Arsinikk

Results 35 comments of Arsinikk

> It seems to work correctly if the -file option is used. I tested with this command: `chocolate-doom -file 200lnmv.wad -dehlump -warp 25` Interestingly enough, you are correct. Using -file...

I have found a way to sync up the flat animations both when using `-file` and `-merge`. The solution became more clear to me, when I realised what the actual...

Ok, so I've figured out 2 things. One of the things that's causing Odamex to hard crash is the "species" declaration in the DECORATE lump ([see this](https://zdoom.org/wiki/Actor_properties)). This was added...

This sounds very similar to animated flat/texture consistency I've been pushing for modern source ports. Doom Retro and Woof have already implemented this fix: https://github.com/JNechaevsky/inter-doom/commit/6614d40233a4d9f8d1b9549cc10a8870b068b4fc DSDA Doom is currently in...

> So I can see that it's a simple fix, but this assumes that a wad was configured to work in vanilla. What about wads that were designed knowing the...

> The umapinfo header is just a wrapper. The actual complevel header is right after it and does change based on complevel. I can confirm after opening the demo in...

Unfortunately, I will have to downgrade my DoomLauncher and keep an older version as my main then. While having themes is nice, I would much rather have basic window functionality,...

I tried the new build with `compat_floormove` under MAP35, and the same issue persists. It instantly raises the middle blood sector, but doesn't lower the outside sector nor the teleport...

Edit: I learned something! The donut action works differently in Boom than in Vanilla Doom. Right now ZDoom ports and Doom Retro are using the Boom way of dealing with...

Hey Brad, it seems that Graf may have fixed this in GZDoom by adding it to the `compat_floormove` compatibility option (however I haven't tested the new GZDoom build to confirm...