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ChopBlock223

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About ChopBlock223

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    Detail Obsessed Ritalin Enjoyer
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  1. Had a another idea, defining gibhealth for monsters. Again also, it would be the coolest thing ever if moving sectors could be forcibly synced by their tag, so that if they bump a caco or something in the wrong spot, they can either stop until the obstruction is gone, start crushing until the crushable obstruction is crushed or gone, or it bumps and then decides to reverse back.
  2. Oh, this is cool, I'll have to give this a look. (I've been really busy, so I haven't been present)
  3. Does the new 14.5.0 build include the fix from here, by the way?
  4. Woof can use .ogg files for music tracks, but can it use .ogg files for sound effects?
  5. Fuck off janny, it wasn't that bad.

  6. Stoked to learn that Senator Joe Lieberman is dead. Fry in hell for all of eternity, you fucking leech.

  7. Same controller, did not happen in older versions.
  8. Getting an odd behavior with analog sticks which I don't think was in older versions. I can move the stick around and that gives input for all directions, EXCEPT for straight left and straight right, it's completely dead and I get nothing. The weird part is that if I start movement with anything which isn't those directions, and then move the stick to those positions, then the input works just like normal (until I let go). Is this a matter of some setting somewhere, or is this a bug? Anyone else experience this? Was just using Woof v1.4.2.0, tried updating to v1.4.3.0, but it persists.
  9. Glad to see progress in your case!
  10. Those are textbook slimetrails, they can happen sometimes when there's a lot of fine linedef detail tightly together (like the little pits you see on the ground), and usually where those lines aren't mostly 90 degrees or 45 degrees. You can spot a slimetrail on the zigzag bridge in the original E1M1.
  11. Glad I could draw attention to and get a problem fixed. Looking forward to further developments of Woof, like always.
  12. I don't know how to calculate that value off hand, and that isn't a parameter or value described in the options. I switched to a 400% resolution scale, and that seems to fix it for me (I also told NVidia to actually use my dedicated GPU for rendering Woof, but that did nothing by itself). Still worth looking into what causes this though, and again, it seems to relate to translucency at distance (for the white pixel noise anyway). The little pale purple pixel lines on non-translucent graphics almost seem like they behave slightly differently, but it's harder to gauge. They are on the zombiemen corpses in the Doom 2 screenshot. Maybe this is an inherent issue with uneven resolution scaling, hence it shows at 300% but not at 400%. Like it wants to be power of two. This is interesting, I was on 300% when it happened, and then it stopped at 400%. I'm glad that someone can reproduce this, and that I'm not crazy or having a hardware problem. I guess I'll try and see what I get with different scaling when I get back to my computer, will I get them on the same values? Oh, that is VERY interesting. I had actually been using the vertical mouselook in Woof just now, not for aiming but for visually inspecting levels in software mode.
  13. Alright, here you have it happening with unmodified doom2.wad
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