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About exl

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  1. Very much so! I saw this over at the EAB as well. While I find that it isn't very much fun to play due to the reaons mentioned by Cherno already, it does look better than I ever thought it might in 3D.
  2. exl

    WhackEd 4

    That is indeed a bug, you can't null out an action in normal Dehacked, only in extended patches. Maybe Chocolate Doom's behaviour here is not the way they want it to be?
  3. exl

    PNAMES/TEXTURE1/2 sucks.

    I wrote another wad merging tool some years ago that also merges texture lumps and additionally concatenates text lumps together (such as ANIMDEFS and the like) to provide a crude merging for those as well. No support for the Boom binary animation lump though. Naming conflicts just mean one texture will be overwritten, though the conflict is logged to indicate it should really be solved by the author inside their source wad.
  4. exl

    [v 0 .9] Doom Neural Upscale 2X

    This looks very interesting! There is a definite "style" to how it extrapolates detail, but things like door texture and the Icon of Sin part look really good. Definitely want to see this in action.
  5. exl

    WhackEd 4

    Any more details than that? What version of WhackEd4 are you using, and what is the exact error?
  6. exl

    WhackEd 4

    Weird, what about this one? http://www.teamhellspawn.com/exl/whacked4/files/whacked4-1.2.2-beta2.7z
  7. exl

    WhackEd 4

    The crash was related to the name saving bug. That should be fixed now: http://www.teamhellspawn.com/exl/whacked4/files/whacked4-1.2.2-beta.7z
  8. exl

    WhackEd 4

    Da Werecat: could you try out this version which fixes the names bug and determines whether a thing is a projectile or not based on it's state's actions? It should save a thing's speed property as fixed point if any states used by that thing use either the VileChase or Chase actions, whether the PROJECTILE flag is set or not. http://www.teamhellspawn.com/exl/whacked4/files/whacked4-1.2.2-beta.7z
  9. exl

    WhackEd 4

    The names being loaded incorrectly is a pretty bad bug, names might not even get saved at all under some cirumstances. About the BOUNCES flag, if I understand it correctly from your explanation and from looking at MBF source code, a thing will have it's speed interpreted as fixed point if none of it's states set the momentum directly (through e.g. Chase), but if there is such a state action then the speed property will be interpreted as "normal". So whether or not the speed value must be converted behind the scenes is not dependent on the PROJECTILE or BOUNCES flag at all, but what actions a thing's states have. It's possible to detect this, but will be a bit more work.
  10. exl

    WhackEd 4

    Productive sundays are best sundays. Changelog for version 1.2.1: Added: support the RandomJump action in state previews. Added: Extended DehackEd configuration with the extra things and empty states from Doom Retro. Crispy Doom also supports these. Added: state actions that spawn things (like missiles from monster attacks) will now play that thing's sound during a preview. Fixed: unused state parameter descriptions would not be updated when an action using them was selected. Fixed: added missing things to the Doom Retro configuration. Thanks to VGA. Changed: WAD reloading is now faster and doesn't reset the UI state. Get the setup executable or 7zip archive from http://www.teamhellspawn.com/exl/whacked4
  11. exl

    WhackEd 4

    For some reason I didn't notice the notification in these new forums, sorry. See my reply to that. I did add the RandomJump action for 1.2.1.
  12. exl

    WhackEd 4

    Changelog for version 1.2.0: Added: state animation preview (with sounds) by pressing ~ on a state or using the new state context menu. Pressing ~ again inside the animation preview will restart it. Right-clicking a thing or weapon state from their respective dialogs will preview it directly. Added: linking states together can now be done by selecting them, right-clicking and selecting a link option (or use the respective shortcut key). Linking is done in the order of selection. Added: an option to clear out all selected states from the state context menu. Added: an option to clear out a thing's properties from a thing's context menu. Added: DOOM Retro "Gib health" thing property. Added: barebones patch merging feature by loading a patch 'over' the current one. Fixed: state and thing copy and paste operations were much slower than they should to be. Changed: sprite selection dialog now shows sprites at 2x scale. Changed: always display a state's "unused" parameters since these actually affect a weapon sprite's offset even in vanilla Doom. Changed: updated to PyAudio 0.2.11. Changed: monospace font is now the more modern DejaVu Sans Mono. Especially the animation + sound preview functionality should be pretty useful. Get the setup executable or 7zip archive from http://www.teamhellspawn.com/exl/whacked4
  13. VGA

    Hello, I have fixed some errors in the Extra Dehacked preset (previously the extra things were not usable)


    Also, Crispy Doom now has support for that preset so the name could do with a change. I attach the new preset:




    1. exl


      Thanks, I hadn't noticed the additional things. What kind of name do you think makes sense? "Extended DeHackEd"? And does Crispy Doom also support the newer gibHealth thing property?

    2. VGA


      Nah, I don't find any reference to gibHealth in Crispy Doom's repository.


      Extended Dehacked sounds ok.

  14. exl

    WhackEd 4

    Interesting, I didn't know that since MBFEDIT.TXT doesn't mention that feature. Is MBF the only source port that supports this? At any rate, I've added it to the todo list.
  15. exl

    Site and/or forum bugs or things not working

    I noticed that https://www.doomworld.com/idgames doesn't work, while https://www.doomworld.com/idgames/ (with the trailing slash) does. That might confuse some users.