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Which sourceport to use to play heretic nowdays?
liPillON replied to ptrdoom's topic in Source Ports
yeah the project has been picked up again by another team, with julia's blessing/permission julia on the other hand is working on the rebooted inter-doom, which is going to support heretic too -
Voxel Doom II w/ Parallax Textures v. 2.3 Released
liPillON replied to Cheello's topic in Mods & Resources
the download has finally been approved by moddb https://www.moddb.com/mods/voxel-doom-ii/addons/voxel-doom-ii-with-parallax-textures I'm pleasantly surprised by the compact file size -
Which sourceport to use to play heretic nowdays?
liPillON replied to ptrdoom's topic in Source Ports
so it seems that choco/crispy are the closest to vanilla option also for Raven's iwad, after all if resolution is an issue there's always "Russian Doom" which is a friendly Crispy fork with 800p support https://github.com/Russian-Doom/russian-doom/releases/latest -
Which sourceport to use to play heretic nowdays?
liPillON replied to ptrdoom's topic in Source Ports
how are dsda's accuracy and support for the raven's iwad nowadays? how does it compare to choco's and crispy's? -
hey @fabian and @rfomin congratulations for the recent development milestone, introducing new supported resolutions will undoubtedly make a lot of users happy! looking forward to the next release, congrats!
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I was waiting for this to finally release my latest NUGHUD endeavour https://github.com/liPillON/nughud_zdoom I also tested my other HUDs and they all still work as intended https://github.com/liPillON/nughud_fullstbar https://github.com/liPillON/nughud_modern https://github.com/liPillON/nughud_minimal
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Ports of classic Megawads to the Unity Port - UPDATE: Wraithcorp Megawads! Eternal Doom!
liPillON replied to Devalaous's topic in WAD Releases & Development
they already had https://twitter.com/bethesda/status/1734622708074524944 -
Speaking of latest devbuilds: moving the "General" menu inside the "Setup" menu now means requiring an extra step to get to video/sound/display/qol settings. Can those 5 pages be converted to entries in the setup menu?
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so I finally had the chance to try this and man, how did they miss this opportunity to add a chapter selection feature to the main menu? I love HL but.. Valve, you can't expect me to go through the train intro sequence again and again every time I dust off the game.. (yeah I know the "map" ccmd exist but I never bothered to memorize the names of each chapter starting map)
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I'll try, but focusing only on the most popular and still used/mantained standards. First of all you should keep in mind the distinction between: modding standards (used to change the characteristics of things in the game) and mapping formats (used A) to create the space in which those things exist, thus controlling how the gameplay flows; B) to add interactivity to the maps; C) to add visual flair to the environments ) ### MODDING STANDARDS vanilla: it mainly let modders manipulate built-in monsters/weapons, within original engine constraints https://doomwiki.org/wiki/DeHackEd dehacked extensions: they raise or remove the original engine limits https://doomwiki.org/wiki/DEHEXTRA https://doomwiki.org/wiki/DSDHacked zdoom family features: they abstract the built-in monster/weapons/objects logic, letting modders replacing things or adding new by inheriting from the existing one or defining them from scratch (decorate is the old standard en vogue in the zdoom ways, zscript is more powerful since the gzdoom engine exposes more of its features to it) (the general consensus is that this abstraction has a performance penalty due to the overheads it introduces) https://doomwiki.org/wiki/DECORATE https://doomwiki.org/wiki/ZScript others (specific to certain source ports): https://doomwiki.org/wiki/Doom_Definition_File https://doomwiki.org/wiki/EDF ### MAPPING FORMATS DOOM: as available in the OG engine by ID limit removing: basically vanilla but with rasing/removing the OG static limits BOOM: basically vanilla, with access to additional features first implemented in the BOOM engine MBF: basically boom, with access to additional features introduced with the MBF source port HEXEN: extension to the DOOM format, developed by Raven while working on the game of the same name UDMF: designed from scratch, to better leverage the features exposed by enhanced source ports (zdoom/gzdoom/eternity/edge/etc..)
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I'm referring to Windows' compatibility settings for dsda-doom.exe in File Explorer, locate "dsda-doom.exe" and right-click on it choose "properties" from the context menu: a dialog will show up switch to the compatibility tab and there click on the "Change High DPI settings" in the resulting popup window, check if "Override high dpi scaling" is enabled and which scaling method this particular compatibility setting is disabled by default to enable it, enable the "override" flag and change to "Application" the value of "scaling method performed by" combobox
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https://github.com/liPillON/gzhud_plus/releases/latest https://github.com/liPillON/gzhud_plus/blob/main/README.md
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It's something I've noticed too, but when using the opengl renderer disclaimer: my config has uncapped framerate enabled, vsync off, fps limit set to 105 I measure the framerate using the idrate cheat starting dsda in sw mode => framerate is constantly hitting the 105 fps limit and skyrockets if I disable the limit starting dsda in hw mode => reported framerate is 90, changing the limit has no effect, alt-tabbing out and back again lead to more appropriate framerates so far I've been able to correlate this with Windows' own display scaling and compatibility settings: - display scaling on, compat.setting HIGHDPIAWARE on => lower framerates than expected - display scaling on, compat.settings removed => framerates are as high as possible are you on windows too? do you have display scaling enabled? post your specs, our systems might have something in common
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hi! I need help with running timedemos from windows' command prompt specifically with appending the results to a text file (useful when running a demo multiple times to get an average score) I checked the CMDLINE.txt document without finding anything related Is there a dedicated parameter similar to -statdump or -levelstat? I could use stdout redirection but unfortunately it doesn't seems to work: when running ".\woof.com -iwad DOOM2.WAD -timedemo DEMONAME.LMP" the results are printed out to the terminal when running ".\woof.com -iwad DOOM2.WAD -timedemo DEMONAME.LMP > timedemo.out" the putput file will be populated, but the results will also be displayed using a popup dialog (just like what happens when running woof.exe) which require me to click on it to go on with the benchmarks (this makes impossible leaving the machine running timedemos unattended) /EDIT actually, I tried out adding the "-NOGUI" parameter and that did the trick!
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oh sweet, so the zip downloaded from cheello's moddb page works straight out of the box in woof now.. excellent!