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bLUEbYTE

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  1. Skyrim, for the first time. Can see why this game is deemed a classic.
  2. Compositionally, the tracks aren't really that original. They are heavily inspired by e.g. Slayer and Iron Maiden's music at the time. Also subjectively, in terms of instrumentation, I find the overuse of the distorted electric guitar MIDI sound distateful. Sure by definition, the genre calls for it but it is one of the worst sounding instruments in MIDI context.
  3. Baldurs Gate Dark Alliance 1 & 2 Bionic Commando Rearmed Blur Celeste Chessmaster Grandmaster Edition Chicory - A Colorful Tale Cuphead Dead Cells Defense Grid Defense Grid 2 DiRT2 Doom Dungeon Crawl - Stone Soup Fez FlatOut - Ultimate Carnage FlatOut 2 Hades Hollow Knight Hot Wheels Unleashed 2 I Was a Teenage Exocolonist INSIDE Into the Breach Mark of the Ninja Need for Speed - Underground Need for Speed - Underground 2 PAC-MAN PixelJunk Monsters HD Poker Night Popcap Game Collection Psychonauts Quake II Enhanced Race Driver GRID Rayman Origins Raze RetroArch Sausage Serious Sam HD - The First Encounter Serious Sam HD - The Second Encounter Spelunky Stardew Valley Super Meat Boy Terraria Tetris Effect - Connected Undertale
  4. IIRC there are *.DoubleBindings entries in the GZDoom .ini file for this exact purpose. Did you try the to rebind the action through the menu and press the two keys at the same time?
  5. Can't speak of headphones as I haven't used surround ones, do they have several little speakers placed in different parts of the earpiece? More generally though, surround sound (not 'virtual', actual physical multi-speaker setup) is super useful in doom. Last night I broke the normal analog output configuration in windows while setting up 5.1 via HDMI, and there's an added sound latency with 5.1, but it is still worth it. I'm running GZDoom BTW. I find it helps immensely during fights and one example would be that you can pinpoint much more accurately how close is that back-teleporting monster to you during the heat of the combat. This (virtual) 360-degree sound field tells you so much, like who's near you and what are they doing - when they make their sounds anyway - in realtime during action and influences my movement among other things, and approximating that with as many positional speakers as possible can only be a good thing.
  6. run around a bit to get them to start infighting. if you can do that in applicable situations then half (or more) of the battle is won.
  7. It's not even crazy but... multi-threaded simulation for the thinkers etc. It seems like the engine is decidedly single-threaded with nothing can be done about it without writing a new engine, essentially.
  8. Agreed on both counts. This is a game about shooting bad guys and it sucks if you run out of ammo. edit: when a map wants you to chainsaw or tyson for a bit on purpose it's fine, when done in moderation. And regarding your second point, I saw this mentioned in @Doomkid's "things to avoid when mapping" video and was like YEAH 100%.
  9. Impressive work, thanks again. Now I really like this launcher. Will post if I run into new issues or have new feature or enhancement ideas.
  10. Soo good. I grabbed the dark-mode build and gave it a spin. Firstly, I didn't see this on the release changelog but it now seems to consistently remember the panel sizes. Nice one! Regarding the new page size options; now that I'm pretty much always on the Grid mode, it made little difference for me but nevertheless I think it's a great change (I've settled on 500 for the rare time when I use Tiles mode). Disabling 'Show Play dialog' worked just as intended. Regarding the dark mode implementation, even though I know nothing about the Windows programming ecosystem, I can imagine the pain and likely hacky ways it forced you to do it in. I mean, the whole global dark mode implementation in the OS seems to me like one giant hack, as per my previous post. I hope that it won't give you too much of a burden going forward. The dark mode itself seems all fine in Tile modes, however in the Grid mode I get black on black for text. Windows is configured as light mode. Strangely, if I use the search box and then clear the search, the full list comes back in white text, until I click somewhere else - then it reverts to black on black. A similar thing occurs if I scroll down using PgDown key, the next 'page' has white text for a split second before becoming black. The second issue I'd like to report is more of a UX thing - for example I searched for the 1monster WAD and there is one match, which seems to be selected. However the right panel doesn't update, it still shows the item from the last selection. Only after I click on that item on the left panel then the right panel switches to show its details. Also, the window can't be resized. Thank you & hope you keep up the good work.
  11. Tooth brush & chicken launcher as a weapons. I didn't even know it was a bootleg named Mr. Smiley Head's Head Hunt Safari at the time.
  12. Have you tried GZDoom? Its controller support is stellar, 100% coverage too. I game with an xbox controller exclusively.
  13. Looks awesome, hobomaster22! I hope you don't mind if I keep feeding in my findings & suggestions as I use this frontend more: - Pressing enter on the left-hand pane moves to the next item instead of launching the content (I saw this in List mode on the Local tab) - The relative sizes of panels are not remembered across program sessions. Thanks for your awesome work.
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