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jval

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About jval

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  1. jval

    Which DOOM did you play first?

    Shareware Doom v0.99 circa late 1993.
  2. jval

    OBLIGE 7.50 released!

    It's sourceforge (the host site) that is down. See also tweet of sourceforge administrator: https://twitter.com/sfnet_ops?lang=el
  3. jval

    DelphiDoom 2.0

    Version 2.0.4.715 is available. New features: Support for 16 or 32 sprite angles. Support for PNG images for sprites inside S_START/S_END namespace. "grAb" chunk support for setting offsets. Added -forcecompatibilitymode command line parameter. It has the same effect as -compatibilitymode, but it is not preserved inside the config file. DD_IDE tool displays the available ACTORDEF functions in the Library tab. Fixes/improvements Completely new code for midi files (*.mid). Now the midi files do not freeze the game when restarting as noticed by Khorus. Also the Sound Volume in midi files now works. Midi and MP3 music will pause playback when the PAUSE keyboard button is pressed (to pause the game). Will not spawn terrain splashes in case of a bridge designed with self-referencing sectors. (crossing a bridge over a river will not spawn splashes). Fixed bug in DelphiHexen branch that always calculated zero thrust in P_DamageMobj. Corrected demo recording bug. Problem appeared in version 2.0.3.704. Download link at sourceforge: https://sourceforge.net/projects/delphidoom/files/DelphiDoom%202.0.4/
  4. jval

    PrBoom-Plus, ver. 2.5.1.4

    No, just sourceforge is migrating to a new datacenter. It will be fixed soon.
  5. Version 1.5.1 is available https://sourceforge.net/projects/delphidoom-voxel-editor/files/DD_VOXEL_1.5.1/ This version adds the option to create sprites from voxels: Sprites are exported as PNG images inside PK3 files. You must use an external tool (like SLADE) to rename the PNG images or convert them to the Doom patch format. Sprite export can have 8 or 16 angles. Sprites are generated using isometric projection. Screenshots demonstrating an example of generating 16 angle sprites:
  6. E1M8. Especially after killing the 2 barons.
  7. jval

    Which monster is the most "satisfying" to kill?

    Arachnotron using super shotgun.
  8. jval

    DelphiDoom 2.0

    Version 2.0.4.714 is available. Most notable new features: Speed optimizations to the software renderer on maps with big number of drawsegs. (using multiple lists of drawsegs). Menu beautifications. Option to switch to ESDF keyboard movement. New icon, that resembles an ancient temple of Delphi archaeological site. If infinite state cycles detected will exit with I_Error. (from Chocolate Doom) Interpolate sector flag can be controled within PascalScript. Hi-resolution lookup tables are calculated using multiple threads if possible. More smooth fake3d effect when looking up/down. Fixes: Fixed the accuracy of status bar drawing in 8 bit color display mode. Now correctly executes console commands on AUTOEXEC lump. Corrected some desync problems with vanilla 1.9 demos (problem appeared in version 2.0.4 build 708). Projectile weapons (plasma, rocket, bfg) are no longer firing off center to the right when zaxisshift is disabled (thanks Khorus). Will not attempt to play demos from unsupported versions. Fixed small issues with the multithreaded dephbuffer calculation when the software renderer touches a 3d floor. Download link at sourceforge: https://sourceforge.net/projects/delphidoom/files/DelphiDoom%202.0.4/
  9. jval

    FPCDoom (new source port)

    Thanks. This is the table with the current FPCDoom raised limits:
  10. FPCDoom is a source port of Doom developed in Free Pascal / Lazarus. Downloads: version 1.11.1.18 ( January 14, 2018 - source code tested with Lazarus 1.6.2 and 1.8 ) version 1.11.2.38 ( January 28, 2018 - source code tested with Lazarus 1.6.2 and 1.8 ) Features: High screen resolutions with accurate software rendering True color output with optional usage of external textures (pk3 files containing png, tga or bmp images) Uncapped framerate Automap rotation and overlay DEH/BEX support Raised vanilla static limits The purpose of the project: Provide a solid code-base of Doom in the popular (among Pascal programmers) Free Pascal Compiler. Demonstrate a minimalistic true color software renderer without the complexity of it's bigger brother (DelphiDoom). Fix bugs of vanilla source code.
  11. jval

    Chocolate Doom

    The first byte of your demo file is 98 (i.e. the letter 'b'). Are you sure that you loaded the correct file?
  12. Your CPU has an integrated Intel HD 4000 Graphics VGA. Make sure that GZDoom runs in the nVidia card and not the slow Intel VGA.
  13. jval

    KBDoom Questions

    Do you plan to implement Bots?
  14. jval

    DelphiDoom 2.0

    Version 2.0.4.711 is available. Most notable new features: Speed optimizations to the software rendering. Corrected z-fighting between corpse and dropped item that occupy the exact same spot (software renderer). Multiple thread utilization for: spans and 3d middle floors drawing. depthbuffer calculation. Fixes to sky drawing. Fixes to Hexen fog levels rendering (32 bit color software). Screen DPI awareness when running in Windows 8.1 or greater. The launcher automatically saves the last options and use them the next time as suggested by taufan99. Download link at sourceforge: https://sourceforge.net/projects/delphidoom/files/DelphiDoom%202.0.4/
  15. jval

    DelphiDoom 2.0

    Version 2.0.4.708 is available. Most notable new features: Added "Gravity" sector field (controlled by PascalScript). Presice rw_distance and rw_offset calculation (https://www.doomworld.com/forum/topic/70288-dynamic-wiggletall-sector-fix-for-fixed-point-software-renderer/?do=findComment&comment=1340433) Visplanes with the same texture now match up far better than before. (https://www.doomworld.com/forum/topic/70288-dynamic-wiggletall-sector-fix-for-fixed-point-software-renderer/?do=findComment&comment=1342176) R_PointToAngle function in rendering replaced with a floating point equivelant to eliminate glitches in huge maps. Now the engine can handle huge maps like SUNDER.WAD/MAP14 and SUNLUST.WAD/MAP28. Precalculated finesine and finecosine tables replaced with larger and more accurate equivelants (rendering only - not logic). Small speed improvements to the software renderer by better expoiltation of multiple CPU cores. Fixed glitches to the dynamic lighmap (OpenGL). Lot of other fixes: Fixed tutti frutti bug for short textures Fixed the Arch-Vile fire spawned at the wrong location (https://doomwiki.org/wiki/Arch-Vile_fire_spawned_at_the_wrong_location) Corrected T_FireFlicker savegame bug (https://doomwiki.org/wiki/Sector_type_17_is_disabled_after_loading_a_saved_game) Fixed the "Picked up a medikit that you REALLY need!" bug (https://doomwiki.org/wiki/Picked_up_a_medikit_that_you_REALLY_need!) Download link at sourceforge: https://sourceforge.net/projects/delphidoom/files/DelphiDoom%202.0.4/
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