Search found 11 matches

by polyzium
Sun Nov 29, 2020 4:21 pm
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 190302

Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Is SWWM multiplayer-friendly? I got an "out of sync with" message a minute after starting the match/session.
by polyzium
Fri Nov 27, 2020 8:57 am
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 190302

Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

All this file appears to have done, is run all the English text through a bunch of Google Translators to garble it, in the vein of Funky Fantasy IV . I made my own Python script to randomize the language chain and translate the whole language file. As long as it's not malicious, i guess this is ...
by polyzium
Thu Nov 26, 2020 5:15 pm
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 190302

Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

I can already feel a lot of passion being put into this mod because it feels like I'm not playing a Doom game at all. Anyway, I decided to do something fun with the lore, or to be more precise, with the language files. I ran them through a Google Translate chain. Enjoy. (Note: I am not responsible ...
by polyzium
Tue Oct 06, 2020 8:53 am
Forum: Technical Issues
Topic: ALSA sequencer not working + underrun
Replies: 5
Views: 549

ALSA sequencer not working + underrun

This is more of a ZMusic bug. I want GZDoom to use GXSCC (on Linux). After a bit of screwing around with the GZDoom code I found out that it doesn't list the ALSA "internal" ports, like the "Midi Through Port" or the PipeWire ones. So I used the snd_virmidi module that creates 4 virtual "hardware ...
by polyzium
Sun Sep 22, 2019 2:07 pm
Forum: Abandoned/Dead Projects
Topic: Porting GZDoom Builder to Linux
Replies: 99
Views: 24875

Re: Porting GZDoom Builder to Linux

I personally don't really care how things are done - if it works, then so be it, if there's a faster solution then use that instead. So far the port seems to be more or less stable, no sector creation crashes, but these issues are still present: - 2D mode displays offsets/UVs incorrectly (I think ...
by polyzium
Mon Sep 02, 2019 11:14 pm
Forum: Abandoned/Dead Projects
Topic: Porting GZDoom Builder to Linux
Replies: 99
Views: 24875

Re: Porting GZDoom Builder to Linux

I use Pinta as a replacement for Paint.Net, GIMP is way too complicated for me
by polyzium
Sat Aug 31, 2019 9:05 am
Forum: Abandoned/Dead Projects
Topic: Porting GZDoom Builder to Linux
Replies: 99
Views: 24875

Re: Porting GZDoom Builder to Linux

Just tested it, seems to open maps fine, except textures are screwed in 2D mode. Also whenever I draw something and create a sector out of it, the program crashes, so it's unusable for doing map work. Plus it doesn't seem to accept mod resources (tried Quake Champions: Doom Edition v2.5), the things ...
by polyzium
Tue Aug 27, 2019 12:29 pm
Forum: Abandoned/Dead Projects
Topic: Porting GZDoom Builder to Linux
Replies: 99
Views: 24875

Re: Porting GZDoom Builder to Linux

Even if it is impossible to have a native Linux build, please provide us a Windows build when the OpenGL renderer is finished. The transparency bug is annoying as hell!
by polyzium
Sun Aug 18, 2019 8:06 am
Forum: Abandoned/Dead Projects
Topic: Porting GZDoom Builder to Linux
Replies: 99
Views: 24875

Re: Porting GZDoom Builder to Linux

Isn't it possible to use a separate X11 library like X11.Net?
by polyzium
Sat Aug 17, 2019 4:17 pm
Forum: Abandoned/Dead Projects
Topic: Porting GZDoom Builder to Linux
Replies: 99
Views: 24875

Re: Porting GZDoom Builder to Linux

I got a friend of mine to compile dpJudas' fork for me. Both 32 and 64 bit builds ask for BuilderNative.dll that don't exist: "Unable to load DLL 'BuilderNative.dll': Module not found. (Exception from HRESULT: 0x8007007E)" I have no experience with .NET, so I have no idea how can I get that file.
by polyzium
Sat Aug 17, 2019 9:44 am
Forum: Abandoned/Dead Projects
Topic: Porting GZDoom Builder to Linux
Replies: 99
Views: 24875

Re: Porting GZDoom Builder to Linux

I'm very interested in a cross-platform GZDB port like this. I'm on Linux and I don't think I can build from source. Can you please provide a binary so I can test this out? I'm very tired of this very disorienting lack of transparency when running GZDB via WineD3D/D9VK (yes, I tested it with D9VK ...

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