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About Arsinikk
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As you know Nyan Doom is currently in development... I accidently made an oops-y regarding demo compatibility. I had some bad code regarding the new "Linedefs w/o tags apply locally" option, that ended up breaking maps that used generalized linedef actions. This is what I get for only testing in Vanilla complevels... So for this hotfix, the "Linedefs w/o tags apply locally" option currently doesn't work for generalized actions, resulting in accurate map behaviour and correct demo playback and recording. Sorry about this... I plan on fixing this later on, but for now it's better to have demo compatibility and maps actually working correctly :P Nyan Doom v1.1.3 (hotfix): Windows 64-bit
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I assume this is the similar to the dark transparent background used on the Woof menus? (which is a planned feature) If that's the case, once I implement the Woof transparent background feature, it should be easy enough to allow for a transparent automap background also.
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Nyan Doom v1.1.2 is here! This update includes support for native widescreen lumps, animated menu graphics and backgrounds, and more. New Features: Added support for Boom Extended HELP screens (HELP01-HELP99) for Doom 2 / Plutonia / TNT (previously only accessible via Doom 1) - See an example/overview of the feature Added support for widescreen lumps (no more widescreen asset wads) Added animated backgrounds and menu graphics support (TITLEPIC, INTERPIC, M_DOOM, etc) "Play demos while in menus" (Default: yes) - allows for demos to play under the menu like in Vanilla "Pause after intermission" (Default: yes) - adds an additional pause before "entering" the next map (this is disabled when playing or recording demos to avoid desync) Simplified / Re-organised options menus Nyan Doom v1.1.2: Windows 64-bit Please let me know if you run into any issues.
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100 Line Christmas (Vanilla Community Project) [Final]
Arsinikk replied to Arsinikk's topic in WAD Releases & Development
I'm a bit late on this one (sorry), but around 6 months ago at Christmas, a new update was dropped for specifically for DSDA, but not for /idgames. Well now that update is here! /idgames: Final v1.1 Changes include: Refreshed sprites and textures from Doom Christmas Enhanced Tweaks made to MAP25, now making it possible/easier to UV-Max -
200 Line Massacre has had another minor update (doesn't affect demo recording, of course). /idgames: Final v1.3 Changes include: Fixed incorrect animation definitions used by the Eternity Engine. This specifically caused animation desyncs on MAP25 in the port. (Thanks @_sink) The Infopack is now included in the main wad itself, instead of being a separate /idgames file.
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100 Line Massacre (Vanilla Megawad) [FINAL]
Arsinikk replied to Arsinikk's topic in WAD Releases & Development
100 Line Massacre has had a minor update in preparation for the anniversary edition coming later this year. /idgames: Final v1.3 Changes include: MAP31 has been tweaked to include a softlock fix and an erroneous Cyberdemon was removed on HMP co-op. (This doesn't affect the current demos on DSDA) Separate ZDaemon/ZDoom patch has been removed and instead integrated directly into the main wad itself -
Well it's based on the DSDA Doom codebase, so it should definitely be possible... I personally don't know how to compile for other platforms. Perhaps someone who is more knowledgeable could help with that.
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The GAMEVERS lump is based off the `-gameversion` parameter from Woof!, Crispy, and chocolate. It does however also include new exclusive features regarding limit-removing, as either by using GAMEVERS or `-limitremoving` / `-lr`, allows for overflow errors and emulation to be turned off, just like how complevels 9+ does. This should make it more convenient for mappers/players who swap between vanilla and limit-removing wads, and don't wanna turn off the overflow settings on and off per wad. I would suggest to use this logo for the wiki. It was created solely by me and was technically meant to be a placeholder (but it's probably fine to use at the moment). I'll apologise and say I don't know much about image licenses. :/ I'm thinking it should prob be GNU General Public License v2.
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Arsinikk changed their profile photo
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Nyan Doom is based off of DSDA Doom. It is called Nyan Doom, because I am a cat - meow! The port aims to support all the features that DSDA Doom does (as well as speedrunning), while also adding back cut features and some new features I've been wanting to implement. I love DSDA Doom, but I find that many quality-of-life features tend to get removed… and so now I've decided to create my own. Support for GAMEVERS lump in combination with COMPLVL to further specify Vanilla compatibility. Support for `-limitremoving` or `-lr` to disable overflow errors and emulation under Vanilla compatibility Added new scaled fuzz effect for Spectres and invisibility effects in the software renderer (Thanks Lovey) Added support for Boom Extended HELP screens (HELP01-HELP99) for Doom 2 / Plutonia / TNT (see an example/overview of the feature) Added support for widescreen lumps (no more widescreen asset wads) Add animated backgrounds and menu graphics support (TITLEPIC, INTERPIC, M_DOOM, etc) "Linedefs w/o tags apply locally" (Default: no) - option to fix tag 0 maps "OpenGL blend animations" (Default: no) - enables crossfading animation frames for flats and textures "Play demos while in menus" (Default: yes) - allows for demos to play under the menu like in Vanilla "Pause after intermission" (Default: yes) - adds an additional pause before "entering" the next map (this is disabled when playing or recording demos to avoid desync) Simplified / Re-organised options menus NOTE THESE ARE NOT CURRENTLY IMPLEMENTED. MOSTLY JUST A TO-DO LIST. Add dark transparent menu background option (like in Woof) Add option / functionality for midtexture bleeds in OpenGL Re-add shrunken view (+ and - view) ENDOOM - Add proper support for ENDOOM on Windows (possibly thru an external ENDOOM.exe) - Add a 'wait for keyboard press' for the terminal ENDOOM output on Windows - Add check / option to view ENDOOM 'only if PWAD Modified' P.S. I will listen to suggestions and feedback, but don't expect me to implement everything you ask for. I tend to implement things that are 1) in my capabilities and 2) I feel won't ruin any other features in the port. P.P.S. I also do NOT plan on adding back the old OpenGL render mode, as this port is based on the latest DSDA Doom, and the amount of work to add that back in would be enormous. Please note that I don't consider myself a proficient C/C++ programmer. I have coded many things with javascript, web code, and even my own interactive programs, examples being the Codex app from RUST, or my infopacks for Hell Revealations and 200 Line Massacre. Anyway, the point is I see that alot of coding languages are very similar in structure, so I can navigate myself around adding / tweaking features, but I would in no way say I'm a program coding expert. So if there's something not working correctly on the DSDA Doom code end of things, I will probably not know how to fix it. :P Latest version: Windows 64-bit For more, check out the Github repo! If you have any feedback or suggestions, I'd really appreciate it. You can post feedback here on this thread, or on the #nyan-doom channel on the Slotter Sanctum Discord.
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Getting into the Zone 300! https://www.twitch.tv/arsinikkdm
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10 Line Genocide demos [-complevel 9]
Arsinikk replied to Monsieur E's topic in Speed Demo Submissions
Apologies, beat this further... I'll try not to upload multiple demos back-to-back, until I make sure to get my best time. Sowwie. Episode 5: Map13: UV-Max in 1:04 10lne513-104.zip -
10 Line Genocide demos [-complevel 9]
Arsinikk replied to Monsieur E's topic in Speed Demo Submissions
Episode 5: Map13: UV-Max in 1:17 10lne513-117.zip -
Prob final Doom II in City Only stream! https://www.twitch.tv/arsinikkdm
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Playing even moar Doom II in City Only! https://www.twitch.tv/arsinikkdm