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Everything posted by dew
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The viewpoint that NATO is unnecessary is inherently a propagandist lie spread by Russian neo-imperialists. Russia claims there is no reason for an anti-Russia defense pact, while simultaneously viciously attacking and slaughtering anyone who is unlucky enough to not be in that very pact. Russia also clings to revisionist wolrdview where they're still a superpower in a multilateral world split into spheres of influence - and my country joining NATO was the only way to make sure we're no longer within that suffocating, poisonous grasp. I don't care whether you are a westerner or a russian, these days you don't fully know how important NATO is unless you live in Russia's shadow, wondering if you're the next invasion target. It is important to never bow down to Russia ever again.
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What are your 10 favorite albums (or more if you want) ?
dew replied to P_A_Z's topic in Everything Else
Pink Floyd - Wish You Were Here Nick Cave and the Bad Seeds - Henry's Dream Tori Amos - Little Earthquakes Portishead - Dummy Godspeed You! Black Emperor - Lift Your Skinny Fists Like Antennas To Heaven I would give 5 different names on a different day, it's just a vibe of the moment. -
Blood curdling. Infuriating.
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Bring Collector back (or what new categories do you want to see?)
dew replied to Decay's topic in Other Demos & Discussion
This is the real issue for any "meme" category and no amount of voting or filtering will pick the right ones. The only possible solution that comes to my mind puts onus on the archive developers, sorry, heh. Basically, a frame to specify notable categories per wad, not per archive. There are wads where collector is absolutely a legit category with great, unique runs/demos, whereas the vast majority is uninteresting and just busywork. So basically what you want, imo, is specifying wads where the expanded tables make sense, and having the fringe categories rolled into "other" everywhere else. Of course the nuclear option is specifying this per-map, but that seems like a good way to hand out a few heart attacks. -
The doll continues to fall through the floor infinitely and doesn't lose its momentum while pressing against the blocker thing. Then it continues forward when the blocker gets crushed. There was actually a report by Revenant about the setup failing, which we figured out was the doll sliding off the blocker, since there was enough space on the side and it triggered the wrong specials prematurely. However we could only confirm this for EE, it didn't happen in vanilla/choco/pr+. Is this the cosine value table imprecision for heading, and should it be applied to the doll? Genuinely asking the programmers! This is the borrowed setup from Linguica and NIH, which allows the mikoveyors to work even for ITYTD. As far as I understand it, the explosion normally blocks off the secondary one, and the doll has enough momentum to continue its infinite fall. However on ITYTD the effect is halved and a secondary explosion is needed for the doll to get pushed far enough (and still only take 1% total dmg). This thing is black magic, I suggest looking up the particular research thread, links should be here.
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There is one more step to this setup worth mentioning that took some painful debugging and experimentation. No-damage mikoveyors are inherently very slow, so essel devised a fan-like setup for trigger linedefs to activate as many of them as fast as possible. However that is when the vanilla SPECHIT (special hit) overflow strikes, allowing only 8 special triggers per actor at once. This can be benign (think tons of tiny identical teleport lines for a large telecloset monster), but breaks the map if every action is unique and important. So we devised voodoo doll threading where the conveyors are parallelized, 8 actions per thread/doll. Since the dolls move extremely slow, they sync up reasonably well, though general thread safety is not entirely guaranteed.
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Definitely use -file and not -merge, no matter what port you're using. Command line params should look something akin to: choco/crispy: chocolate-doom.exe -iwad doom2 -file KDiKDi_A.wad KDiKDi_B.wad -deh kdikdizd.deh -warp 13 -skill 4 eternity: eternity.exe -vanilla -iwad doom2 -file KDiKDi_A.wad KDiKDi_B.wad -warp 13 -skill 4 dsda-doom: dsda-doom.exe -complevel 2 -iwad doom2 -file KDiKDi_A.wad KDiKDi_B.wad -warp 13 -skill 4 I tried the crispy setup loader and couldn't get it to work properly either, heh. Maybe something crispy-related that should be brought up with fabian.
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Absolutely fantastic point, it's really crazy how fraggle single-mindedly sticks to the tired "why do u even care" argument and says literally nothing else on the matter. Glad you caught him redgreen-handed. Another victory for 🧊🍑 and selective quoting!
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I dare you to taste Icarus map11, cowards!
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And they said early 00's flash animations will never be relevant again.
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I liked this map, joe is finally maturing as a mapper. Can't wait to see where his future contributions to the series!
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This is very unexpected and sad news. I'm sorry for your loss, and ours.
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Redneck Rampage is incredibly boring and hunting the keys is the height of horrible level design. There is a reason why it is not remembered fondly, unlike any old mediocre 2.5D shooter of that era. A failure of basic principles in favour of idiotic gimmicks.
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N O R A G R E T S
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You're the second person I've seen to come to this conclusion, I believe @Megalyth was the first one. He even suggested such weirdly specific anatomic accuracy might be a byproduct of Adrian Carmack's stint at the morgue. Congrats, you reaffirmed this theory in my mind.
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I definitely get posessed by demons when I get woken up by a ghost, but then it's actually a fucking marten burrowing through the insulation of the roof.
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I always liked the System Shock 2 explanation for ghosts, them being residual energy, a "record" of people in great emotional or mental stress. Then again, that requires "mental energy projection" and telepathy and whatnot, which do not exist, so ghosts "of this type" do not exist either. But it was a neat explanation for ghosts in a sci-fi setting.
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Russia supposedly plans to cut of the whole country out of internet.
dew replied to Sokoro's topic in Everything Else
I'm not sure I support your very liberal and broad application of benefit of doubt, but I will give you the former here. A lot of people have a very high threshold to reach the "Are We The Baddies?" moment of clarity. This only gets worse if you're under a barrage of one-sided homer narrative. Even if you're confronted with contradictory information, at that point you're likely to quickly reject it as enemy propaganda. And Russia has made long strides towards cutting itself away from any foreign information over the last decade. And while I usually disagree with Doomkid's militant fencesitting and fundamentalist bothsideism, he does bring out a good point: the western media cannot be ALL wrong. Even just America isn't all Fox News, and even Fox is apparently in a conflicted situation, trying to figure out if Putin is a good guy for opposing Biden, or a bad guy for opposing America. And even if you distrust all the MSM, you can go to the fringes, but when you combine the reasoning of the Jacobin, the Federalist and the Atlantic, you get total annihilation of any common value imaginable. Meanwhile Russia tightens the screws, narratives not in line with politbyro lead to jailing people. And by that I mean calling the special operation a "war". Wow, peak controversy! -
Corrupted Cistern :: GZDoom UDMF Map [FINAL on IDGAMES]
dew replied to Lutz's topic in WAD Releases & Development
I suggested the early RL to Chris, because it's a high-risk, high-reward weapon in the early stages of the map. You can delete some monsters with it quickly, but Chris can control how much ammo is given, and in general the player is still at a disadvantage in the tunnel combat. The moment you get one of the SSGs that balance flips and the player dominates the hallways, revs and cacos included. A forward SSG would hasten this and make the initial section much easier - and there's no chance of controlling shell supply in this map, haha. Honestly, I was worried you forgot about having the RL in your playthrough, because you kept diving into danger with hitscan in hand where a long range rocket or two would've saved your bacon.