CacoKnight Posted March 12 (edited) Can anyone please check if "mark secret sectors" is working on the latest build? I don't see them in any different color (pink?), once entered/revealed, in the automap. Edited March 12 by CacoKnight 0 Quote Share this post Link to post
plums Posted March 12 (edited) 4 minutes ago, CacoKnight said: Can anyone please check if "mark secret sectors" is working on the latest build? I don't see them in any different color (pink?), once entered/revealed, in the automap. Currently what that does is show secret sectors before you have entered them. There's no option to actually show them once you've revealed them. It was something I intended to add while I was helping with other map changes, but got busy with other things/didn't want to make any extra changes before the stable release. Now that you've reminded me I might get to it soon if Julia doesn't do it first. Edited March 12 by plums 1 Quote Share this post Link to post
Auron Posted March 13 (edited) Quick question: is there a way to load the widescreen assets for Heretic and Hexen? When I try to use it only load the title and intermission screens, the weapons remain in 4:3 aspect. I got the assets from this thread: Edited March 13 by Auron 0 Quote Share this post Link to post
Meerschweinmann Posted March 13 (edited) 53 minutes ago, Auron said: Quick question: is there a way to load the widescreen assets for Heretic and Xexen? When I try to use it only load the title and intermission screens, the weapons remain in 4:3 aspect. I got the assets from this thread: I have got them from this thread too. Depending on which assets you have downloaded it is possible that there is no sprite marker in the WAD. That is needed for many ports like the Inter-ports. Normally the only thing you have to do is open the zip file and then to do the WADs with the widescreen assets in autoload\hexen.wad and autoload\heretic.wad I have send you the Widepix assets from Nash Muhandes in the correct format as message. Edited March 13 by Meerschweinmann 1 Quote Share this post Link to post
Auron Posted March 13 1 hour ago, Meerschweinmann said: I have got them from this thread too. Depending on which assets you have downloaded it is possible that there is no sprite marker in the WAD. That is needed for many ports like the Inter-ports. Normally the only thing you have to do is open the zip file and then to do the WADs with the widescreen assets in autoload\hexen.wad and autoload\heretic.wad I have send you the Widepix assets from Nash Muhandes in the correct format as message. Oh I see. Thank you very much friend. It's working like a charm now. o/ 1 Quote Share this post Link to post
CacoKnight Posted March 16 (edited) Uhm ...I have a funny question, I was testing the port again and did IDFA ...how do I select the fists? I swear I tried all the numbers (even 1 twice of course) and mouse scroll too and I just couldn't get it, is it a bug? Edited March 16 by CacoKnight 0 Quote Share this post Link to post
Alaux Posted March 16 27 minutes ago, CacoKnight said: Uhm ...I have a funny question, I was testing the port again and did IDFA ...how do I select the fists? I swear I tried all the numbers (even 1 twice of course) and mouse scroll too and I just couldn't get it, is it a bug? If I'm not mistaken, not being able to switch to the Fist once you get the Chainsaw unless you have Berserk is vanilla behavior. 2 Quote Share this post Link to post
CacoKnight Posted March 16 1 minute ago, Alaux said: If I'm not mistaken, not being able to switch to the Fist once you get the Chainsaw unless you have Berserk is vanilla behavior. Ah, one more thing I learned, I'll do some other tests with GZDoom, DSDA and Nugget. Thank you. 0 Quote Share this post Link to post
Julia Nechaevskaya Posted March 16 Indeed, this is an original game mechanics. As written in the sacred source code: // Can't select the fist if we have the chainsaw, unless // we also have the berserk pack. if (weapon == wp_fist && players[consoleplayer].weaponowned[wp_chainsaw] && !players[consoleplayer].powers[pw_strength]) { return false; } 3 Quote Share this post Link to post
Shepardus Posted March 16 7 hours ago, CacoKnight said: Ah, one more thing I learned, I'll do some other tests with GZDoom, DSDA and Nugget. Thank you. Note that in dsda-doom and Woof/Nugget Doom this is dependent on complevel, since Boom changed the behavior and does allow swapping to fist when you have chainsaw and no berserk. 2 Quote Share this post Link to post
CacoKnight Posted March 16 3 minutes ago, Shepardus said: Note that in dsda-doom and Woof/Nugget Doom this is dependent on complevel, since Boom changed the behavior and does allow swapping to fist when you have chainsaw and no berserk. Ohh, that's why I didn't know. Thank you and thank you @Julia Nechaevskaya, didn't mean to give you extra work. 0 Quote Share this post Link to post
Meerschweinmann Posted March 16 (edited) The ability to change from chainsaw to fist is for the ultra-brave DOOM players 😊 Edited March 16 by Meerschweinmann 1 Quote Share this post Link to post
liPillON Posted May 15 hi Julia, quick question: what's the reasoning behind not exposing the "dp_screen_size" setting in the video/display menu? 0 Quote Share this post Link to post
Julia Nechaevskaya Posted May 15 In Doom? Very simple. 🙂 Ideally, it should have a slider, not just scary "Screen size: num" string, which is almost uninformative. Slider and menu item will eat about three lines, which is a bit too expensive for menu filling. But hey, it gives me idea by adding such slider to F4 menu, on same manner as in Heretic/Hexen, where screen size slider moved below SFX/Music volumes. IWAD should have necessary graphics AFAIR. Or is something too redundant? 0 Quote Share this post Link to post
liPillON Posted May 15 ah ok so it's just a matter of finding the most appropriate way to present it in the UI keep up the good work! 1 Quote Share this post Link to post
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