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JackBoi

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About JackBoi

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    Green Marine

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  1. JackBoi

    where did rzdoom go?

    cant believe i didn't see that - thank you!
  2. JackBoi

    where did rzdoom go?

    this is the already compiled verison, is there any place with the source? :< indeed, i guess i'll have to look into why.
  3. JackBoi

    where did rzdoom go?

    Gibbon's github now seems to be quite baron, missing both sprinked doom (chocolate doom plus plus) and rzdoom, both pages showing the github 404 page. Additionally, his threads seem to be randomly locked and he hasn't posted in quite some time. Why are the sourceports gone, and are there archived versions of them?
  4. JackBoi

    dsda-doom source port [v0.24.3]

    is there any way to keep wall transparency AND have no projectile transparency?
  5. JackBoi

    dsda-doom source port [v0.24.3]

    #1 i didnt know there were any translucent walls in the game, where are they? #2 i cant find the .cfg file at all. do you know where it is on linux? running manjaro.
  6. JackBoi

    dsda-doom source port [v0.24.3]

    Just compiled the GitHub on my laptop, can't seem to find the option to disable transparency on projectiles. Has it been removed? If so, will it ever be added back? Has something else replaced it entirely? Is it a bug with the version on GitHub and I need to use a release?
  7. JackBoi

    DOOM Retro v5.3 (updated March 3, 2024)

    this does not fix the issue, the hand is still noticeably darker, and the level still doesn't appear to be affected by the limited color as it is in other sourceports.
  8. JackBoi

    DOOM Retro v5.3 (updated March 3, 2024)

    i am very certain that the lighting in doom retro is different than lighting in other sourceports (it seems to be noticeably darker), is there any way to make it look like other sourceports? i'd also like to add i'm running doom retro through wine on linux, just in case this is an issue that only crops up when using wine. here is a screenshot of what i am talking about (i have no clue how to embed an image or anything like that) https://imgur.com/a/hSErOPv
  9. JackBoi

    30 Heads, my first WAD

    its not that you need to add them in the post description, its just that its very helpful for people looking to download your map. most importantly, users need to know what sourceport(s) your map is made for, otherwise they might experience glitches that you didn't intend. for example, if i try this wad with the sourceport chocolate doom, i might say that the maps are bugged because it crashes immediately when using chocolate doom, whereas if you put "only works with gzdoom" in the description, i'd know to not try chocolate doom and instead use gzdoom. i would recommend testing the map out fully with as many sourceports as you can, the more sourceports your map supports the better.
  10. JackBoi

    30 Heads, my first WAD

    could you put more information about your map in this post? things like sourceport requirements and map sizes are really nice to have at a glance to know if you should download a map or not.
  11. i use the odd resolution 426x200. i started using it after i saw it in dsda-doom's resolution presets, before then i used 320x200. to me it keeps the looks of 320x200 (the "low resolution aesthetic" i suppose) while being in 16:9 so i don't have to see black bars. other sourceports i've used seem to get around this by letting me select 320x200 as a resolution and then checking a widescreen option. i'm not so sure you'd want to add the resolution in rzdoom, as the resolution doesn't really work very well. using it requires the "force aspect ratio" option to be set to "16:9" (otherwise it looks like 4:3 stretched), and the "aspect ratio" option to be set to "all" or "4:3" (otherwise you cant see the option in the video settings). it also screws up most menu art by stretching it to widescreen when used.
  12. in that case is there any way to use a custom resolution in rzdoom? i've been adding in a custom resolution every time i compiled rzdoom previously, however a compiled version obviously wouldn't let me do that.
  13. could you put something about getting fmod in the readme on github, or perhaps make a file centered around how to compile it on linux? this might sound silly but i've never been able to compile working versions of both zdoom and gzdoom on linux. they usually fail to compile due to something related to fmod, or compile an executable that crashes with an error related to sound. i've tried the guide on zdoom.org for compiling both zdoom and gzdoom before and its never once worked. because of this and the forced weapon attack alignment i've never really used zdoom or gzdoom on linux. a working guide for compiling rzdoom on linux would be very much appreciated so i can use new versions. yes.
  14. i haven't updated the version of rzdoom i've been using in a while, but right now i'm having issues compiling rzdoom on linux. seems like its something related to fmod? i don't know if this helps, but the last version of rzdoom i was using was 2.9.0. i'd also be willing to share a pastebin of what my terminal window shows if that would help.
  15. no, i cant compile on windows (i don't have any clue how, i tried once for about 5 hours, got mad, and quit trying to compile on windows ever again) so instead i compile on linux. i use ubuntu if that matters, and if my cpu matters, i have an Intel Core i5-4250U.
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