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ketmar

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About ketmar

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  1. ketmar

    k8VaVoom: no good thing ever dies!

    i still want to write a new renderer. i will prolly go into (almost) radio silence mode soon, and will try to implement my renderer ideas. otherwise, everything will go as usual: i'll continue implementing missing decorate and ACSF features, so we'll have more and more things working. tbh, i have a quite long private TODO list, but i won't speak about it in public, 'cause people will expect it to be implemented, and i want to have some room to maneuver. ;-)
  2. ketmar

    k8VaVoom: no good thing ever dies!

    and David will fix bdlite bug in next bdlite snapshot. good news for bdlite lovers. ;-)
  3. ketmar

    k8VaVoom: no good thing ever dies!

    just found and fixed MAJOR bug in ACS VM. dunno how it even worked before... ;-) and a tasty screenshot for ya! this is "hpbar-v16.pk3" in action, now alive and kicking!
  4. ketmar

    k8VaVoom: no good thing ever dies!

    god bless the child that's got his own build! * fixes in decorate parser and doomednums processing * better UV skill detection * wrap too long messages in confirmation boxes * better mod sumbenu handling * better GZDoom menudef parsing * fixed bug in decorated entity flag changer (some changes can lead to segfaults) * fixed more "use-after-free" bugs left from the original code (this time in sound sequence management) * proper implementation of carry-on sprites and frames (bdlite-beta assault rifle is visible now) * properly versioned most disk data structures, so we can survive more intrusive save format changes (but your saves are broken again... sorry!) * various decorate action fixes, as usual * much faster doomednum -> real thing translation (constant time instead of linear time) * fog calculation should be done before converting color to premultiplied (done for regular decals and models) * sorry, fog for stenciled lighting is broken (oops) * new k00l loading bar graphics, which you will never see anyway (thx, Jabberwock!)
  5. ketmar

    k8VaVoom: no good thing ever dies!

    you're welcome. i reported demon bug to david, of course we were even able to run LCA, lol.
  6. ketmar

    remove the "File reviews" panel

    just rename it from "reviews" to "comments and thoughts", and call it a day.
  7. ketmar

    Cabal (cl9/OTEX) - coming soon

    looks "duke"-y, but in a good sense. if you understand what i mean ('cause i'm not ;-).
  8. ketmar

    Despair Project

    tried first map. felt into inescapable death pit while trying to dodge caco. closed the game, deleted wad.
  9. ketmar

    k8VaVoom: no good thing ever dies!

    lol, bdlite is still broken crap (please, note that it is sgt. mk iv to blame, not david!). i fixed bug with "carry-on" sprite states in k8VaVoom, so assault rifle is properly visible now (that was mine!), but Demon will still disappear when it loses LOS to player. this is decorate bug in bdlite, which i will not workaround in k8VaVoom. The Right Way is to fix broken mods, not to emulate gzdoom bugs!
  10. ketmar

    k8VaVoom: no good thing ever dies!

    thank you! of course, almost immediately after uploading a build i found another bug in decorate parser. lol. will prolly upload a quickfix today.
  11. ketmar

    What wads are underrated?

    Silent Steel Adamantium.
  12. ketmar

    k8VaVoom: no good thing ever dies!

    yep, it gives shadows with penumbra for free. but then, DooM lighting model is sector-based, with hard edges (we're talking about "usual" maps here, not some extra-detailed ones), so stenciled lighting looks more "doomy", i think. and why not? they were always working, only UI was broken. i quickhacked UI rendering (and fixed one file loading bug with hexen), so i see no reason to not put 'em back.
  13. ketmar

    k8VaVoom: no good thing ever dies!

    from within the depths of the valley it came! the new build! * HERETIC AND HEXEN ARE BACK! may have UI/HUD rendering issues, but otherwise should work * sorry, saves are broken again... :-( * implemented `A_SetTics()` decorate action * it is now possible to attach alias model to specific sprite frame (this feature is required to support gz-modeldef) * replaced gore mod floor blood with nashblood models (tnx, Nash!) * gore mod floor blood will quickly dissolve in water and acid * implemented `A_DropItem()` * implemented some more ACSF opcodes * added FadeSetter(9039) and ColorSetter(9038) things * safer CVARINFO parser * `A_Die()` decorate action should kill even invulnerable/non-shootable actors * implemented some missing extended linedef flags * fixed ACSe loader (acs script names were absolutely wrong) * ignore extra arguments to `A_Jump()` (with warning) * slightly better HUD message wrapping * dumbheads from harddoom does this: `A_JumpIfTargetInLOS("1")` -- 'cmon, i know that gzdoom parser is fucked, but quoted string should be a label! * implemented most flags of `A_SpawnItemEx()` * UDMF maps can load textures by specifying a full file name (saves with such levels can segfault or show invalid textures on load) * new decorate actions, as usual * decorate: added support for user arrays, and floating uservar/userarray type * more things supported in anonymous decorate functions * implemented "fast" and "slow" decorate modifiers * implemented "light()" decorate flag * autoinsert "-file" CLI arg for disk files (i.e. "-file" is optional now) * implemented action special support in mapinfo doomednums * the engine won't blow up in sound propagation on levels with huge number of interconnected sectors (hi, Vela Pax, 9620+ sectors for sound, eh?)
  14. ketmar

    k8VaVoom: no good thing ever dies!

    fixed several bugs (including losing weapon slot config if you will load a game without starting one before loading, lol). made TON of decorate improvements. fixed bug with sound in demos. implemented support for uservar arrays. turned off mirror rendering, 'cause it can bring any PC on its knees (and it is broken -- i accidentally our mirrors, sorry). and more. winter is coming. and so does new build.
  15. ketmar

    k8VaVoom: no good thing ever dies!

    added two simple screenshot to the first post, with two types of lighting. just4fun.
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