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About Edward850

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  1. Edward850

    ZokumBSP 1.0.10 finally released!

    No other tool exists, especially one that could even hope to handle Boom limits.
  2. Well that explains why nobody could answer your question. What you wanted isn't called a skybox, skies are just textures in Doom. A skybox is something entirely different.
  3. Edward850

    Eternity Engine 4.00.00 Völuspá

    Indeed, I'm well aware of how Eternity/Doom works. I work with the engine regularly. ;) The difference between Quake and Doom is with Quake, you simply need to be able to reproduce the commands in the protocol. In Doom, you need to reproduce the engine exactly as it was to replay the demo, as the demo is just player inputs and only player inputs. If the playsim doesn't match the inputs anymore, the demo desynchronizes and no longer produces anything meaningful. The butterfly effect plays a very key factor in this. This is subsequently why ports like ZDoom don't even try to play back vanilla demos, the engine is completely different to the point of it being basically alien, and nothing in it could remotely hope to run anything exactly as vanilla did byte for byte. There's nothing in Eternity that offers differing compatibility in frame tables, so everything must play back at the same speed. The physics can have differences (hitscans can optionally collide with floors for example) but anything more drastic requires substantial redirection.
  4. Edward850

    Eternity Engine 4.00.00 Völuspá

    It'll be you being high. If Eternity changed these things the demo cycle at the titlescreen wouldn't stay in sync, as a direct example. The type of things you're suggesting that's different would be much more complicated to flag for demo compatibility.
  5. Edward850

    Eternity Engine 4.00.00 Völuspá

    You seem to be under the influence of the placebo effect as Eternity has done no such thing. Especially the latter part. There are a couple of MBF AI features you can turn on, but they are hardly drastic. The animations haven't changed at all, nor could it as it can still playback vanilla 1.9 demos.
  6. Edward850

    "Caco" in "Cacodemon" is pronounced:

    I pronounce it caco
  7. Edward850

    PrBoom-Plus, ver.

    It affects all sounds. ZDoom does remove this limit on some sounds though (although not platforms), but for any other sound the limit defaults to 3. Vanilla Doom's only limits are actors can only play one sound at a time (strangely absent in the Xbox/PS3/BFG ports), sounds are removed once the attached actor is removed (something ZDoom does not do), and of course the global channel limit.
  8. Edward850

    PrBoom-Plus, ver.

    Because Gzdoom changes how sound works. Namely in this case it limits the maximum number of instances an individual sound can play. This isn't a Doom feature however so only ZDoom derived ports do this.
  9. Edward850

    Nazi Zdoom zombies

    That's the ZDoom forums. This is the Doomworld forums. You are very much asking the wrong people in the wrong place.
  10. Edward850

    Doom 64: Community Chest

    You seem to misinterpret what disassembly is. You have some reading to do, Wikipedia would be a good start. You don't need the original plaintext code to have the original code, otherwise my job (and Kaiser's) would be fundamentally impossible. Actually an amusing notion, a disassembly would be more true than the source code itself; The source code maybe what the human intended the code to function, but the compiled program is exactly what it is. If you disassemble that, you have exactly every optimisation and quirk that the compiler produced.
  11. Edward850

    Doom 64: Community Chest

    Huh, true, I forgot he made that change. So there are some specific format changes, just incase anybody tries to think of a way to write these back to a N64 ROM. :V
  12. Edward850

    Doom 64: Community Chest

    I also work with Kaiser, I know full well how Doom64Ex works, was built and was disassembled. It's not an imitation, sorry, the word doesn't fit the use. To argue otherwise would require to argue that Chocolate Strife is also an imitation, and that conceptually is a weird argument. And while it isn't perfect and can't be, spec wise it's basically the same, right down to the map format (minus what Gez mentioned below).
  13. Edward850

    Doom 64: Community Chest

    Actually no it isn't. It's an engine built out of a disassembly of Doom64's executable code. It isn't like Doom64, it is Doom64. An imitation would be the Absolution TC or the various ZDoom mods.
  14. Edward850

    Doom 64: Community Chest

    That's somewhat of a misnomer. Doom64 Builder is designed for Doom64. There is no Kex map format.
  15. Edward850

    How can I make Zandronum stop changing monitor settings?

    Zandronum is based on GZDoom's older OpenGL code which has a flaw its gamma implementation, namely that the gamma alters the display settings of the entire display/system, rather than it being implemented in the renderer itself. Essentially, you cannot disable it. All you can do is just make sure the gamma level matches your desktop.