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Dinoaur

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About Dinoaur

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  1. Might it be possible to scale the intermission and screen border, like in GZDoom (HUD Options > Scaling Options), in a future version? It would also be nice to have an option to disable intermissions or demos pausing while using the menu.
  2. @YourOpinionsAreWRONG In your original post, you mention possibly making this WAD compatible with other ports like PrBoom+/DSDA-Doom. Is this something you are still considering? Thanks!
  3. A fantastic Doom utility, which does pretty much everything I want it to. Thank you!
  4. How's development coming along? Any chance we can expect a new build soon?
  5. I do use FLAC, and I can confirm that using OGG instead solves the crash. Now I'm just waiting for a patch, hopefully we'll have one soon.
  6. I've noticed that DSDA-Doom v0.27.5 crashes when using mods. I am using Windows 10 Pro. I've tested with The Ultimate Doom as well as Doom 2, using Perkristian's high resolution sound effects, as well as the corresponding Roland SC-55 music packs for each game. The Ultimate Doom crashes after 7 minutes and 58 seconds, while Doom 2 crashes after 10 minutes and 28 seconds. Final Doom also crashes with these mods, but I haven't timed these. Any idea what could be causing these crashes?
  7. I was also wondering if it'd be possible to add autoload functionality to .ZIP archives, for example a folder in the "autoload" folder named "kdikdizd.zip", or is this only for WADs?
  8. I'll keep in mind that it's only for zipped WADs, not just any file in a .ZIP archive. However, even when I unzip and put "extras_for_sourceports.wad" in "kdikdizd.zip", the extras still won't load with the other WADs, almost as if there's a limited amount of WADs that can be loaded together. And what about Plutonia and TNT crashing with the SC-55 music - what could be causing this? I have taken the tracks and put them in a .WAD archive.
  9. Since .ZIP support has now been added to both DSDA-Doom and its launcher, I tried loading KDiKDiZD as a .ZIP archive. This mostly works, except the included "extras_for_sourceports.wad" file doesn't load in the .zip archive, only when the unzipped files are dragged into the DSDA-Launcher. This adds things like widescreen intermission and HUD graphics: On another note, loading the Roland SC-55 Music Packs for any Doom engine game as a .ZIP archive doesn't work at all, only as a .WAD archive, which then crash Plutonia at the 3rd demo, and TNT at the 1st demo: https://sc55.duke4.net/games.php# PLUTONIA: TNT: Lastly, is there a way to gain the audio of these music packs without having to adjust the volume manually within the game everytime I switch to WADs that don't feature enhanced music?
  10. For some reason when I try to launch a WAD for DSDA-Doom v0.25.6 with qzdl 3-1.1, I get this error: "dsda-doom v0.25.6 (https://github.com/kraflab/dsda-doom/) dsda-doom is released under the GNU General Public license v2.0. You are welcome to redistribute it under certain conditions. It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details. Playing: HACX - Twitch 'n Kill Unable to find required file "z"" https://github.com/lcferrum/qzdl/releases/tag/3-1.1 Any ideas?
  11. Would it be possible to add this, for the OG feel? I'm not sure of who to ask.
  12. In GZDOOM, it is possible to scale the intermission and screen border. Can this also be done in DSDA-Doom?
  13. Understandable. It isn't really important, it's just something I thought would be nice.
  14. Thank you, loading the WAD as an IWAD fixed everything. I always thought it was simply an addon to Doom, since enemy behaviour is so similar. However, I still wonder if you could have the INTRO.SMK and END.SMK files play during the intro and the ending, since at least the intro tells the player what's going on. I know it's really not that important, but it would be nice to have for this reason, as well as for authenticity's sake.
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