Revenant

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About Revenant

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  1. UDMF isn't supported yet because the underlying WAD editing library doesn't support it yet either, unfortunately. Both ZDoom and (limit-removing) Doom/Boom formats are supported, though. Seconding the idea for a Doom Builder plugin, also.
  2. More impressively, he was apparently also the designer of Wolf3D before even joining the company.
  3. 04 is "Flesh" by A Split Second. That's the music from E1L4 of the Duke3D "The Gate" TC, by Simon Castles.
  4. The 'dist' directory in that repo has a standalone Windows build that doesn't require you to have Python installed. Give it a try and it should work.
  5. Are you talking about elhobbs' older port, or the slightly newer one by WinterMute? IIRC, the latter is the one that is (or was?) included with the homebrew starter kit. (Actually, it doesn't look like either of them have updated in nearly a year, after looking at GitHub...) I haven't kept up with the 3DS scene at all except for the very short period of time I was working on this port, so I have no idea what the state of either of those ports is. It would be nice to see an updated/properly released version of mine at some point, but I don't think I'd be personally doing anything new with it unless the 3DS bug strikes me again at some point. That said, I'm very glad that people (not just on Doomworld) have shown enjoyment for my port, despite the fact that I've never had any association with the actual 3DS community, and that I don't think I ever really advertised it outside of this thread. If it weren't for the fact that my interest in the 3DS as a whole was pretty short-lived, I probably would have ended up seeing this through to becoming a more fleshed-out project. I guess it's not out of the question for the future, though.
  6. As a irl spooky skeleton I am obviously thrilled
  7. Part of me wants to modify this to have deathmatch starts and very, very small players. (Seinfeld hero shooter: GOTY 2016)
  8. Yeah, it's a good thing there was no such thing as bad pop music in 1993
  9. Most likely they're talking about CajunBot, which was originally for Legacy and later adapted to ZDoom (both versions were available as of 1999).
  10. I dropped down to 720p and it's been running noticeably better (40-60+ FPS, less/no slowdown that I've noticed). I just got to the first Hell level so I'll see how things continue to run from here, but so far so good.
  11. I've been getting 30+ FPS on my i7-3630 / GTX 670MX after installing the game-ready GeForce drivers and dropping down to medium settings and 1600x900. Probably could tweak it a bit more for better results, but it's already a bit better than what I was expecting from this laptop. I might drop down to 720p next time and see how that looks. However, like Bucket, I do tend to notice slowdown during heavy combat, which kind of sucks.
  12. Am I misreading this part or are you suggesting 64 isn't a power of two?
  13. Could it be an issue with the amount of free space on your SD card? Kind of hard to diagnose otherwise, sorry. Anyway, sorry to say this, but my interest in 3DS development is pretty much nil right now, so I don't expect to be actively working on this in the near future. It was mainly created for my own personal amusement after I became able to run homebrew. In all honesty I didn't even use my 3DS for playing games much even back when I started working on this. There's another(!) 3DS version of prboom which is now included with the homebrew starter kit, and from what I understand it should be less of a mess than the one I originally mentioned in the OP. I haven't personally tried it, though, but at least it's developed by someone with an actual presence on the 3DS homebrew scene, so I suspect it'll probably be more actively maintained. I know my port is still the only one with a built-in frontend, but at some point I might just make that a standalone frontend for other ports, depending on how their development goes.
  14. I'm inclined to agree with Decay here. The maps look very cool and Q3A-like, but I don't think designing maps to be ideal with 16 players is a great idea. Given how the screenshots look, I wonder how feasible it would be to split the largest maps into multiple maps geared more towards 8 players, for example.
  15. https://www.youtube.com/watch?v=TKNcBoBhNVQ I found the dwango12 map13 (and cchest12 map15) music while shuffling through my Protracker music collection. It's one of the ingame BGMs from Al Unser Jr. Arcade Racing, composed by Frédéric Motte (aka moby / elmobo). MOD version MIDI version ---------- D_COUNT2 is one of Mark Klem's tracks from Requiem. Dunno the title.