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drfrag

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About drfrag

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  1. It crashes inside the amd OpenGL driver, as expected. Seems it's running out of video memory, if you play with any HQ resize mode try disabling it. Also set gl_renderbuffers to 0.
  2. drfrag

    Build Boom on DOS

    Why Boom? You could try compiling MBF 2.04, it's still maintained. The source package includes a modified allegro library so i guess you'd only need the latest DJGPP. And then after configuring it to use the included makefile i think. I used DJGPP back in the day but that was many years ago. You could also ask gerwin and hail_to_the_ryzen could help too. https://www.vogons.org/viewtopic.php?f=24&t=40857
  3.  I've released new versions of both ZDoom32 and ZDoom LE, these are important updates.

  4. drfrag

    ZDoom32

    I released ZDoom32 2.8.5 (GL 1.9.2) a couple of days ago. Both versions are in the same package now. https://github.com/drfrag666/gzdoom/releases/download/2.8.5/ZDoom32_2.8.5.zip I've changed the executables and their names in the package (for compatibility). Now there's a full version (VS 2015 build) with the GL renderer requiring SSE2 and without ASM for SAFESEH running on XP and later and a N version without the GL renderer and with ASM for old non SSE2 cpus. That one still runs on win98. Changing the compiler fixes portals and mirrors in GL mode. Also i've fixed linux compilation, i missed a few things, i'm using gcc 5.4 on mint mate 18.2. Cocoa should work but i haven't tried. So now what's new? Like i mentioned there's a major bugfix for an old ZDoom bug and a few minor ones. On the features there's that mugshot in the primary HUD thing and the new skill level and that new savegame list order (now optioned with the oldsaveorder CVAR). Also i've added the trilinear (none) filtering mode and made it the default for the GL renderer. And more stuff i don't remember right now.
  5. drfrag

    ZDoom LE (Legacy Edition)

    I've uploaded a new release to GitHub, it's an important update. Has several bugfixes (one major old ZDoom bug) and a few new features. But i really don't feel like writing a changelog anymore. Also i've fixed linux compilation (and visual studio as well). The old GL renderer was still using the SDL 1.2 backend. About cocoa no idea. https://github.com/drfrag666/gzdoom/releases/download/2.8.3/ZDoom_LE_2.8.3.zip
  6. True, just checked. But still no console output at startup, perhaps it's time to make a choco-console ala Eternity. I don't know what would happen with SDL2 and -mconsole.
  7. It must be the same, when i run them from the command prompt (cmd.exe) i get no console output on every windows version. I guess you're not getting any startup messages (i never did since choco 0.1.x if i remember right), you should open stdout.txt and stderr.txt and check their contents.
  8. AFAIK the Chocolate console doesn't work on windows (same for Crispy) and output is redirected to stdout.txt. For RUDE i had to enable it adding -mconsole to the linker flags, that introduced a few problems tough.
  9. drfrag

    Risen3D Help?

    You need the latest version and the model packs. Read the installation guides. http://risen3d.drdteam.org/downloads.htm
  10. drfrag

    Chocolate DooM HOM effect even with a texture on??

    You could check with RUDE (no limits). If there's still HOM then it's not the seg limit.
  11. drfrag

    Crispy Doom 5.3 (Update: August 12, 2018)

    Great release!
  12. drfrag

    GZDoom won't run WAD

    Of course not, you can use ECWolf.
  13. drfrag

    Boom sight bug

    Also fileconvoy.
  14. drfrag

    RUDE: another chocolate-doom fork

    Yeah but i'm using tdm-gcc 5.1 (MinGW) and it runs on 98 the same as older versions. There are known problems: setup cannot launch the game. BTW Houston (fraggle) we've (i've) got a problem: after restoring the console launching the game from setup to test controls and then closing it causes an infinite loop executing doom. The only way of closing it successfully on win 8.1 is from the task bar when it doesn't have focus. No idea of what's going on.
  15. drfrag

    RUDE: another chocolate-doom fork

    I've tested it on win98 and works but there are know problems. I've heard that chocolate crashed there so no idea if this one is stable. About requirements i dunno but i set the minimum ram to 8 MB. I updated the release yesterday to enable the console for Heretic but it's a very minor thing and Heretic is not supported.
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