Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited


About ReFracture

  • Rank
    Senior Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. ReFracture

    The Metal / Rock Music Discussion Thread

    Edit: I'm dumb and didn't see the other more recent and relevant thread:
  2. ReFracture

    The Metal / Rock Music Fans

    Been jamming to 'City' by SYL lately. Love this track in particular:
  3. ReFracture

    Compiling Doom64EX from source "Make" Error.

    I'd probably vote for not resetting for updates while I'm actively using the computer ala Windows 10.. but that's great too.
  4. ReFracture

    Compiling Doom64EX from source "Make" Error.

    Interesting.. not sure why I didn't have to do that. I'm not familiar with pacman specifically but I would assume that when a package is installed it puts the dependencies into the appropriate lib folder, gives the file itself whatever name it wants, then creates the general named link file to point to it. In my case I found libfluidsynth.so in /usr/lib64 This file is a link to libfluidsynth.so.1, which itself is a link to libfluidsynth.so.1.7.1, which is the actual dependency from what I can tell. The idea being I imagine that programs would only know to look for the general .so file, not specific versions of it.. hence the use of links. I'm not very linux savvy myself though so I could be off.
  5. ReFracture

    Compiling Doom64EX from source "Make" Error.

    So unsurprisingly by your build attempts fluidsynth isn't detected. What version do you have? Is it a x86_x64 version? If the dependencies listed are satisfied I imagine it should be able to compile it. https://www.archlinux.org/packages/community/x86_64/fluidsynth/ If nothing else you could grab fluidsynth from https://github.com/FluidSynth/fluidsynth/releases Compile that yourself and then attempt compiling Doom64ex again. Could be something with the fluidsynth from your distros package manager. I just used the one on slackbuilds (Basically my distros packages).
  6. ReFracture

    Compiling Doom64EX from source "Make" Error.

    Paste your terminal output you get after running cmake. For some reason it's trying to compile fluidsynth which doesn't seem necessary if you already have it. If you still have troubles you could try just using my compiled binary. It might not behave right if your fluidsynth files aren't detected though.. also you'll have to source doom64.wad and doomsnd.sf2 using the wadgen function detailed in the source's readme. Doom64EX-master 20-9-2018.zip
  7. ReFracture

    Compiling Doom64EX from source "Make" Error.

    Are you running cmake before make? I don't know if it will apply for you or not on Arch, but here's what I did on Slackware64-Current: Downloaded the source zip, extracted, made a new directory in the folder called 'build' In terminal I moved to the build folder Typed in: cmake .. then make I have cmake-3.12.1-x86_64-1 and fluidsynth-1.1.10-x86_64-2 packages installed. Afterwards you need to follow the ## Data Files step in README.md to get up and running.
  8. ReFracture

    PrBoom-Plus, ver.

    Mouse look exists purely so you can look around, aiming isn't supported due to the gameplay implications. As far as framerate goes.. if you run Windows with an Nvidia GPU then you might consider EVGA Precision X, I've found it can cap glboom-plus at at anything between 25 and 120 fps reliably. That said if your display supports 70hz (or variable refresh, freesync on AMD, gsync on Nvidia) then using the 35 fps cap is the way to go in my opinion.
  9. No need for others to rationalize and justify at this point.. the cats out of the bag and I'm the only one who really needs to deal with it if he comes back salty about it.
  10. ReFracture

    Eternity Engine 4.00.00 Völuspá

    Observation: The macOS dmg for EE does not seem to be recognized as a mountable image on OS X 10.11.6 El Capitan. Extracting the .app on another Mac running High Sierra and copying it over seemed to work just fine however.
  11. Personally nomad hasn't spoke to me since 2012, but discussions never touched Doom at all, just some catching up. Further attempts were not returned. He stopped using AIM and never appeared on steam to my knowledge. He sent me the files for the purpose of testing.. it was a beta with only bug fixes or tweaks to be done. I know at some point, before 2012, he expressed indifference when myself, Mega, Ermac, and Macro all asked for his blessing in testing, bugfixing, and releasing it. Personally, lacking a direct answer relating to the files I have in my possession, I am taking it upon myself to release it. If he comes back to yell at me.. well, if nothing else it would be real nice to hear from my old friend from the fun days of clan (*ORB*). So... out with it! https://www.dropbox.com/s/s9jnj51634ogwh3/towar.zip?dl=1 Attachment: towar.zip Limit removing engines should play it, my personal playing was done on prboom-plus -clev2 and zdoom based engines. The dehacked is story boards, level names, and the manifestation of his desire for there to be a green key in the game.
  12. ReFracture

    The "old doom friends who disappeared" thread

    I miss @Rellik he was one of the best DM players I ever had the pleasure of playing with.
  13. ReFracture

    Eternity Engine 4.00.00 Völuspá

    I found the process for building from source on Linux (Slackware 14.2) to be pretty easy and straightforward with the included documentation. I had setup Timidity already for another engine and EE picked up on that without having to modify anything else. I'm also finding I like this engine a lot on macOS, although I haven't figured out how to setup Timidity on that yet. Thanks guys, EE has become my favorite engine for playing non-zdoom based content.
  14. You had to use the -digmus parameter to active O_ music with Legacy 1.42, but I think every version after that doesn't support this.