Search found 5450 matches
- Mon Jan 17, 2022 5:56 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.7.0 released
- Replies: 126
- Views: 57729
Re: GZDoom 4.7.0 released
Oh hey, my account does still work. Seems a couple of pieces of confusion is floating around, let's clear those up; Not really. There are exceptions to this, such as Doom 64's bilinear filter which, based on what some devs said, actually really pushed GL to its limits, but not Vulkan and apparently ...
- Wed Aug 07, 2019 8:18 pm
- Forum: Off-Topic
- Topic: Blood: Fresh Supply (Blood remaster) RIP 2019-2019
- Replies: 44
- Views: 10746
Re: Blood: Fresh Supply (Blood remaster) RIP 2019-2019
I don't know. To me it seems more of "this game didn't make as much money as we thought it would (certainly not near the amount people suggested it would) so we're diverting the amount of funding going into this". Nope, it's exactly as Kinsie said. Just returning the game back to the natural order ...
- Thu Dec 13, 2018 4:30 pm
- Forum: General
- Topic: Is it legal to link GZDoom to Steamworks API?
- Replies: 39
- Views: 6095
Re: Is it legal to link GZDoom to Steamworks API?
I'd like to know more about those circumstances. There is no indication anywhere that id software, the copyright holders for Linux Doom 1.10 GPL code, on which Chocolate Doom and Chocolate Strife are based, provided a GPL linking exception for Steamworks API. Only Simon Howard did. Moreover, the ...
- Thu Dec 13, 2018 12:26 pm
- Forum: General
- Topic: Is it legal to link GZDoom to Steamworks API?
- Replies: 39
- Views: 6095
Re: Is it legal to link GZDoom to Steamworks API?
To get such an exception for GZDoom, you need permission from idsoftware, as well as every single person who has worked on GZDoom. That is not even possible given the death of at least one member. Strife Veteran Edition is legally cleared and under very different circumstances. There is no way ...
- Sat May 26, 2018 3:28 pm
- Forum: Off-Topic
- Topic: Using Unity to create a Quake port?
- Replies: 20
- Views: 2240
Re: Using Unity to create a Quake port?
Nothing amuses me more than people who think my job amounts to typing #import quake.hardcore_gamer wrote:I am well aware of having to reprogram the game, but that doesn't sound very difficult vs the other challenges.
- Sat May 19, 2018 11:54 pm
- Forum: Off-Topic
- Topic: Split-Screen Multiplayer is Dying
- Replies: 27
- Views: 3814
Re: Split-Screen Multiplayer is Dying
That's interesting. I thought the publisher did have something to do with it as some games have had shoehorned multiplayer for the sake of it. Could that be because of behind the scenes feedback, though? It can do if they are the publisher for a particular title and that's what was negotiated, but ...
- Sat May 19, 2018 8:57 pm
- Forum: Off-Topic
- Topic: Split-Screen Multiplayer is Dying
- Replies: 27
- Views: 3814
Re: Split-Screen Multiplayer is Dying
Just because they aren't on those two consoles doesn't mean local multiplayer is dying/dead. As far as I can tell, both Sony and Microsoft focus on online multiplayer. Can't speak for the PS4, but the Xbox One has a good chunk of splitscreen/couch co-op games. Here's some: https://www.gamespew.com ...
- Wed Feb 01, 2017 4:12 pm
- Forum: Off-Topic
- Topic: Select multiple images and not print them
- Replies: 18
- Views: 1266
Re: Select multiple images and not print them
I tried with 56 PNGs and again 100+ JPGs (so all of the same type each time) and no matter what, I get the option to open. It almost seems to me like you've uninstalled something you shouldn't have.
- Wed Feb 01, 2017 4:01 pm
- Forum: Off-Topic
- Topic: Select multiple images and not print them
- Replies: 18
- Views: 1266
Re: Select multiple images and not print them
I tried with 100 and it still showed me open.
- Wed Feb 01, 2017 3:56 pm
- Forum: Off-Topic
- Topic: Select multiple images and not print them
- Replies: 18
- Views: 1266
Re: Select multiple images and not print them
Mikk- wrote:Nope. I have the same problem as Enjay. I dunno why windows 10 did this but it sure is dumb

It's not Windows 10.
- Sat Jan 28, 2017 6:22 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 893890
Re: The "How do I..." Thread
If an actor doesn't leave a corpse on death, it flat out doesn't exist anymore. You can't have a TID, or anything really, if you don't exist.The Second wrote:Seems to be wrong in the case of actors that don't leave corpses on death. Can anyone confirm?ZZYZX wrote:no
- Thu Jan 12, 2017 9:31 pm
- Forum: General
- Topic: Archvile Replacement Recommendations
- Replies: 7
- Views: 1289
- Sat Jan 07, 2017 9:59 pm
- Forum: ZDoom (and related) News
- Topic: ZDoom is Dead. Long live ZDoom.
- Replies: 232
- Views: 73901
Re: ZDoom is Dead (but the site isn't)
Csonicgo wrote:what have i done
WHAT HAVE I DONE
I DIDN'T MEAN TO ATTACK THE ZDOOM THIS MUCH
PLEASE GOD, NO

- Tue Jan 03, 2017 2:30 pm
- Forum: General
- Topic: Finally playing/beating 1993 Doom in 2017
- Replies: 25
- Views: 2473
Re: Finally playing/beating 1993 Doom in 2017
I never bothered purchasing the full version (or pirating it) for years. FPS games are perhaps my least favorite genre (putting me in a very small minority it seems). But I like to play all the classics. With all the love for the 2016 reboot, and fancy source ports keep the legacy of the originals ...
- Mon Jan 02, 2017 4:13 pm
- Forum: General
- Topic: Finally playing/beating 1993 Doom in 2017
- Replies: 25
- Views: 2473
Re: Finally playing/beating 1993 Doom in 2017
Yes, but it is a proof of concept of what it could be. Given that monster sprites are just 2D sprites and the wall textures are all flat objects, if someone took the time to replace them all at that fidelity, the finished product wouldn't look that different from what you see at the end of the ...