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Messages - XDelusion

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1

General Discussion / Re: Take a byte! of Raspberry Pi

« on: September 16, 2015, 11:44:40 »
I installed it under Raspian on a Pi 2 B. Unless you run in a small window, it runs slow and choppy. Odalaunch would not compile.

EDIT: Just compiled under RetroPi... runs as it should but...

...it does not recognize the keyboard.
4
I am trying to compile Odamex on my dad's Mint Linux box so I can show him the work I've been doing on my TC.

I've compiled things fine at home under Mint, but on this computer it tells me this:

"-- Found wxWidgets: TRUE 
-- Configuring incomplete, errors occurred!"
5

General Discussion / Dream3DGE 1.29 Source Released

« on: October 04, 2013, 18:31:21 »
http://translate.google.com/translate?sl=auto&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fwww.dreamcast.es%2Fnews.php%3Freadmore%3D642&act=url

http://sourceforge.net/projects/edge2/files/3DGE%20SOURCE/



The source to an advanced Dreamcast DOOM engine has been released. I have no idea if this is of any use, but I'm thinking that this puppy has to be resource friendly if it runs on a Dreamcast and support 3D floors complete with floor textures.
Also, check out that water!

Features like this would most certainly be welcome in Odamex if possible!

http://doom.wikia.com/wiki/3DGE
6

Technical Support / Re: New Sky 1024x240: How Do I?

« on: July 25, 2013, 15:36:20 »
Well... I thought that looking at the pWAD would make things obvious, but I am stumped.

Here is the parts of Mapinfo that refer to maps 1 and 2.

map MAP01 "Lawn Wake IX"
titlepatch CWILV00
next MAP02
secretnext MAP02
sky1 SKY1 0
cluster 5
music D_RUNNIN

map MAP02 "Grayscale"
titlepatch CWILV01
next MAP03
secretnext MAP03
sky1 SKY1 0
cluster 5
music D_STALKS

This is coming from 32in24-10.wad.
I loaded it up in DOOM Builder and I don't notice anything that causes it to make the sky different in the maps either. So strange. According to mapinfo maps 1 and 2 share the same sky, but within the game they are different.

7

Technical Support / Re: New Sky 1024x240: How Do I?

« on: July 24, 2013, 19:41:59 »
Will do Pseudoscientist, I have that WAD on my hard drive. Thank you again!

EDIT: Oh, looks like there are more than one of them! So many wads, so little time. :)
8

Technical Support / Re: New Sky 1024x240: How Do I?

« on: July 24, 2013, 08:14:37 »
Oh, well if we have MAPINFO support then I can probably take it from here. I guess I didn't notice that support for that had been added in.

Thanks again, I "should" be good from here on out!
9

Technical Support / Re: New Sky 1024x240: How Do I?

« on: July 23, 2013, 20:42:04 »
Dude!!!

 Static_init rules!!!!!

10

Technical Support / Re: New Sky 1024x240: How Do I?

« on: July 23, 2013, 19:36:15 »
Thanks for the response, I admit I don't understand how the Static_Init info in the Wiki relates to my problem, and I'm sure it's just because I'm having trouble visualizing what the words are describing, so I'll tell ya what I got going on in the mean time.

EDIT: I think I'm getting Static_init now, I think the high stress level of the day blocked my concentration earlier. Still I'd like to understand how to do this without sky transfer, just so I know. Thanks!

 My project will not be using any resources from DOOM in the end. All sounds, textures, and sprites are unique from DOOM, or shall be once I've done all the dirty work.

 I have created a PNAME and TEXTURE file from the graphics I have loaded into the WAD. Also this is being designed with Odamex first and foremost. If I should break compatibility with GzDOOM, ZDOOM, or what have you, then so be it. Odamex has been my target source port since the beginning of this effort.

 Since I am not using any DOOM resources, I did not allow SLADE to list them within Texture1. So what appears to be happening is that RSKY1 from the DOOMII.WAD is conflicting with the one in my pWAD. I tried to rename TEXTURE1 to TEXTURE2, but that just prevents the pWAD from loading.

EDIT: When I have the DOOMII texture names present in TEXTURE1, my RSKY1 works without fault, but TEXTURE1 generates errors when saving.

 Any suggestions, would you like me to upload my work?

11

Technical Support / New Sky 1024x240: How Do I?

« on: July 23, 2013, 14:57:00 »
 I am trying to clean up the resource WAD for my Alien Breed Project.
 One of the mistakes I noticed that I made was to import the info from DOOM's Textures and Pnames into my pWAD.

I created a new pWAD without importing that information, and now that I have my new sky texture is not displaying correctly at all.

 I have named it RSKY1 to replace the original, but when I load up the game, there is garbage in the sky and not a hint of my texture what so ever.

 Any ideas on how to resolve this issue? Also does Odamex have a method in DOOM in HEXEN mode in which I can transfer sky textures?

Thanks in advance.
12

General Discussion / Re: 32bpp color mode

« on: March 29, 2013, 01:33:02 »
Hey, there's my post, I was wondering where that went!

Where was it?!?! :)
13

General Discussion / Re: 32bpp color mode

« on: March 28, 2013, 21:08:05 »
When I can get the pages to the source to load, I see a multitude of files, but no archives. I take it I have to download every file individually and place them all in the same directory?
14

General Discussion / Re: 32bpp color mode

« on: March 24, 2013, 13:25:50 »
I wouldn't know where to begin...

...that' something I should set aside some time to learn.
15

General Discussion / Re: 32bpp color mode

« on: March 24, 2013, 09:18:30 »
Darn, I was hoping that that was what all this was leading up to. Working in 256 colors can be quite the pain in the butt some times.

BTW, I can't download the latest version of this Odamex, the links appear to be dead so I had to settle for an older one.
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