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andrewj

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Everything posted by andrewj

  1. andrewj

    Eureka News

    What is the miniwad iwad? I have not heard of it before. You can try using doom2 as the iwad and load the miniwad iwad as a resource wad (e.g. using -merge on the command line).
  2. andrewj

    Eureka Keeps Corrupting My MAPs

    Can you post a wad after the step of saving in SLADE? I will try to reproduce here. P.S. Eureka only supports the map-specific SCRIPTS lump in a hexen format map -- it does not consider SCRIPTS in a doom format map to be valid (and I tend to doubt that it should allow that case). As for your other post, if SLADE misidentifies a hexen map as Doom then that is SLADE's problem -- especially if the map works as hexen in ZDoom.
  3. andrewj

    Eureka News

    It might be a distro specific issue, I looked at their package for FLTK and they have modified the fltk-config script in their package, but I cannot say for sure if they "broke" the fltk-config script or not (there is no comments about why they modified the script). But my feeling is that they did break it, at least for third party software (stuff they don't package themselves).
  4. andrewj

    Eureka News

    When I run fltk-config here with --ldflags, it does have -lX11 at the end. What do you get when you run fltk-config --ldflags ? And what operating system are you on?
  5. andrewj

    how can i make a source port for doom

    Wow, the OP is probably just a kid and Maes has to pile on with more abuse. Do you treat your own nieces and nephews like that?
  6. andrewj

    Issues with sound scripting

    See what happens if you make D_SPOOK a Wav file instead of an Ogg/Vorbis file. P.S. the lump should be SNDINFO not SND_INFO.
  7. andrewj

    3D modeling software that isn't Blender?

    What do you want to create?
  8. Short answer is that I don't think you can have both the keep-height behavior and the teleport-fog effect at the same time. If you don't care about the fog effect, then you could provide a translation lump with uses the Teleport_NoFog action with the fourth parameter (arg3) set to 1, for all the linetypes which normally use the plain Teleport action. Though I don't know how to provide an additional XLAT table, apart from the crude way of modifying the existing xlat/base.txt and rebuilding the standard pk3 file.
  9. It occurs to me that such a demo format should be an extension to the existing demo formats, i.e. include both a raw ticcmd stream and a map-delta stream. The ticcmd stream will be tiny compared to the map-delta stream, so size is no reason to not have both. People who want the "genuine" playback can use the ticcmd stream (on same port with same CL etc), and people who just want to watch the demo can use the map-delta stream on any port supporting it.
  10. andrewj

    why is gdzoom stuck at 30fps?

    The screenshot shows 30 quite clearly.
  11. Bit hard to tell just from an editor screenshot, ideally post a wad. I can say that if you split a tagged sector into multiple pieces (sectors) and use an action on them, they won't behave as a single piece but as separate pieces. So they compute where to go (heightwise) independently of each other.
  12. andrewj

    Scroll Floor is slower in PRBoom+?

    The Boom Reference document is quite clear how these "carry" scrollers should work, and GZDoom is following the specification fine it seems. But PrBoom (and I presume BOOM itself) is not following its own spec, the code in T_Scroll is just adding a vector to the thing's momentum, a lazy way of moving a thing since it leaves it to P_XYMovement to actually do the move, and that function applies FRICTION, and since the movement rate is quite low (less than 1.0) the friction is dominating and the things are moving much slower than they should be. So yeah, Boom is bugged here.
  13. andrewj

    Teleport Traps without Joined Sectors?

    A single sector need not be contiguous, you can have two or more pieces with void or other sectors in between. Sound propagation does not "know" that a sector has separate pieces, you could say that a sound which enters any piece is really entering all pieces at the same time.
  14. Different feature sets didn't stop UDMF from existing. So a new demo format could be built upon the existing UDMF spec and parsing code. Though I tend to agree with AlexMax that speedrunners would not fully trust these types of demos, and that makes the whole enterprise a lot less beneficial (not worth the squeeze).
  15. Well that's sad :( I remember one university course where we had to use this particular expert system software which was a totally buggy crashy piece of shit. To make matters worst, our lecturer was a russian guy who could barely speak english, asking him things was usually a waste of time. It was a real low point in my university education.
  16. andrewj

    What / how many languages do you speak?

    Yes there are hundreds, maybe thousands, of them and most countries have their own variant (or more than one). The Australian one, Auslan, developed from british sign language (BSL) and irish sign language (ISL) and have a big overlap with them, yet it has caused two main dialects of Auslan where some signs, a fairly small percentage I think, are different. I read somewhere than American Sign Language (ASL) only share less than 50% of the words with BSL, since it actually developed fairly independently of the british one. Yeah those sounds are a bastard to learn, though there are not fully independent, e.g. words that begin with q and j are always followed by a i/ΓΏ semivowel (plus real vowel) and the others never have that structure, so that helps a lot. zh and ch are "retroflex" meaning the tongue is curled backward in the mouth, takes a lot of practice to do it but eventually you can hear the difference in other people's speech. The aspiration aspect has never been a problem, most English speakers already have less apsiration on b and d compared to p and t and don't notice it -- so I wouldn't worry about that.
  17. I have heard of it, thanks, but my fingers are quite hardwired to vi keys by now :)
  18. andrewj

    New Monster Won't Spawn

    It is likely the original monster is blocking the new one from spawning. So use the A_NoBlocking action on the original monster before doing the A_Jump which spawns the new monster.
  19. When I was at university we had to learn "vi", the standard Unix editor. I have been using it (mainly the more featureful "vim") ever since. I prefer doing things like compiling code outside of the editor. I once tried the Emacs editor but the control/meta sequences to perform commands was really not my thing, too uncomfortable for me.
  20. andrewj

    What / how many languages do you speak?

    Cyrillic is fairly easy to pick up, there's only 29 letters I think and the capitals are not much different to the lowercase letters. I've been learning them causally, a few here, a few there. Can be a little confusing at times though since the N-sound looks like a H, the S-sound looks like a C, the R-sound looks like a P, etc.....
  21. andrewj

    How does monster speed work?

    A "sprite frame" lasts a certain number of tics. A "tic" is 1/35th of a second. Monsters perform a single move each sprite frame (simplifying a little bit) -- it is really a jump from the old position to the new position. If the speed is the same but the sprite frames are shorter (less tics), a monster will move faster.
  22. andrewj

    Simple / Atmospheric Roguelite

    The combination of smooth lighting with pixel art is an instant turn-off for me.
  23. andrewj

    5D Chess With Multiverse Time Travel

    Now I'm intrigued by the idea of a chess variant on a board a single square wide....
  24. andrewj

    ACS remote script calling

    From the ZDoom wiki: There is only ever one map "loaded" at any one time, even when using hubs the maps you have been to before are like a savegame (which may or may not be stored in memory). So stuff that "modifies" another map is really only storing a command which gets executed when you (re)enter that map. World variables are similar, you can change it in one map then check the value (and do something) when the player is in another map and running that other map's scripts.
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