Search found 45 matches

by Catoptromancy
Sun Sep 05, 2021 9:31 am
Forum: TCs, Full Games, and Other Projects
Topic: Blasphemer 0.1.7 Release
Replies: 20
Views: 5107

Blasphemer 0.1.7 Release

Blasphemer 0.1.7 is finally here. Blasphemer aims to create a free content package for the Heretic engine, with a theme of metal-inspired dark fantasy. Any limit-removing Doom source port that is compatible with Heretic can be used to play Blasphemer. As of this release we have almost 3 episodes ...
by Catoptromancy
Tue May 26, 2009 2:46 am
Forum: Closed Bugs [GZDoom]
Topic: Freedoom repos
Replies: 3
Views: 196

Re: Freedoom repos

This is a different problem. From search I found Ultimate Freedoom iwad still being recognized as shareware.

This is about Freedoom's doom2.wad being recognized as Plutonia.
by Catoptromancy
Sat Jan 03, 2009 5:43 pm
Forum: General
Topic: Can't seem to jump in Plutonia 2...
Replies: 50
Views: 4904

Re: Can't seem to jump in Plutonia 2...

Since jumping is disabled by a script and people are still finding ways to jump that bypasses the authors intended use. What about a vanilla map that has its ledges a unit or two higher above jump range for the sole purpose of keeping people from jumping up there. Would going into the map with an ...
by Catoptromancy
Sat Jan 03, 2009 2:58 pm
Forum: General
Topic: Can't seem to jump in Plutonia 2...
Replies: 50
Views: 4904

Re: Can't seem to jump in Plutonia 2...

I got an awesome idea +noclip bind. Its just like jump and can easily be bound to a key. If moving to a platform higher than you can reach isnt cheating, then neither is passing through those silly doors that need keys. Many platforms that cant be reached probably need you to actually aquire a key ...
by Catoptromancy
Fri Nov 21, 2008 2:13 pm
Forum: General
Topic: Linux Editing Tools
Replies: 14
Views: 5322

Re: Linux Editing Tools

Graf, http://www.doomworld.com/idgames/index.php?id=15397 "There's no decent editor." Quite a few maps were converted to boom standards and many bug fixes, in Linux with Slade. "There's also no decent WAD management tool." All the lumps in this wad were completely compiled in Linux with XWE. Works ...
by Catoptromancy
Fri Nov 21, 2008 1:57 pm
Forum: General
Topic: Linux Editing Tools
Replies: 14
Views: 5322

Re: Linux Editing Tools

Slade works fine in Linux. I have used it for at least a year.
XWE works fine in Linux with wine.

http://doomwiki.org/wiki/Slade
# Support for Doom, Doom_II, Heretic and Hexen, as well as Boom, ZDoom and GZDoom
# Uses SDL/OpenGL for fast drawing and cross-platform compatibility
by Catoptromancy
Sun Oct 05, 2008 5:43 am
Forum: Abandoned/Dead Projects
Topic: The Quest of the Cyberdemon
Replies: 6
Views: 1128

Re: The Quest of the Cyberdemon

Awesome news! Our beloved Graf Zahl, has taken the challenge and conquered the Cyberdemon!
You too can follow Graf's steps, coming to an svn near you!

http://www.doomworld.com/vb/showthread. ... post745655
by Catoptromancy
Mon Sep 01, 2008 10:28 pm
Forum: Closed Bugs [GZDoom]
Topic: [r1189] Locking issues again (perhaps the last of them)
Replies: 4
Views: 569

Re: [r1189] Locking issues again (perhaps the last of them)

zdoom svn also locks up on me. Killing X is only thing that works. Zdoom works fine actually. The second I try to leave at F10 or "y" after F10, It locks screen and I hear music.
No crash logs.

Running in gdb, is a total system lockup. I need to hard boot.
by Catoptromancy
Sun Aug 24, 2008 7:28 pm
Forum: Abandoned/Dead Projects
Topic: The Quest of the Cyberdemon
Replies: 6
Views: 1128

The Quest of the Cyberdemon

You must kill the cyberdemon. It will not be an easy task, for there are many obstacles in your path. The quest is to figure out how it can be killed. You cannot use any cheats of any kind. It is very possible to kill the cyberdemon. Once you learn of the secret technique it can be done quite easily ...
by Catoptromancy
Sun Aug 24, 2008 5:47 pm
Forum: Closed Bugs [GZDoom]
Topic: Forever, things block some projectiles.
Replies: 5
Views: 606

Re: Forever, things block some projectiles.

Option for compat_nopassover is there.
Compat flags are good so older maps dont break compatibility.
by Catoptromancy
Sun Aug 24, 2008 4:55 pm
Forum: Closed Bugs [GZDoom]
Topic: Forever, things block some projectiles.
Replies: 5
Views: 606

Forever, things block some projectiles.

Tested on all my other doom ports. Red firesticks block monster and player projectiles. Changes gameplay quite a bit. Probably other light sticks also block.

Some vanilla wads were made with these as barriers that can be shot through. But zdoom blocks projectiles.
by Catoptromancy
Sun Aug 17, 2008 8:19 pm
Forum: Closed Bugs [GZDoom]
Topic: r1175 $make DEBUG=1
Replies: 5
Views: 409

Re: r1175 $make DEBUG=1

Actually most of the debugging part isnt needed. cd trunk cmake -DCMAKE_BUILD_TYPE=Debug . with one period is all thats needed. The other steps are redundant. The debug directory isnt needed. You could run the cmake command with .. but would still need to make in trunk. My autoupdate script uses ...
by Catoptromancy
Sun Aug 17, 2008 7:26 pm
Forum: Closed Bugs [GZDoom]
Topic: r1175 $make DEBUG=1
Replies: 5
Views: 409

Re: r1175 $make DEBUG=1

$cmake -DCMAKE_BUILD_TYPE=Debug .
Is not on wiki. But it did make a 27 mb binary, instead of 5 mb binary. = )
by Catoptromancy
Sun Aug 17, 2008 6:30 pm
Forum: Closed Bugs [GZDoom]
Topic: r1175 $make DEBUG=1
Replies: 5
Views: 409

r1175 $make DEBUG=1

Following instructions exactly on wiki with the cmake system, makes nothing at all.
$make DEBUG=1 makes a binary but its not zdoomd

Probably not a real bug, but the wiki doesnt work and usual debug binary building doesnt work.

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