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/vr/ - Retro Games

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>> No.4653934 [View]
File: 34 KB, 320x320, cat cringe.jpg [View same] [iqdb] [saucenao] [google]
4653934

>>4653919
>>4653916
im offended by it too
this is the real reason to fork development, not the botnet... its just like the shitty resource handling in OpenXcom making X-Piratez baloon out to like 1.5GB or some shit

some serious housecleaning and optimization needs to happen to these games

>> No.4402250 [View]
File: 34 KB, 320x320, cat cringe.jpg [View same] [iqdb] [saucenao] [google]
4402250

>>4401252
yeah this looks excellent
reminds me of being in the barrel of a railgun or some shit from quake 2 (that one deathmatch map with the huge gun)

>>4401528
>>4401520
My Upgrade is only 340KB, I did a hell of alot with that small of a package.

You are supposed to LOAD Smooth Doom first, then have the Upgrade loaded after it.

I designed it as a patch this way so that it could possibly be forwards compatible with future updates to Smooth Doom.

>>4401579
Fug I forgot about that shit.
The reason is because of palette changes, I altered the shorter span of tan colors in the middle of the palette to be a rusty red color, and in truth it actually kinda works for the better while you're playing the game because it makes those textures seem a tiny bit more gritty than usual.

But I don't usually play Doom1 at all (or the vanilla Doom2 wad either) so I forgot about intermission screens entirely.

Thats actually kinda a big whoops and I can fix it by putting a .png version of the intermission screen(s) in the package.

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