[GZDoom] Diabolus Ex v1.1

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Re: [GZDoom] Diabolus Ex v1.1

Postby Zen3001 » Sat Jul 21, 2018 7:03 am

I'm surprised how well these jumping puzzles work with doom
and I rewrote the batch file here...
Code: Select allExpand view
if EXIST gzdoom-DEX-%username%.ini ( goto start )

copy gzdoom-DEX.ini gzdoom-DEX-%username%.ini

:start
start ..\gzdoom.exe -config gzdoom-DEX-%username%.ini -file DEX_1_1.wad %1 %2 %3 %4 %5 %6 %7 %8 %9

this one requires you to create another folder in your gzdoom directory and put the files in there, it allows the user to use 9 parameters(better than nothing), it creates a user ini just like gzdoom does with it's gzdoom.ini so overall it's better organized and doesn't turn your main gzdoom directory into a mess of wads, batch and ini files
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Re: [GZDoom] Diabolus Ex v1.1

Postby Roarke » Sat Jul 21, 2018 12:20 pm

Arvy, your mod made me dizzy on
Spoiler:
:) wich adds to the atmosphere of the game.
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Re: [GZDoom] Diabolus Ex v1.1

Postby Mr.Enchanter » Sat Jul 21, 2018 11:08 pm

Could you make a version without the reflective floors, they look nice but kill performance on older builds.
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Re: [GZDoom] Diabolus Ex v1.1

Postby _mental_ » Sun Jul 22, 2018 12:22 am

Mr.Enchanter wrote:Could you make a version without the reflective floors, they look nice but kill performance on older builds.

Just do gl_plane_reflection 0 in console if you want to disable reflections.
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Re: [GZDoom] Diabolus Ex v1.1

Postby Mr.Enchanter » Sun Jul 22, 2018 6:18 am

Thanks mental.
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Re: [GZDoom] Diabolus Ex v1.1

Postby PFL » Sun Aug 12, 2018 5:18 pm

This was perfect, including the missing door sound :)
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