Doom64EX-Plus
Doom64EX-Plus copied to clipboard
An improved modern version of Doom64EX.
Not sure if an intended behavior... After killing the initial enemies one needs to step into the only light in the floor being off to activate the lift out, but...
This fixes these warnings given by GCC with -Wall. Some of them seems to be logic errors (please review). In particular the 2 ones with operator `&` having precedence over...
I know that I can just use gamepad to mouse mapping, but I would prefer native controller bindings. I think this may have already been implemented with https://github.com/atsb/Doom64EX-Plus/pull/124 but it's...
Is it possible to port to Android? If yes, then approximately when can we expect it?
I don't know how easy or hard it would be to implement, and it's certainly not necessary, but having support for a second monitor would be pretty nifty. e.g. dedicated...
Seems in the latest release, the gamma is completely blown out and everything is too bright and washed-out.
Basically on release 3.6.5.9 from October 22 this very same bug #38 is back; also tested in very same level you tested back then: MAP29 Outpost Omega. See comment https://github.com/atsb/Doom64EX-Plus/issues/38#issuecomment-1357086969...
Last build I used was more than one year old, so I went building version 3.6.5.9 (no SDL3, the build from October 22) on Debian 12. I saw several improvements,...
Compiling under gcc 13 gives this overflow warning: ``` src/engine/p_user.c: In function ‘P_PlayerThink’: src/engine/p_user.c:595:28: error: overflow in conversion from ‘int’ to ‘signed char’ changes value from ‘51200’ to ‘0’ [-Werror=overflow]...
Hello, I recently tried Doom 64 EX Plus after using the standard Doom 64 EX for years well before the bethesda remake. Anyway, after trying the port I realized that...