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About exl

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  1. exl

    Post Your Doom Picture (Part 2)

    Straight from the editor, looks kind of gloomy and weird with all the vertex anchors.
  2. exl

    Post Your Doom Picture (Part 2)

    A work in progress.
  3. exl

    Game Engine Black Book: Doom

    Absolutely looking forward to it! I read through Wolfenstein 3D book in one go and it was fascinating.
  4. exl

    DEH and BEX Editing for Macs

    Theoretically WhackEd4 can be made MacOS compatible, and someone has contributed a patch to go in that direction in the past (see https://github.com/GitExl/WhackEd4/pull/5). But there are some UI issues with WhackEd4 it in it's current state according to the patch's author.
  5. 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.
  6. 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?
  7. 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.
  8. exl

    [v 0 .95] 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.
  9. exl

    WhackEd 4

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

    WhackEd 4

    Weird, what about this one? http://www.teamhellspawn.com/exl/whacked4/files/whacked4-1.2.2-beta2.7z
  11. 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
  12. 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
  13. 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.