Leonid Murin
Leonid Murin
I think this can be done if we draw sprites, but it requires careful memory management. I can do it when I will be working on the Hexen stuff.
This is planned. We currently limited by the size of original ASCII char set, so we just switch fonts for different languages. To overcome this, we need to add support...
The problem was caused by the `libgcc_s_dw2-1.dll` that was copied to `build/src` directory during build time. It was outdated and probably incompatible with something that came with the GCC 12....
Да. Мультиплеер поддерживается. [Инструкция](https://www.chocolate-doom.org/wiki/index.php/Multiplayer) от Chocolate Doom подходит и к Inter/Russian Doom. Надо игроку-хосту из консоли запустить порт с `-privateserver` и [параметрами настройки игры](https://github.com/Russian-Doom/russian-doom/wiki/CLI-(Rus)/6cf325f53cfc944d4c63f1112b51c2deb871c80d) (`-map`, `-skill` и т.д.), а другим...
Это [ошибка синхронизации](https://doomwiki.org/wiki/Error_message#consistency_failure_.28.25i_should_be_.25i.29). Она может возникать из-за потери пакетов или отличий в: - Версиях IWAD'ов - Используемых PWAD'ах и/или их версиях - Используемых DeHacked патчах и/или их версиях - Версии...
@NightFright2k19 Autoload system was changed to the [Directory based autoload](https://github.com/JNechaevsky/inter-doom/wiki/ReadMe#21-directory-based-wad-autoload). Can it help with Chex and HacX assets?
Я думаю лучше оставить это на [`UMAPINFO`](https://doomwiki.org/wiki/UMAPINFO) и [`LANGUAGE`](https://zdoom.org/wiki/LANGUAGE), поддержка которых в итоге появится
Вот я и думаю что лучше их привязать уже к `UMAPINFO` и `LANGUAGE`, а не плодить дехакед строки
Found out there also was "Detail level" binding in menu also linked to `bk_detail`. Now "Suicide" have its own binding `bk_suicide` and "Detail level" now functions as intended.