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Delfino Furioso

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About Delfino Furioso

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  1. Delfino Furioso

    Doom RPG Reverse Engineering Project

    I'm confused, is the published code the same used to build this? https://www.doomworld.com/forum/topic/129997-doom-rpg-port-reverse-engineering-update-version-02/
  2. Delfino Furioso

    [GZ][HUD] feel at home when using GZDoom, thanks to MimicHUD

    new release: - removed BoomModern and CrispyModern - various tweaks to the other styles - revamped the Mugshot/InventoryBar support
  3. Delfino Furioso

    Source code 25th anniversary

    it would be the ideal timing for the dsda-doom 0.25 release *wink*
  4. Delfino Furioso

    This is Woof! 10.4.0 (Oct 26, 2022) [Updated WinMBF]

    hey guys I've noticed that both @Alaux 's PRs have been merged thanks to all involved!
  5. Delfino Furioso

    This is Woof! 10.4.0 (Oct 26, 2022) [Updated WinMBF]

    thank you! @Redneckerz it might be useful adding this detail to the wiki article
  6. Delfino Furioso

    This is Woof! 10.4.0 (Oct 26, 2022) [Updated WinMBF]

    what takes precedence? the COMPLVL lump's content or the -complevel command line parameter?
  7. Delfino Furioso

    The Force Engine (Jedi Engine Port/Replacement)

    is there a way to tell the engine where the user data should go, instead of "%USERPROFILE%\Documents\TheForceEngine"?
  8. Delfino Furioso

    This is Woof! 10.4.0 (Oct 26, 2022) [Updated WinMBF]

    I see that both PRs are being worked on, thank you both! I forgot to mention: what about the "crosshair color based on target's health" feature? Will it be backported to Woof as a side-effect of the lock-on feature merge?
  9. Delfino Furioso

    This is Woof! 10.4.0 (Oct 26, 2022) [Updated WinMBF]

    eh.. I'm constantly going back and forth between nugget and woof, I can't make up my mind every time an interesting feature drops, I switch to the port which implemented it but then I start missing other features the other one has..
  10. Delfino Furioso

    This is Woof! 10.4.0 (Oct 26, 2022) [Updated WinMBF]

    looking at the recent commits, I would guess a 10.5.0 release is just around the corner may I sneak in with a feature request and a question? 1) could you apply the recently introduced "menu background dimming" to the automap overlay as well? 2) would you consider implementing a "crosshair lock-on-target" feature similar to the one available in dsda-doom? cheers!
  11. Delfino Furioso

    [MOD-HUD] Mortal HUD: for Vanilla-DooM & Smooth-DooM

    I don't have the original by @Mr Nobody aka Mortal backed up anywhere, sorry.. My edits are still available, though: https://www.doomworld.com/forum/post/2474092
  12. Delfino Furioso

    [GZ][HUD] feel at home when using GZDoom, thanks to MimicHUD

    2022.11.16: expanded Mugshot/InventoryItem support, tweaks to the CrispyModern style (pictured here)
  13. Delfino Furioso

    Vanilla Doom smooth weapons

    https://doomwiki.org/wiki/WhackEd https://doomwiki.org/wiki/DEH_9000
  14. usually when I try out a new wad for the first time, I add to the load list a single-map wad of my own making it's a simple room with all things placed inside which help me identify if the wad uses custom content with KDiKDiZD, this makes both woof and dsda crash immediately after idclev'ing or warping to the map would anyone help me out in troubleshooting this? the map is MAP88 in this wad: ShowDoom2.zip error message in woof: R_ProjectSprite: invalid frame 0 for sprite VCEL error message in dsda: R_ProjectSprite: Missing spriteframes 82 : 0
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