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Everything posted by Dragonfly
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Echoing this. This kind of communication is literally the only interaction I have had with Linux users. Never, ever have I seen a Linux user who doesn't have a stick up their ass about everything Windows. I'm sure there are many people I don't realise are Linux users, and if so, they're great. They found what they enjoy and have left it like that, rather than trying to preach and indoctrinate like some weird bloodthirsty cultist. I've given a few Lixux OS'es a go, hated them for different reasons and went back to the OS which just works, Windows, because I don't have nearly enough free time to fudge about with a million settings I care so little for, nor do I enjoy having to install a billion dependencies and/or emulate windows via whatever arcane means, be it wine or otherwise, to use over half of the applications I want to use.
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While I do play with that light mode quite often; it's okay for it to be dark. Anywhere the player needs to go is illuminated accordingly - you'll soon realise there's some imps behind bars when fireballs come from there, after all. :)
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Even the Greatest Musicians Of All Timeβ’ are still learning. Don't back out of learning more just because you've been to a couple of classes. :)
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As someone who's tried to get into music writing several times and only finding success once I started using sekaiju, I'd fully recommend you try putting some hours into it and see how you go from there; I fully echo AD's comments. That said however, it's good to see someone new taking a stab at writing music. Keep at it, watch youtube videos about music theory and composition and take your time with it.
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GZDoom's SoftPoly renderer should be removed
Dragonfly replied to abunchoftrash's topic in Source Ports
I'll just echo the obvious response: It does you no harm having it present in GZDoom, it doesn't change your experience of using the engine what so ever, and even if maybe, just maybe, there's 0.1% of the port's userbase who DO use it because they HAVE to, then I think it should stay. tl;dr thread's actually useless -
GZDoom's SoftPoly renderer should be removed
Dragonfly replied to abunchoftrash's topic in Source Ports
This Thread should be removed Does anybody actually like this thread? I see no benefit to keeping it around as (on my machine, might be different on yours) it only decreases free time with no noticeable difference to happiness If anybody has any idea why it even exists or was posted in the first place, please reply because I believe there to be no reason for it to be here -
May I point you in the direction of https://zdoom.org/wiki/SetHudSize. Though yeah, I'm sure there's better ways to achieve this today.
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Changing your passwords prior to twitch confirming closure of any holes and exploits within the site is arguably pointless - doubly so if the source code to the site is actually leaked; "hackers", for want of a better word, now have the best tools available to look for further exploits. That said I still would do so for added safety / peace of mind. Most important thing you can do is enable 2FA if you want to protect your account, that way even if your password is exposed they still cannot access your account... Not that any of us are going to be targets anyway - not a single one of us are earning those exorbitant payouts that have supposedly been leaked, after all.
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Nice strat & execution!
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[Release] Ode to the Odonata - Happy birthday Dragonfly!
Dragonfly replied to Jimmy's topic in WAD Releases & Development
I'm truly honoured to have this made for my birthday, Jimmy. Absolutely fantastic map through and through! And as I said on discord: Thank you once again for this; I'll be revisiting this map and midi several times over for sure!- 15 replies
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Please do! :)
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Arceon - Boom compatible mapset (now on idgames!)
Dragonfly replied to DMPhobos's topic in WAD Releases & Development
Adding this to the front of my "must-play" queue, looks fantastic! -
I agree it's supposed to be a city, but I don't really know of any cities that have a hard cut from monolithic skyscrapers to open flat field as far as the eye can see. :P
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In a few more ambitious mapping projects people use models instead of sectors (often converting sector work into models) as it's way more efficient in terms of rendering.
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If you want to enforce pistol starts in boom-based ports I think you'll have to resort to a death exit.
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I've done it in a WAD that I never released in the end. I had done it the way advised above, but to account for loading time delays and such, I first set the music to a silent track via MAPINFO, then after a shot delay, played the intro audio via SetMusic. Then it's just a matter of waiting with an appropriate delay to time the next call to SetMusic for the main loop. Due to ACS's 35 tics per second timing, you may notice a slight skip in audio when transitioning from intro to main sequence, if this happens, you might be able to edit your audio so that the music you have looping starts on an exact second timing after the intro sequence, and then if that means some of the loop's starting audio would become part of the intro, just duplicate it to the end of the track to keep the loop seamless.
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Abyssal Speedmapping Session 58 - Its got Electrolytes!
Dragonfly replied to TMD's topic in WAD Releases & Development
I won't be about sadly. There's a chance I might be around for the 12-hour-later sesh if that happens to be on? -
Tomorrow? We share birthdays; I'll be 29 tomorrow, and faintly going grey already! :P
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Finally got around to playing this, and I have to say, what a fantastic map! For me the standout part of this was the music - it was really enjoyable to listen to throughout, never got tiring and suited the map perfectly. The gameplay here is stellar, coupled with the new sprites and sounds and minor changes to the enemy and weapon behaviors, it feels fresh and enjoyable while remaining very familiar. The secrets were enjoyable to hunt for (I found a decent potion of them, including the realms deep/pyrocannon one). The only issue I found was the ability to bypass the 3-key-fight by doing an SR50 from this point to the bridge: All in all, a fantastic release!
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Good effort, but I feel it's worth explaining that the latest arches you posted would not work well in older source ports due to the anti-aliasing on the bottom of the archway, which will look awful when converted to Doom's 8bit palette. It's also worth nothing that the skewing of the wooden edges seems very distorted and odd at the left and rightmost sides. I would also be careful with scaling some elements like you have, the SUPPORT3 trims either side of the gargoyle look very unusual when downscaled that much. Lastly, I'd suggest learning to get down and dirty with some more manual pixel work versus using the most convenient modern tools when it comes to scaling and distorting assets, as oftentimes the result will be better suited for Doom. Don't let this discourage you though, just felt it's worth explaining this so you can improve as you go!
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Adding more options to the GZDoom Welcome Menu...
Dragonfly replied to Beemer's topic in Source Ports
Use a launcher for that.