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Edward850

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About Edward850

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  1. Edward850

    Doom Eternal won't have Snapmap

    Except it was entirely because people asked for it. There was an overwhelming demand for more DLC content in favour of snapmap, so that's exactly what happened, in addition to in the future making the engine more modding friendly if possible. You can't blame the publisher for Id doing exactly what people wanted them to do.
  2. Edward850

    GZDoom Error

    GZDoom Builder is a Windows program, using .NET and DirectX, you don't look like you're running Windows though.
  3. Edward850

    Doom Eternal's confusing released date

    The date is a placeholder. No release date has been announced or alluded to. Problem solved.
  4. Edward850

    Chocolate Doom

    There's not nearly enough nines after that decimal place.
  5. Edward850

    Open world games with dynamic quests?

    To some extent, Elite: Dangerous is this. The jobs are randomly generated and random events can occur during said jobs, or just in general. The outcomes are predictable however, if only because the job just randomly failing for no good reason would be extremely frustrating. Outside of jobs, visiting various places (distress signals and etc) can generate random events. It is, however, a game you have to get used it. You won't know if you like it in 5 minutes or even 30, you're in for the long haul, and you have to know how to make your own fun.
  6. Everything I talked about was in the now. You could fix the issues with PRBoom+, but at the moment it's imperfect. And you can't go back and change Vanilla saving without getting a time machine, going back to 1993 and breaking into id software and fixing it for them. Also as you claim to be a source port author, you should be already quite well versed in Vanilla Doom's more glaring savegame bugs, i.e the fact it forgets all sectors you're standing in and can put you in inescapable holes, and that fact that all monsters lose their targets. These are even quite well documented phenomena. Hence obvious.
  7. Not quite. Because of how Revenants work, you can only remove pause frames at multiples of 4. It can't remove all of them without introducing timing issues. Removing them from multiplayer is even more complicated (if not actually impossible) due to the input sequence. We already know the answer to this. Ignoring vanilla because its save format limitations should be obvious, PRBoom+ does not perfectly capture the blockmap thing orders (among possible others), which means reloading the game introduces an inconsistency, granted a mostly invisible one until the butterfly effect kicks in. PRBoom+ however can support recording from a previous point using a save or just recording the demo using -recordfromto. When using a save, PRBoom+ records the load event in the demo as if you just saved and loaded the game to maintain the logic.
  8. Edward850

    Doom as operating system on a floppy disk

    You can't fit 4MB into 1.44MB. Even with the best compression we have now, you can only compact the IWAD to ~1.3MB, and you still need room left for the executable and the OS itself, and the additional means to unpack that.
  9. Edward850

    Why no Death Sound?

    You're joking, right? It's hard to tell these days as some people actually believe this.
  10. Edward850

    The Doom Confessional Booth

    Why do I get the feeling I'm seeing a cause/effect here?
  11. Can you show us a screenshot of the result? The error may be more obvious if we can see what you see.
  12. Edward850

    Things about Doom you just found out

    Well if you find a flaw in it, you should direct it to developers of SDL2.
  13. Edward850

    Things about Doom you just found out

    Yes. https://github.com/chocolate-doom/chocolate-doom/blob/master/src/i_video.c#L1167 (fullscreen_width/height default to 0x0, setup no longer provides an option to change the fullscreen resolution.)
  14. Edward850

    Splitscreen

    What platform? The Build engine is a gigantic mess which can't simply just have splitscreen added. How the N64 version ever got it remains a mystery for the ages, to the extent that I strongly suspect most of its engine was rewritten in the first place due to its initial over-reliance of X86 assembly. Doom's splitscreen wasn't really splitscreen at all, it was the engine instanced 4 different times and running a network game as an interop between each instance.
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