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On a side note, that's Valiant on the screenshot. The best wad out there in my totally unbiased, scientifically proven opinion. 😎 Just saying. /offtopic
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I have a very old folder with Doom wads. Whenever I play new wads I put a prefix to wad's name, like "this wad is $#!T" or "amazing" or "nothing special"... You get the idea. The earliest wad that has a simple prefix "WOW" belongs to All Hell is Breaking Loose from 1996. So I guess that was the first wad that blew my mind.
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Just fyi the Steam version of Deathkings is unpatched and as a result the music doesn't work out the box there. Refer to https://doomwiki.org/wiki/Deathkings_music to fix it (if you buy the game on Steam that is).
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Seems like it's a DSDA-Doom thing. It looks like this in crispy/woof: P.S. Tested it in prboom-plus, and it also works properly there. P.P.S. To be more specific it works properly in DSDA-Doom in a software mode, but shifts it to the right in opengl mode.
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I was wondering something... Since you have decided to record those midis using Microsoft GS Wavetable Synth, does that mean the tracks were created with it in mind? How about listening to your own music with something that's more similar to SC-55 sound? Would like to hear your thoughts.
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It definitely did it before. In earlier versions 426px wide status bar fits perfectly only when "high resolution" was set to "yes". Otherwise you'd need to use a 428px wide stbar...
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Well damn... The recompiled driver doesn't work. I get an error "A problem was encountered while attempting to add the driver to the store." when trying to install it. A dead end.
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Right, so the adaptor I bought has finally arrived. It works with dshidmini driver no problem. The funny thing is both motors work fine when tested for example in MGS options. However many effects aren't there when playing games normally. For example when you bump into objects in Spyro 2, there is no rumble. At the same time if you charge into multiple barrels in quick succession a very subtle vibration kicks in. The effect works normally when you get hit by enemies. So it seems like, all in all, the rumble works, but the problem most likely lies in rumble scaling that was adjusted for actual PS3 controllers within dshidmini drivers. I'll recompile the driver and see if I can get everything to work properly by simply changing rumble formulas. 🤔
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I honestly hope you'll persevere with your project, @banjiepixel. I'd really like to hear your thoughts on your own ideas present in this thread in a retrospect, once you'll fully understand what were you putting yourself up to.
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This is some kind of a recursion paradox right there.
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For that you'd want to write either a Dos program that would run before Doom, or make another Doom source port for Dos with those features implemented, and not "integrate dosbox into source port".
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What would be the difference between running the game in dosbox and "dosbox source port"?
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I mean, I haven't bought any adapters yet. That's why I am asking. Don't really want to throw money away. The problem is that some say they got some random adapter and everything including rumble works out of the box for them. Others say PS1 rumble can't work at all via usb.
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Sooo... Does the rumble on the original DualShock work with generic DS3 drivers?