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About Shockwave_S08
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Pretty much anything that's already included in Delta Touch, since an Android phone is literally all I have right now. Stuff that's on the poll: GZDoom, LZDoom, Zandronum, Chocolate Doom, PrBoom+ Stuff that's not on the poll: Doom Retro, dhewm3
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I've a question. Are the widescreen sprites standalone, or do they need to be loaded with Strife97? If the former, then that still needs updating to v1.3, as it only shows v1.2.
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Or more accurately, Dhewm3 is not compatible with servers running through the vanilla, original version of Doom 3. On top of different master servers for both, there's the matter of trying to port whatever co-op mod is being used, into Delta Touch itself. No source code, no port.
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Did you try tapping the arrow on the left border of the screen? Doing so will bring up the entire list of included sourceports.
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Not sure if this bug can be fixed, but when entering a map with WADSmoosh (Doom Complete) as the IWAD (or IPK3 in this case), the ending text from Ultimate Doom's E1M8 appears before the map actually begins. Otherwise, RAMP 2022 plays normally. EDIT: Can confirm that the issue is fixed, as of Build 737.
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[v3 (final)] Maximum doom in one
Shockwave_S08 replied to Asbadagba's topic in WAD Releases & Development
Just took a look at the Doom 1 side of things; really like how you gave the whole thing a "Knee-Deep In The Dead" theming! -
[v3 (final)] Maximum doom in one
Shockwave_S08 replied to Asbadagba's topic in WAD Releases & Development
Holy hell, never thought I'd see Maximum Doom revamped like this! Awesome work, you absolute madlad! -
You'll need to bind your buttons to the ten available Custom Button inputs within the gamepad config menu. These in turn translate into KP1 to KP0 on the keyboard's number pad, in a manner that GZDoom/LZDoom/Zandronum can recognize. If you need even more buttons, you can enable the two Quad Sliders through the touchscreen options in-game. These translate to ABCD and EFGH keys, as far as the sourceports themselves are concerned.
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As far to my knowledge, Delta (and Quad, by extension) requires a one-time online license verification when you run a game for the first time. After that's done, you can play anytime. whether you're online or off.
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To adjust the deadzone and sensitivity of your gamepad's sticks, click the "wrench" icon next to the following gamepad inputs: Fwd/Back Strafe Look Left/Right Look Up/Down In all cases, all axes can be inverted as well with the simple tick of a checkbox.
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Given how D3EE has evolved far beyond my already-high expectations, I have elected to discontinue my personal rebalance addon, for I feel that the balance is absolute perfection at this point. I would like to give one last thing: In The Lost Mission, the middle-names of UAC personnel aren't initialed properly like D3 and ROE; I have uploaded a very small minimod via Mediafire, for Sluggard to implement at his leisure for the next update. The addon is over here, on Mediafire.
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Would it be possible to make a "third" iteration that combines not just the default fixes and ammo rebalancing, but also to eliminate that jostling and staggering caused by enemy melee attacks? Or perhaps teach me how to dig into the enemy files and adjust it myself for my owm rebalance?
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Got a few additional inconsistencies to report. The flashlight's beam needs to be positioned as close to the center of the screen as possible. It does get a bit awkward to have to look slightly to my left all the time just to see where I'm actually headed. Tweaking the first-person viewmodel might solve this one. For some reason, the "headless" maintenance zombies still spawn brains and eyes when gibbed by heavy firepower, despite everything from the jawline-up having been torn off, as depicted on the character model.