fabian Posted August 20, 2014 Average, I am pleased to read that you liked your experience with Crispy Doom. :) plums said:* SSG gibbing from Crispy Doom - especially as that feature is likely to disappear shortly in the name of compatibility. This feature has already been merged into Doom Retro, so at least it won't be "lost forever" after we finished the "Back to the Roots" campagne in Crispy Doom. 0 Quote Share this post Link to post
VGA Posted August 20, 2014 I'm patiently waiting for the new 3DGE . Will 1.4 have uncapped frame rate or decals? Meanwhile I am impressed with Smooth Doom so I'm using Gzdoom. By the way which are those two 3DGE commercial games? 0 Quote Share this post Link to post
Average Posted August 20, 2014 VGA said:...By the way which are those two 3DGE commercial games? I'd like to know too. :) 0 Quote Share this post Link to post
Coraline Posted August 20, 2014 There is SLaVE by Jayextee, and my own Hypertension: Harmony of Darkness. Here's the Hyper Midwest Gaming Classic Reveal, and our actual game trailer, slightly different from the live reveal version. Some assets are from Blood and is ongoing to change them (and the game as a whole) to an original story-driven shooter. My game is being published by GSP, LLC...not sure about SLaVE. @VGA: 1.4 will contain MD5 model rendering and hopefully decals, with the new GL library included. 2.0 will obviously come with rendering interpolation. 0 Quote Share this post Link to post
plums Posted August 20, 2014 Chu said:3DGE has unfortunately never been about compatibility. Understandable, and I certainly don't expect 100% vanilla accuracy or anything like that. At the same time, the number of times I was playing a map where something didn't work right, to the point where I had to either cheat or edit the map, was kind of high, especially with Boom maps. And I worry these kinds of bugs would discourage people from continuing to use the port. But, as you said, time is limited, and if you prefer to focus on feature enhancements over compatibility fixes, that's understandable. On that note, should I keep posting Boom-type bugs here if I find them? Or hold on to them for now? The main goal of EDGE before it was to become a powerful modding tool, which it was (and still is). Yes, and this is something I didn't talk about at all before - EDGE looks like it has huge potential for modding. However as someone who is mainly interested in more classic-Doom stuff, huge modding potential only has so much appeal to me - especially as there aren't really many new things made for said modding capabilities. However I do have some half-finished ZDoom ideas I had started a while ago, maybe when inventory support comes around I'll adapt them to 3DGE as well (or instead). I should ask though, are there any good EDGE-specific levels/mods I should try? Older ones are perfectly fine, so long as they still work. None of those other things I mentioned are of critical importance, and I can wait for the next release to see them. Having a chance to gib off of the SSG would be a cool addition though IMHO, especially if it's a relatively easy job. (And yes Doom Retro does it too, I know, which is cool - but no reason it can't be in other ports as well!) Lastly, here's my version of DLITEXPN.png which tones the dynamic lights down a bit. Also a replacement crosshair I've been using, to put just a tiny dot in the screen. 0 Quote Share this post Link to post
VGA Posted August 20, 2014 Cool! But what is this new GL library about? Also, when the decals are implemented, will they be applied to flats, too? Or does the same Doom engine drawbacks that prevent GzDoom to have them on flats apply here as well? EDIT: Can the crosshair be customizable like GzDoom? Personally, I prefer the little green circle. 0 Quote Share this post Link to post
Coraline Posted August 21, 2014 Decals are already working on floor flats, just not ceilings, unless we make major changes. Yes, you can customize the crosshair to whatever graphic you choose. Find the entries in DDFIMAGE: [gfx:STDCROSS1] image_data = LUMP:PNG:"CROSSHR1"; special = FORCE_SMOOTH; [gfx:STDCROSS2] image_data = LUMP:PNG:"CROSSHR2"; special = FORCE_SMOOTH; [gfx:STDCROSS3] image_data = LUMP:PNG:"CROSSHR3"; special = FORCE_SMOOTH; [gfx:STDCROSS4] image_data = LUMP:PNG:"CROSSHR4"; special = FORCE_SMOOTH; [gfx:STDCROSS5] image_data = LUMP:PNG:"CROSSHR5"; special = FORCE_SMOOTH; [gfx:STDCROSS6] image_data = LUMP:PNG:"CROSSHR6"; special = FORCE_SMOOTH; [gfx:STDCROSS7] image_data = LUMP:PNG:"CROSSHR7"; special = FORCE_SMOOTH; [gfx:STDCROSS8] image_data = LUMP:PNG:"CROSSHR8"; special = FORCE_SMOOTH; [gfx:STDCROSS9] image_data = LUMP:PNG:"CROSSHR9"; special = FORCE_SMOOTH; Those are the packed-in crosshairs contained in edge2.wad. Simply make edits, create your own, or replace them all-together. 0 Quote Share this post Link to post
FireFish Posted August 21, 2014 I have played doom mainly through following : - zdaemon (zdoom based, dominated my doom playtime) - doomsday - zandronum (+doommetal volume3) - prboom+ (mainly because i was interested in the source-code) because of a failing gfx card i am now stuck on an abominable igp and i had to play doom (lol) i went to Chocolate doom in august. I was thinking about adding this screenshot to the chocolate wiki but i dont feel like registering... running on the latest 64 bit Lubuntu (ubuntu + lxde). The big image ; http://i.imgur.com/q8C8YKN.png 0 Quote Share this post Link to post
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