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About docktorDoom
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MLauncher: Master Levels for DOOM II custom launcher
docktorDoom replied to docktorDoom's topic in Doom General
Thanks for the appreciation. I'm currently very busy right now with real life stuff that coding this will be fun but challenging. It is a good idea, I'm gonna think on adding it when I have time though -
MLauncher: Master Levels for DOOM II custom launcher
docktorDoom replied to docktorDoom's topic in Doom General
Added a field to add other pwads as well. -
MLauncher: Master Levels for DOOM II custom launcher
docktorDoom replied to docktorDoom's topic in Doom General
Yes but they arent included by default. You can edit the _internal/src/ml_info.json file and add your levels here. You can even create your custom wads list. Don't forget too paste those leevels inside the wads folder. ``` "maps": [ { "WAD": "ATTACK.WAD", "Name": "Attack", "Author": "Tim Willits", "PC": 1, "PSX": 1, "Xbox": 1, "PSN": 1 }, ``` Didn't knew those master levels exist. -
MLauncher: Master Levels for DOOM II custom launcher
docktorDoom replied to docktorDoom's topic in Doom General
I want a solution that will not involve anything related to combining wads (it brokes some maps and I think do not respect their authors) or being more generalist. Besides, this launcher automatically orders the WADS either alphabetically or by PSN order. It can auto warp to where the map is (like VIRGIL, which is in MAP06 slot I think). There is some new features planned, like adding more pwads, but I'm having less free time right now so there is not a release date. -
I recently started my first playthrough of all the classic DOOM games, starting with the first one, going through the master levels and ending with Final DOOM. I like to have everything configured from Steam, so that just by pressing a button I can play with the overlay using the source port that I like the most. With DOOM I and II it is very easy, until you reach the Master Levels. That's why I created MLauncher (or Master Launcher), a minimalist DOOM launcher designed for the Master Levels and inspired by the original one that bundles inside dosbox. This program is portable, is used inside your terminal, it's cross platform and FOSS software. https://github.com/drHyperion451/mlauncher-cli/tree/master It's one of the most ambitious projects for me, I have created it with a lot of effort and passion, and I think it was best to publish it instead of staying it. Hope you like it! Inside README.md there is a guide explaining how to configure for Steam.
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Yeah, I'm sorry. I just skipped reading this poortion of the source code without realizing it isn't called in release. My mistake. Reading now the correct called function, dsda_LegacyResolveWarp(), inside src/dsda/mapinfo/legacy.c the warp function works as follows: -warp <episode> <map> or for wads containing just one episode, like Doom II: -warp <map> So dsda_DoomResolveWarp() can be removed?
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dsda-doom v0.26.2 UDMF [2023-06-04]
docktorDoom replied to dsda-dev's topic in Speed Demo Submissions
Does audacity work in your system? -
Absolutely not! It's just that in dsda-doom it's still a work in progress thing unfortunately. Mostly because of code cleanup and refactoring. However, prboom is still archived today so maybe I could edit dsda source and fix it myself.
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Hello. This is technically not a bug but a WIP feature. -warp does not accept strings because it only accept numbers. Reading this from kraflab/dsda-doom: int dsda_DoomResolveWarp(int* args, int arg_count, int* episode, int* map) { const doom_mapinfo_map_t* entry; if (!doom_mapinfo.loaded) return false; entry = dsda_DoomMapEntry(*map); if (!entry) return false; *map = entry->level_num; *episode = 1; // TODO: warp episode return true; } If you play DOOM 1 you can only warp to the first map of any episode (just by doing -warp 3 you will be warped to E3M1). But it will work correctly if you want to warp to map 13 in DOOM 2 (-warp 13). Also you can warp to any episode by using the level table. It's easier and for now a good solution.
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Do you think GZDoom should have texture filtering on by default?
docktorDoom replied to BeachThunder's topic in Source Ports
I'm just referencing the GZDoom github description: "GZDoom is a feature centric port for all Doom engine games". Thanks for pointing my mistakes regarding the GZDoom light sectors. I've wrote this by heart in a laptop without GZDoom installed. -
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Do you think GZDoom should have texture filtering on by default?
docktorDoom replied to BeachThunder's topic in Source Ports
If GZDoom were a source port mainly focused on the original Doom, I would have agreed with disabling texture filtering by default. However, since GZDoom is focused on adding features and not just being a source port but rather a multipurpose engine, it is not an easy decision. An example that comes to mind right now is Total Chaos. If I remember correctly, it uses texture filtering, so changing the default to "nearest" would drastically alter its appearance. A complete list of GZDoom games with texture filtering set to "nearest" versus "on" would be perfect, as I believe this list should be researched. Perhaps I could do it in my spare time? We should take into account that many players don't know what it does or even if it exists, or they do not even care. I propose that GZDoom should detect if the gzdoom.ini file is not found and then checksum or verify the file name of the IWAD (DOOM/DOOM II/Heretic/Hexen) to set texture filtering to 'nearest' and light sector to 'legacy'.