Danfun64
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First of all, you really should have posted this in "Source Ports" instead of "Everything Else". Second, you didn't list what your OS, hardware, graphics driver versions etc. are. I'm assuming you're running some version of Windows since you mentioned ".exe", but it's not impossible you're trying to run it through Wine or Proton or something similar.
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Protip: Don't bump two year old threads for comments like these. They're not particularly helpful. What is helpful is pointing out that for me personally, Wad Commander silently crashes the browser tab after several seconds of playback and I never figured out why, and as a result on the off chance I need Doom on a web browser I use EDGE-Classic instead. My web browser is the latest Chrome on Windows 11. I have GPU acceleration for videos turned off but I don't see how that would make a difference, as it also crashes in Microsoft Edge with default settings IIRC.
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My upbringing caused... interesting things to happen. I had a couple Sonic videos recorded that were long deleted because my mother didn't like Sonic. I once deleted my Google account (and by extension YouTube) because I bought into conspiracy theories when I was younger. That stuff's long gone. Not related to any of that was that some Star Wars First Strike stuff I uploaded on Filefront a long time ago is long gone including a couple videos. One video once existed in 720p but now only exists as a DVD rip. I think I still have the DVD somewhere.....
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It's Chocolate Doom based instead of PrBoom. Meaning that it doesn't support some of the stuff the PrBoom based port does. It used to have multiplayer compatibility? I think? I don't remember now. There was work on porting Odamex to the Wii, but it never had an official release AFAIK and I suspect all work on that side of things is dead.
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I think the intended point was that Retroarch on the iOS App Store only came out a couple weeks ago as of this writing (05/23/2024). So basically, Retroarch being on the Apple App Store means that, by extension, pwads can now be run on a program downloadable from the Apple App Store.
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It's not PrBoom+, it's a fork of PrBoom 2.5.0 with it's own changes and features. I suspect standard vanilla, limit removing, "boom compatible" and "mbf compatible" wads will work, but MBF21 or other modern old school standards won't. I wish I knew more about this ports feature set. It's mentioned in DoomWiki in the PrBoom page, but it's a small section. Netplay and demo recording are no longer possible. I don't know how complevel is configured. I'll just post this. https://docs.libretro.com/library/prboom/
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Bad Pixels, a Commodore 64-styled Wild West indie sandbox FPS game
Danfun64 replied to taufan99's topic in Everything Else
On the one hand, it does look cool. On the other, between the flat 3d and the voice synth, it feels like a crossover between Town With No Name and FAITH. I am curious if the game will end up being just as memey as those other two (though at least FAITH is unironically good). -
I prefer Woof because it has better demo compatibility. Crispy Doom and/or So Doom would also be nice.
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And So-Doom, PrBoom-Plus, DSDADoom, and Odamex.
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The downloadable freedoom iwads are out of date. It downloads 0.12.1 instead of 0.13.0. Also this bug makes it nearly impossible to play multiplayer on non rooted phones (on account of being unable to move iwads to the primary location). I was wondering when and if you plan on fixing it.
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[RC4.1] Chex Quest 3: Vanilla Edition
Danfun64 replied to Melodic Spaceship's topic in WAD Releases & Development
I'm a bit surprised there's no mention of the upcoming Chex Quest 3 2.0 release. There's going to be two versions: A GZDoom compatible version, and a version compatible with Odamex and ZDaemon. Notable, the latter has a fairly detailed DEHACKED lump. I think it might be a good idea to delay a final release and then try to incorporate 2.0's changes and maybe (parts of) the Odamex DEHACKEd file for greater uniformity. -
Could post your system specs? I do realize that Doom is a low end game and Woof isn't the most system intensive of source ports, but knowing what OS you are running and what your hardware is might shed a light on things.
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I do realize that this probably isn't a topic a lot of people care about, especially since classic Doom isn't getting any younger. I'm probably not even going to be doing much of this kind of thing in the near future anyway. That being said, as source ports are more developed and forks appear left and right, I am left curious about some things. Chocolate Doom, of course, came first in 2005. Among its feature set was rewritten multiplayer code that works better than the likes of PrBoom-Plus. As time went on, forks of Chocolate Doom emerged. First Crispy Doom, then Russian Doom, then So Doom. Then Russian Doom split into International Doom and a new Russian Doom. Theoretically, all of these use the same multiplayer protocol. Even Woof, which isn't directly based off the Chocolate Doom codebase like the others, has implemented it. When playing with people using the same client, there isn't any trouble. But what about when going in a cross client direction? Obviously differences in feature sets mean that certain clients would be affected differently. A chocolate doom server would probably crash the moment anyone encountered a visplane overflow regardless of client, while a server for one of the other clients would probably cause only people running chocolate to crash. Don't take my word on that though. Stuff like that isn't what I'm concerned about. What interests me is when the clients themselves are different in raw compatibility. All of these ports aim for fairly high accuracy with the vanilla game, so the biggest issue would be a different in release dates. The most recent stable versions of Crispy Doom, So Doom, and Russian Doom are from 2023, while International Doom and Woof had their most recent updates in this year of 2024. Playing with one another might be problematic. But none of them are as problematic as one of the clients playing with the most stable client of Chocolate, which came out in 2017 (I know there's the bug fixed version that came out relatively recently, 2020 I believe, but that only exists to fix a security vulnerability so it doesn't count). I am happy that a new stable release for Chocolate appears to be imminent, but I still wonder, are my concerns overblown? How big is the chance of desync between cross port play? This is especially important for Chocolate as it's the most accessible of all the ports on this list for non Windows users (though Crispy and Woof are in certain Linux repositories) and is the only one on the list included in Delta Touch for Android (...alongside Doom Retro, the biggest Chocolate Doom based port I deliberately didn't include on the list because it breaks off demo compatibility and has no multiplayer support)