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About andrewj
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If you were to turn Wolfenstein SS into regular enemy, what would it be?
andrewj replied to LukeGaming's topic in Doom General Discussion
DOOM needs more flying enemies imo, so I'd turn it into a quake2-ish jetpack zombie with a bursty machine-gun. -
Meanwhile my version of E1M1 looks completely fine....
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No, cmake should auto-detect the operating system. That part worked here anyway.
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cmake worked for me, but since I don't have FMOD then the compile failed when it reached fmodsound.cpp (as expected). What version of cmake do you have? it may need a later one.
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In vanilla and chocolate, that is indeed what happens -- it does the complete wipe on the first call to D_Display() of the new level. I don't see how it really matters, with EDGE you are able to move around before the wipe has finished (you don't need to wait) and that seems like an advantage to me.
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The default source port is Vanilla, which does not support those features. Use the Manage Project command in the File menu (or CTRL-M) to change the source port.
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I noticed some are marked CC-BY-SA / GPL. Are they just place-holders?
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Blame the developers who choose tools with poor cross-platform support.
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Death states that spawn actors don't spawn actors (properly)
andrewj replied to watermelon eater gaming's question in Editing Questions
According the ZDoom wiki about A_SpawnItemEx: -
What's actually going on with negative y-offsets in textures being "ignored?" (image-heavy post)
andrewj replied to plums's question in Editing Questions
Okay, I see, thanks. So this is another "quirk" (aside from Medusa) of the horrible code which composes multiple patches in a single texture column - the passed in "originy" parameter of R_DrawColumnInCache() should ignore a negative value but doesn't. -
What's actually going on with negative y-offsets in textures being "ignored?" (image-heavy post)
andrewj replied to plums's question in Editing Questions
I couldn't figure out what the question was.... -
The config files for Eureka are a handy reference, there is generally one text line per thing or linedef type, giving a nice overview of everything.
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Wow, that is kinda amazing, and kinda hilarious. I think I owe that dude a beer....
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I had heard about the Heretic one (HHE), but I never knew there was one for Hexen. Perhaps the reason no source ports support these is because the files they create are binary files instead of text files. I have experience with the early DEHACKED binary files, and the EDGE source port could load them, but they would be a pain to support since they are just the raw structures dumped into a file, and all the source ports (even conservate ones) have extended their structures (mobj_t in particular).
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What's up with Obsidian Level Generator?
andrewj replied to Trigsy's topic in Doom General Discussion
It's something I tried (in V5) and it is just doesn't work, you hit that "sameness" quality much much quicker than in V7 (or even V3/V6). Producing levels better than Obsidian is going to require maching learning I think. Though it is hard to imagine how it might work, e.g. I doubt a 3D version of Stable Diffusion would "know" enough to produce fully working levels. Be a lot of fun to try it -- just need a few billion dollars....