's hands, while simultaneously removing responsibility from the man. Just think about what you are implying. You're saying that the parties involved should have solved the issue themselves... but if someone is acting abusive, in what strange world would they work toward stopping their own behavior unprovoked? Obviously in a fantasy world only. So you are actually saying that the woman should have solved the problem alone... but not through any official channels. So you want her to solve the problem, without invoking the government, without whining about it, without ruining his precious career, without forcing you to feel uncomfortable (god forbid) about your half of humanity. Are you starting to see the double standard here? What exactly would you have her do, just stab the guy and make sure you get away with it? Perhaps you were the victim of sexual assault and you want to explain to us how you cleanly solved the problem? Oh wait, nevermind, it's a private matter. Keep it to yourself!
  8. magicsofa

    what is the difference between an IWAD and an IPK3?

    It bears mentioning also that pk3 and ipk3 are only supported by some ports, whereas anything including doom.exe can load .wads. So if you want maximum compatibility, you're stuck with .wad - however if you're targeting a port like GZ then don't bother since .pk3 is more convenient with directory structures and the ability to modify the archive using regular zip programs.
  9. I like it because I would easily forget or miss the post if it weren't for the notification. ...also it should be PAPADILLA for real what's so hard about that?!?
  10. magicsofa

    Things about Doom you just found out

    I just found out that port 666 is still "reserved" for Doom, not that it matters much. I think of it as the cave-painting that represents video game history :)
  11. magicsofa

    what resolution do you play doom on

    Well, let this be a lesson that to start a discussion just explode into the middle of a run-on sentence about your TV or whatever Don't come out all coy you have to bash people over the head with it
  12. magicsofa

    what resolution do you play doom on

    Yup, 320x200 on a 1366x768 screen. When I'm feeling rich I crank it up to 640x400 but that's only when something other than Chocolate is required
  13. magicsofa

    what are you working on? I wanna see your wads.

    Magic Doom 2
  14. magicsofa

    Its my birthday

    Today is the first day of the rest of your life
  15. magicsofa

    Why do you all have bobbing on?

    I think you are right... I was probably seeing the walk bob as more intense because you're moving so much slower in x-y direction, which makes the arc of any reference point more round. When you run, it flattens out (doppler effect yay!). However I just did a really smart experiment of continuous walking and running into a wall, and the difference there is pretty big.
×