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About LuciferSam86
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Optimize your pk3 files with my software Hakros Images Optimizer 1.6
LuciferSam86 replied to hakros's topic in Doom General
Cool stuff. What kind of optimizations algorithms are you using? Standard stuff, or something custom? -
Ah, the famous one-side "policy of transparency" and then blocking the critics and profiles. What a childish way to do damage control or better, a childish way to manage a situation.
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I see, at least for my hardware ( 4070 and 5900x), having the fps cap on gzdoom locked on a multiple of 35 is giving me pretty good performance, especially after switching to dxgi and put my GPU and CPU from power saving / balanced to performance. Oh and try to update your GPU drivers , the Nvidia one from April was pretty bad, now the latest from December is pretty stable for me
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Please update your post accordingly to this thread, and welcome to DoomWorld :)
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Falcosoft midi player. SF2 support and even VSTi via virtual midi cables.
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And the archive structure must respect some rules https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement Better work with directories and then, once finished, put everything into a zip/pk3
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The Quinary Conundrum - MBF21 mapset (NOW ON IDGAMES)
LuciferSam86 replied to Vortale's topic in WAD Releases & Development
Playing the RC1 and it's super fun. Congratulations for the official release on DW! -
[RC5] EVITERNITY II - RC5 Released!
LuciferSam86 replied to Dragonfly's topic in WAD Releases & Development
Congratulations for the release! -
hey does any body know why when i want to load or save a game doom 64 ex crashes i have the crash log
LuciferSam86 replied to albertos's topic in Source Ports
Looks like you're inside a OneDrive synced folder , try to put everything outside like c:\games\d64 . IIRC another user had a similar problem with gzdoom and he fixed the problem moving the game outside onedrive -
Hoping to not sound harsh or disrespectful, as a developer that sounds disrespectful pooping like this on other work especially if done for a hobby. Of course, some features will never implemented like disabling the ability to save manually ( I would not accept such PR, too). IMHO costs nothing to fork the project, other devs might come if they find your alternative interesting, no need to "take over" projects, because they are "wrong" and there is nothing to "take over", the source is there.
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I'm not a C++ dev, just a C# dev, so I might take a bit more time but I was able to make a new Zscript function for damage modify like the AbsorbDamage just for fun. Let's see for the mapinfo part , and if not accepted, I just learned some c++ 😁
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I think changing that default is kinda too late , and then you have the other side complain. The best course would be a new MAPINFO setting. Right now I'm looking at the parser and how it works, let's see if in the week I can make a PR for that.
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That for sure , but on my first days I was enjoying gzdoom with texture filtering, then something changed my mind so no filtering anymore even in games is supposed to be there like Q2, Half life and tomb raider 2
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and then change the default, the user with the older config will say "Hey! I like texture filtering enabled, why did you change that!?". It will be the same problem but from the other side, and the user will re-enable it doing ¯\_(ツ)_/¯ Maybe a ZMAPINFO setting, like the sector-lighting mode? The sanest thing to do is put a README, explaining how to do it IMHO
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That was really clear, and I like your approach.