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Charlie Love

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About Charlie Love

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  1. Remastering Quake 3 could be an opportunity to bring back the Revolution campaigns from the consoles and maybe spruce it up a bit. Or go full time splitters and have little arcade challenges.
  2. My personal preference to cope with my motion sickness is weapon sway on, view bob off. I didn't touch weapon sway code at all, so I wouldn't be surprised if disabling it desynced demos, but through my testing view bob shouldn't. I never liked how weapon sway goes away when view bob gets disabled in many games so I made sure that was decoupled from the game logic, essentially calculating those values and then lying to the renderer so the players camera doesn't go up or down. The reason the game feels so smooth is that I default the engine to run at higher framerates and turn off vsync for certain software configurations when using smart vsync, which on every machine I tested don't end up with screen tearing. You can likely do the same for dsda if you use similar settings. I don't outright state this anywhere, but I consider FDWL to be a software first port as I'm not too keen on how hardware mode looks, although it is certainly a necessity for more complex maps.
  3. Sorry I haven't been very active here of late. Working on getting those changes merged. I need to fix my Github notifications as they haven't been getting to me lately. I'm currently trying to decide where to take the port going forward. I was planning on doing something a bit more special with it, but I've just been swamped with other things lately. The port started as a way for me to implement features that I felt were likely out of scope for the DSDA Doom project. Due to DSDA adding many of these features in via their own methods, it kind of started to get a bit more complex when it came to deciding what to merge and what to rewrite which is why DSDA updates weren't brought in at the very least. The goal of this fork has never been to constantly have new features, but more to tweak or adjust things for my particular needs and wants. I unfortunately ended up a little too satisfied with where things ended up and stalled for a bit. :) I do plan on coming back and making things more active when life gets a bit less hectic. I really want to bring in game play modes and modifiers as a new feature in the future as well as tidy up the UI to make things more batteries included and in-game menu driven.
  4. The nice thing about Serious Sam is that its relatively simple level design works pretty well in VR (in 10-15 minute increments). I tried playing it in the past and it just didn't stick. In VR though it's probably the best non tech demo game I own besides Saints and Sinners.
  5. dsda already supports chex quest 1 & 2 and Hacx (as a pwad for Doom 2).
  6. Although, it's lacking in the music and look sensitivity options, I still think the xbla ports have the best control scheme with left trigger modifying your run and look sensitivity on the fly.
  7. I don't have any immediate plans on upgrading to OPL3, unfortunately. I'm not against it, but it's more likely it would get implemented upstream via prboom+ or dsda-doom first.
  8. Great, but very challenging map pack. Feels like the natural progression if they ever bothered to make a Chex Quest sequel based on Doom 2 instead.
  9. Yeah, I've been following it closely, but I'm waiting until things get a bit more stable before bringing things in.
  10. There's a second set by someone else that has different language files including Japanese numbers. They use both kanji and Arabic, usually Arabic in charts and whatnot. Kanji is used in similar situations as when you'd write out one, two, three, etc in English. https://forum.zdoom.org/viewtopic.php?f=46&t=37960&start=60#p1069797 Edit: This is what it looks like. Edit Edit: I was apparently combining some things with a few different wads. Here it is in a combined wad format. All credit goes to the original creators. jpcp_wide-JP.zip
  11. The Japanese variant is great for practicing your kanji number knowledge.
  12. Other than warping straight to a map, no. But demos won't play unless you idle on startup without doing anything. Merely pressing escape when the game loads to make the menu appear will stop them from playing.
  13. Does the patch have the demo with the ship wreck? I always thought that was a neat way to start things off.
  14. In every case but perspective it is a 2D experience. There's is no concept of a z axis, every single calculation is done in 2D space. Also, fun fact is that the door insets aren't actually even physical spaces. The doors are square boxes just like the walls. The insets are just a perspective rendering trick.
  15. Last night I made and uploaded a short video detailing the various features of FDWL. I'm new to the whole video editing and voice recording thing, so please go easy on me.
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