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Very cool release! I'm really liking the nearly full and yet also minimal HUD. Also, maybe old news but thanks for redirecting ENDOOM to the terminal too.
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"DESYNC" - my NEW ALBUM. Check out the lyric video!
HackNeyed replied to Jimmy's topic in Creative Works
Congratulations Jimmy! I'll admit I'm a fan of your work and this is very exiting! -
There may be more to it but from the video it looks like with Follow Mode on you are moving the Doomguy thus requiring the position of the map to update and therefore be redrawn with some up-scaling interpolation. So with Follow Mode off the map is stationary and it is the view that pans without having to redraw the position of the map within the "game world". For me it seems to "wobble" in PrBoom-PlusUM/DSDA-Doom and Woof as well but is solid and jumpy/snappy in DosBox and Chocolate-Doom. The question is what kind of interpolation is PrBoom/DSDA/Cripsy/Woof using and is it necessary?
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ZDL is fine if you like it and it works for you. It was about 8-ish years ago when I started my switch to Linux and had to find my own way. Anyway Complevels aren't too hard. You just need to know the Compatibility Modes Numbers. A complevel just tells Prboom to act like that version of the game. The Doomwiki for Sunder says it is Boom compatible so it would need -complevel 9. This page https://doomwiki.org/wiki/List_of_notable_WADs is really helpful! Another tip is to check the text file that comes with a wad, it will either make no mention of a compatibility level or other engine like Boom or ZDoom so it is probably complevel 2 for doom2 or complevel 3 for ultimate doom. If the text files says Limit-Removing then it just means Ultimate Doom or Doom 2 but is a bigger more complex wad then the original game could handle. PrBoom and it's complevels are Limit-Removing. If the text file says its designed for Boom (complevel 9) or MBF (complevel 11) use those complevels otherwise if it says Zdoom or something else it probably wont work with PrBoom.
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prboom-plus.exe and doom2.wad have to be in the same folder as each other... or you have to set up an Environment Variable... or you have to add the path to your command like "prboom-plus.exe -iwad c:\doom2\doom2.wad" or where ever you have to put -file sunder.wad and stuff. Hopefully that helps I haven't used ZDL in the last decade.
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It is a design choice like Crispy-Doom. Keep it feeling old school but make it more tolerable, I'm a fan of Woof for this very reason. I mean Doom95 had 640x480 so it wasn't unheard of for the times. Anyway there are still the PrBoom-Plus+UM and DSDA-Doom ports that offer the same wad compatibility and can run at higher resolutions if you really want.
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Nope. There are only 2 main resolutions. Hi-res 640x480 or original low-res 320x240 with optional widescreen equivalents. Think of it like a sister port to Crispy-Doom like a Crispy-Boom that just happens to have vanilla accurate compatibility.
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In the file m_menu.c search for "Always Run %s" and delete the text inside the quotes. That seems to work. EDIT: Alternatively in a hex editor you can either search in text mode for Always Run %s without quotes and overwrite the text with spaces (never add text, only replace!). Or you can just search and replace the hex strings. Find 41 6C 77 61 79 73 20 52 75 6E 20 25 73 Replace with 20 20 20 20 20 20 20 20 20 20 20 20 20
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Yep. I think I've narrowed it down. Sprinkled Doom 3.3.0 seems to work correctly (as in it desyncs like the other ports) however 3.4.0 and up only keep in sync with each other. @xX_Lol6_Xx Thanks! If you want to pass along the info that it seems to have happened between 3.3.0 and 3.4.0 it might save him a little digging. EDIT: Looks like its fixed by Gibbon in a commit about an hour ago on github. My testing shows its now fixed and in line with the rest of the ports.
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Well count me in! I just made a demo with Sprinkled Doom 3.4.1 in Doom2 map18 where I go wake up a Revenant and tool around for a bit then kill it and head back to the starting area but it desyncs in Crispy/DSDA/Woof yet still plays fine in Sprinkled. EDIT: I just compiled the latest Chocolate-Doom and it also desyncs like Crispy/DSDA/Woof. So I made a new demo with DSDA-Doom and it plays fine in Choco/Crispy/DSDA/Woof but not in Sprinkled-Doom. At the moment Sprinkled-Doom is the odd one out. If @PKr is having problems with Chocolate and Sprinkled maybe Chocolate had the problem and Sprinkled merged it in only for Chocolate to be fixed later. EDIT2 So I compiled Chocolate-Doom from a month ago around when Sprinkled was last updated and another from 6 months ago but neither match Sprinkled-Doom's behaviour so @PKr can you please list exactly what version of Chocolate-Doom you used?
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I found this a few days ago and I've been having a blast with it! Thanks for sharing. Nothing else really to add. For this wad I mostly play a map until I can beat it once saveless/deathless before moving on but MAP19 is doing my head in! So I've checked out a few later maps and beat a couple saveless too. Good job mate!
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Just 2 things to point out. 1. As discussed earlier for ReBoom, ReBoom-DOS does not display the Boom HUD at all when Always Show Stats are enabled. I don't know if you want to disable Always Show Stats when the Boom HUD is enabled or maybe just say in the Menu that they are incompatible. Not a big deal but a note might help users. 2. While playing around with ReBoom-DOS I found that if I change the Boom HUD from the default with everything in the lower left corner to the layout with health and armor in the upper right corner and then I switch back to the regular Doom status bar and then enable Always Show Stats I get the following image. Other Boom HUD layouts only seem to show the level name. I assume the Kills/Secrets are off screen or something. Repeatedly pressing the F5 key twice and then the Minus key lets me "scroll through" the layouts and see how it affect the status bar.
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This look cool but please, please tell me it stands for Zed Zee Doom Nevermind