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Everything posted by Charlie Love
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Remastering Quake 3 could be an opportunity to bring back the Revolution campaigns from the consoles and maybe spruce it up a bit. Or go full time splitters and have little arcade challenges.
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Hey folks! I've been working on a relatively modest fork of DSDA-Doom that some here might be interested in. This is my personal fork of dsda-doom with minor alterations to fit my preferences. It's kept relatively up to date with the original, although this may no longer be the case as specs evolve. My Additions: The -pistolstart parameter has been ported from prboom+ um. (now a part of dsda-doom) Restarting the map while pistol starting no longer clears the total time. View bob and weapon sway are now separate toggles. Ability to disable viewbob in demo replays. Option to only display crosshair when a monster is targeted. When extended hud is enabled, the current map name is displayed as well. Option to hide totals in extended hud. Spectres and other shadow creatures can now be targeted by the crosshair. The crosshair won't snap to their position however. Smart Vertical Sync: V-sync is now only enabled for video configurations where screen tearing is an issue. (500fps framelimit by default) 16:9, 16:10, and 21:9 200p/400p resolutions. Check Out the Github Repo Download Latest Release Download Optional Doom Colored Blood Patch
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My personal preference to cope with my motion sickness is weapon sway on, view bob off. I didn't touch weapon sway code at all, so I wouldn't be surprised if disabling it desynced demos, but through my testing view bob shouldn't. I never liked how weapon sway goes away when view bob gets disabled in many games so I made sure that was decoupled from the game logic, essentially calculating those values and then lying to the renderer so the players camera doesn't go up or down. The reason the game feels so smooth is that I default the engine to run at higher framerates and turn off vsync for certain software configurations when using smart vsync, which on every machine I tested don't end up with screen tearing. You can likely do the same for dsda if you use similar settings. I don't outright state this anywhere, but I consider FDWL to be a software first port as I'm not too keen on how hardware mode looks, although it is certainly a necessity for more complex maps.
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Sorry I haven't been very active here of late. Working on getting those changes merged. I need to fix my Github notifications as they haven't been getting to me lately. I'm currently trying to decide where to take the port going forward. I was planning on doing something a bit more special with it, but I've just been swamped with other things lately. The port started as a way for me to implement features that I felt were likely out of scope for the DSDA Doom project. Due to DSDA adding many of these features in via their own methods, it kind of started to get a bit more complex when it came to deciding what to merge and what to rewrite which is why DSDA updates weren't brought in at the very least. The goal of this fork has never been to constantly have new features, but more to tweak or adjust things for my particular needs and wants. I unfortunately ended up a little too satisfied with where things ended up and stalled for a bit. :) I do plan on coming back and making things more active when life gets a bit less hectic. I really want to bring in game play modes and modifiers as a new feature in the future as well as tidy up the UI to make things more batteries included and in-game menu driven.
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Going Through The Serious Sam Games Again
Charlie Love replied to Rudolph's topic in Everything Else
The nice thing about Serious Sam is that its relatively simple level design works pretty well in VR (in 10-15 minute increments). I tried playing it in the past and it just didn't stick. In VR though it's probably the best non tech demo game I own besides Saints and Sinners. -
dsda already supports chex quest 1 & 2 and Hacx (as a pwad for Doom 2).
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Although, it's lacking in the music and look sensitivity options, I still think the xbla ports have the best control scheme with left trigger modifying your run and look sensitivity on the fly.
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I don't have any immediate plans on upgrading to OPL3, unfortunately. I'm not against it, but it's more likely it would get implemented upstream via prboom+ or dsda-doom first.
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DBP42: Slime on Earth
Charlie Love replied to SuperCupcakeTactics's topic in Map Releases & Development
Great, but very challenging map pack. Feels like the natural progression if they ever bothered to make a Chex Quest sequel based on Doom 2 instead. -
Yeah, I've been following it closely, but I'm waiting until things get a bit more stable before bringing things in.
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Widescreen Assets Pack and Appreciation Thread
Charlie Love replied to OpenRift's topic in Doom General Discussion
There's a second set by someone else that has different language files including Japanese numbers. They use both kanji and Arabic, usually Arabic in charts and whatnot. Kanji is used in similar situations as when you'd write out one, two, three, etc in English. https://forum.zdoom.org/viewtopic.php?f=46&t=37960&start=60#p1069797 Edit: This is what it looks like. Edit Edit: I was apparently combining some things with a few different wads. Here it is in a combined wad format. All credit goes to the original creators. jpcp_wide-JP.zip -
Widescreen Assets Pack and Appreciation Thread
Charlie Love replied to OpenRift's topic in Doom General Discussion
The Japanese variant is great for practicing your kanji number knowledge. -
Other than warping straight to a map, no. But demos won't play unless you idle on startup without doing anything. Merely pressing escape when the game loads to make the menu appear will stop them from playing.
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Does the patch have the demo with the ship wreck? I always thought that was a neat way to start things off.
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In every case but perspective it is a 2D experience. There's is no concept of a z axis, every single calculation is done in 2D space. Also, fun fact is that the door insets aren't actually even physical spaces. The doors are square boxes just like the walls. The insets are just a perspective rendering trick.
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Last night I made and uploaded a short video detailing the various features of FDWL. I'm new to the whole video editing and voice recording thing, so please go easy on me.
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My issue with auto-aim isn't how it works, but the fact that you're left in the dark about what gets targeted. Most ports have either the native ability or mods that let your reticle snap onto enemies. I find this to be a nice middle ground between vanilla gameplay and more modern conveniences.
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Options -> General -> Screen Resolution They should be towards the left side of resolution options. Also, it's 426x200 not 486.
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That's a good point. Due to 16:9 240p and 480p involving not only fractions, but also fractions that round to odd numbers, it gets weird when figuring out which arbitrary numbers to pick for horizontal resolution. I'm going to take a second look at the unity doom widescreen assets to see what they went with, but if 426 ends up being used at 200p, 852 does make more sense at 400p. Edit: The Unity Ports targeted 426x200 so looks like 852x400 will be the new 480p option. Thanks for bringing that inconsistency to my attention! There is now a hotfix out to bring 400p in line with 200p.
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This patch is for sourceports that can handle widescreen, but don't support W file suffixes or non-Doom gfx lumps. Instead, of wide assets being a supplement, they are explicitly replacing their 4:3 counterparts.
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Yeah, personally the 200 resolutions are more of a novelty than anything else; I prefer 400 myself as it adds just enough clarity while also still feeling retro. The 200 options are the best for playing the latter parts of eviternity at 60+ fps in software mode though!
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Yep. Same vertical resolution, but far larger horizontal resolution. You can see the other resolutions added in this post.
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To the madmen that like playing at 200/240p and 16:9, I've finally fixed* it to something more presentable. New [426x200] (very nice and crispy) Old [426x240] (notice how melty the text and various graphics are) Changelog: Replaced the 426x240 resolution with 426x200 Hotfix: 854x400 has been replaced with 852x200 to line up with 426x200 better *Note: 426x200 which correctly stretches to 426x240 is in fact not 16:9. It's 1.775:1 which is very close. Due to this, forcing 16:9 in the options will break it. Please set aspect ratio to auto. Download the latest release A hot fix has been added to bring 16:9ish 400p in line with 16:9ish 200p.
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Thanks! Here are the widescreen assets presented in wad form. Hopefully I didn't miss anything. REKKRSL-wide.zip
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These are technically commercial assets that are included with the final product, so I'd rather be safe than sorry.