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HiPhish

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Username
HiPhish
Joined
2013 Dec 12
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2
Last Active
2018 Jul 18
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  • Thanks, resolution was the choking point for me. I'm now playing in a window, I can almost stretch it to fullscreen 1980x1200 while maintaining 60FPS, but not quite. It's good enough for me now. I prefer the vanilla look, I like my sprites blocky.
  • skyjake wrote: » ... Thank you, it works now. My performance is <30FPS now, before 2.0 it used to be >60FPS. Is that to be expected?
  • The same thing happened.
  • Works, thank you.
  • Crashing on OS X again: Application path: /Applications/Doomsday Engine.app/Contents/Doomsday.app/Contents/MacOS/ Doomsday Created a new 32.0 MB memory volume. Config::read: /packs/net.dengine.stdlib/modules/Config.de is newer than…
  • Yes, it's working now. Thank you
  • Still crashing. Application path: /Applications/Doomsday Engine.app/Contents/Doomsday.app/Contents/MacOS/ Doomsday Created a new 32.0 MB memory volume. Config::read: /packs/net.dengine.stdlib/modules/Config.de is newer than modules…
  • Still crashing. Application path: /Applications/Doomsday Engine.app/Contents/Doomsday.app/Contents/MacOS/ Doomsday Created a new 32.0 MB memory volume. Config::read: /packs/net.dengine.stdlib/modules/Config.de is newer than modules…
  • skyjake wrote: Do you have the log from the OS X crash reporter? It would be good to see a stack trace. Sure thing: http://pastebin.com/VKTuvJPx
  • RC 2 is crashing on me (Doomsday, not Snowberry) on OS X, even though RC 1 was working fine. Are there any settings to reset, and if that fails what logs should I post? EDIT: This is what I get when launching Doomsday from the command-line: pplic…
  • We'll see about that, but keep in mind that I don't work all the time on this. I have never done something like this before, so it is amazing to me as well that I was able to do it. This is the sort of project where you grow along with it, and it is…
  • No clue; the source code is quite a mess, jumping all over the place. Besides, even if I were done tomorrow reading everything and writing it down, there is still the engine-side of things. The Doomsday Engine needs to incorporate these things grace…
  • Quick update, the converter for AdLib sound effect to WLF format is complete now. Thanks to sune for writing the Java version, without him it would have taken me a century to figure this out. This means we now have all the data formats under cont…
  • Here is hoping we can get Wolfenstein 3D into Doomsday in 2015. I had to take a long break from it, but I hope I can finish digging through the original code in the foreseeable future. I was aware of Doom source ports before I found Doomsday, but…
  • skyjake wrote: ... Thanks, I added my vote to the poll. I understand when software developers want to stay backwards compatible, but there is eventually a point where you just have to make the cut and say "these are the new minimum requiremen…
  • This is weird: according to Doomsday my computer supports OpenGL 2.1 OpenGL 2.1 supported Sys_GLInitialize: OpenGL information: Version: 2.1 NVIDIA-10.0.19 310.90.10.05b12 Renderer: NVIDIA GeForce 9400 OpenGL Engine Vendor: NVIDIA Corporati…
  • I've been busy with other tasks, but I still wish to continue. The GitHub repo always contains my latest progress, so even if I were to give up anyone could continue from where I left.
  • I'll have o look deeper into it (been focusing on AI only), but from what I can tell so far doors are at runtime replaced with the door objects and a state machine is keeping track. The level has a list of doors, and when an actor tries moving it ch…
  • I've taken a look at the uncompressed map (yay for the extractor ^^), horizontally connecting doors are represented by the byte-sequence 0x5A 0x00 and vertically connecting doors are represented as 0x5B 0x00. Both are on the first map (architecture …
  • I've never done any porting, so I have no idea how to approach the plugin. My first instinct too was to have a barebones implementation that lets you load a level and walk around in it. Then there would be features added gradually, like texturing th…
  • Yeah, I was too eager when I made that proposition above. I'll just skip the AI in my documentation for now, I have already lost too much time on it. There are other less messy parts to adapt instead. While I'm at it, do you have an idea when it wou…
  • *sigh* I think you might be right. But look at code like this: PUBLIC void A_DeathScream( entity_t *self ) { switch( self->type ) { case en_mutant: if( g_version->value == SPEAROFDESTINY ) { Sound_StartSound( NULL, 1, CHAN_VOICE, Sou…
  • Ten days since my last post, and not much to show for. I'm currently doing AI, but there is just so much of it, like a million functions with exceptions on top of exceptions... I don't think that documenting them as they are in pseudocode is going t…
  • I have now uploaded the specifications how the AdLib data was sent to the card. There is no point in going deeper into how it works, as that would essentially mean writing the specifications of an AdLib emulator. We can decide at a later point how t…
  • OK, I got the digital sound effects now. We can't have anything be straight-forward, can we? *sigh* I'll take a look at the WLF music data now. At least I know it has been properly extracted.
  • Looks like sound effects are not that easy: some are split over multiple chunks. For example, the first one that says "Achtung!" is split over the first and second chunk. I'll need to see if there is a way of finding out how many chunks need to be g…
  • Then you know more than I do, I don't even know how to read notes.
  • I haven't looked at it yet. If you want to go ahead feel free, I'm still documenting PC speaker, then I'll have a look at digitised sound.
  • That's fantastic, I haven't looked into digitised sound yet, I was still working on the PC speaker sound today. It's working now, I can extract the sound effects and then run them through my converter to make them into wave files. I had to learn how…
  • I would like to be able to verify the output, so I know I extracted the right thing. For example, when I thought I had the map format figured out I noticed that the bytes of the map were all wrong after a certain point and so I knew my analysis was …