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/vr/ - Retro Games

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>> No.2137187 [View]

>>2137182
It doesn't, because it uses the very latest version of GZDoom. At the moment if you cannot run the new renderer you will have to use the software renderer. However I may consider adding the old renderer back in as an option, but that's far off since the port isn't even released yet, nor is it remotely close to a releasable state

>> No.2137165 [View]

>>2137162
It's basically GZDoom, but with Zandronum's netcode and features ported over to it, with a few extras here and there

>> No.2137160 [View]

>>2137158
GZ&Doom was announced*

>> No.2137158 [View]

>>2137151
Of course not, since I'm assuming most of you aren't in the ZDoom Skype group, I'll explain the current situation here:

Around a week after GZ&Doom (Now renamed to GZDoomCS), I had a lot of pressure to complete my certificate II in IT. I recently finished the course and I'm now on school holidays, so I have plenty of time to work on it.

Believe me, I haven't given up on it. Don't expect a release soon though, while a lot of work is done, there is still a lot more to do.

>> No.2137147 [View]

>>2137138
There's more where that came from, check this out: http://zombie-nsfw.tumblr.com/post/105843041741/in-the-next-release-of-hdoom-if-you-load-up-the

>> No.1749504 [View]

Here's a custom build of GZDoom that lets you change the ticrate (for stuff like bullet time)

You can change it in three ways
GAMEINFO's new "TICRATE" property
The new A_SetTicRate function for Decorate
The new SetTicRate and GetTicRate functions for ACS

If you wanna screw around, load the included tictest.pk3 and change the "sv_ticrate" cvar.

Download: https://dl.dropboxusercontent.com/u/70702956/Doom/gzdoomticrate_fixed.zip

>> No.1731261 [View]

>>1731254
It's because they're programmed to die from one hit from a rocket. The damage types for the RPG and Devastator missiles are the same though, so therefore the Octabrains die from one devastator projectile

>> No.1729873 [View]

Try not to get TOO excited guys, it's still heavily WIP and there's no guarantee it'll be finished yet

However, I'd say that if I keep a steady pace, I should have a semi-working build in a week or 2

>> No.1729852 [View]

>>1729846
From what I've heard of them, I'd like to avoid the ZDoom\Zandronum irc channels, I'll give it a shot though

>> No.1729836 [View]

My neglect to read the 4chan rules properly aside, if anyone wants to test it out once it's ready (provided that it reaches that point), hit me up on ZDoom's private messaging system

>> No.1729758 [DELETED]  [View]

>>1729740 #
I am indeed only 14, I've been screwing with games, computers and programming since around age 4

>> No.1675460 [View]

>>1675458
I'm pretty sure it's not being worked on anymore.

>> No.1675453 [View]

>>1675431
GooberMan actually started his own project, using a better camera system than the one I did: http://forum.zdoom.org/viewtopic.php?f=19&t=37959

>> No.1500602 [View]

I've been thinking, and I was wondering if you guys think I should continue DoomCraft

Of course I can't work on it right now due to HDD issues

>> No.1489106 [View]

>>1489095
gg

>> No.1489032 [View]

>>1489026
Good point

>> No.1489016 [View]

I would supply Mike12 with code for a third person camera that doesn't get stuck on every friggin' object in the map, but I don't exactly want my name in the credits of a smut mod...

>> No.1489014 [View]

>>1489008
This is the exact shit I was talking about.
*shivers*

>> No.1488973 [View]
File: 101 KB, 800x600, 1395544774583.png [View same] [iqdb] [saucenao] [google]
1488973

Not sure if I should make this a thing

>> No.1488958 [View]
File: 120 KB, 800x600, 1395544337936.png [View same] [iqdb] [saucenao] [google]
1488958

Sitters' models translate rather well to voxels. They need to be scaled down though.

>> No.1488925 [View]

>>1488918
It was moreso me being busy. I'm sorta helping out now by getting a grappling hook which was going to be in Cyberrunner working, but time is a real pain.

I was also going to try and fix the "green morphball" bug, but yet again, time's a pain in the ass.

>> No.1488917 [View]

>>1488910
You could convert the rather shitty models we currently have with poly2vox, but that's not really putting in a lot of effort

>> No.1488909 [View]

>>1488904
Yeah I was originally going to help out with Metroid: Dreadnought but I didn't really end up doing anything.

Didn't think I was still listed there.

>> No.1488886 [View]

>>1488876
In that case
http://forum.zdoom.org/viewtopic.php?f=19&t=45488&start=45#p752747

tell me how much your performance gets raped

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