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Adding +sv_itemrespawn 1 to the command line may work? I can't test it currently, but I seem to recall using that with ZDoom back in the day, at least.
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Yeah, the FluidSynth MIDI engine supports SF2 patch sets. I named Retribution's SF2 file to DOOMSND.SF2 (The default one that comes with LZDoom) and the launcher edits [SoundfontSearch.Directories] in the config at runtime to point to where this resides, and reverts it to normal for any other game. Thanks for the link: I'm actually using LZSplitDoom to go through Doom 64 with my kid right now, so I'll be checking it out after I post this. If I can get Doom 64 DM support working as expected I'll update the program.
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Doom 64 - Retribution has no DM starts defined, so it's co-op only unfortunately. The GUI will disabe the COOP/DM selector after setting it to COOP when D64 is selected but you can try forcing it with the -deathmatch switch and it'll just crash outright due to this.
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An update: v1.5 ~~~~ 1) Tri-Split mode added. 2) Added Doom 64 Retribution data files and special handling for its soundfont. 3) Implemented mechanism to prevent loading of save games made with different number of currently selected players. 4) Added Delete button for saves. 5) Improved documentation. I've updated the download link in the inital post of this thread. It's been tested pretty thoroughly but please let me know if there are problems.
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You're welcome. Please let me know if you find any bugs/etc, or even just have general questions about its usage.
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I'm glad people are finding it useful. Please let me know if you run into any problems with it and I'll fix it ASAP: I've used it to go through dozens of Doom mods and most of the original idTech 1 games with my son since I made it and haven't run into anything yet, but you never know.
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What was your first purist/semi-purist source port?
Sliver-X replied to Frost-Core's topic in Source Ports
The only purist ports I ever used were the original DOS engines under Windows 3.11/MS-DOS 6.22 in 1996. When I upgraded that machine's OS to Windows 95 I tried Doom 95 but performance was so bad I just dropped to pure DOS mode and ran the original Doom binaries from there. I found Doom Legacy around 2000 and ran it for a while (I had a much faster PC running Windows 98 SE at that point), mainly for its split screen functionality: I played many, many hours of DM with friends using daisy-chained Gravis Gamepad Pros with the PC connected to a 27" RCA TV via my Voodoo 3 3000's TV-Out port. I then migrated to JDoom/JHeretic/JHexen, then Doomsday once they all merged. I think I started using GZDoom around 2007 and never looked back, though I restrict how it runs to mirror how the originals ran to a large degree: 35 degree mouse look for the games that had look up/down (Helps minimize the cardboard cutout effect of sprites), no look up/down at all for Doom/etc and vertical aim assist enabled. I also don't use bilinear filtering/etc. -
I've updated this to v1.4, which is a huge improvement both technically and functionally. v1.4 ~~~~ 1) Custom Game Template support: Add any game/mod via simple to make INI files. 2) Added Strife Coop support. 3) Added Square's Adventure and Harmony. 4) Greatly expanded Readme. 5) Code cleanups/optimizations. 6) Restructured config/save logic. 7) Fixed typos. 8) Added documentation for bundled games. Updated source code is included.
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Hi G-Force: Aside from the really low effort sockpuppet account name differences, you used PengOil when posting to my Youtube channel recently and after looking at your post history here it's obvious who you are. This isn't a source port, rather a highly specific front end to one. I am bound by the limitations of LZDoom for a lot of this. I'll say it again: Read the Readme.txt file I made for this. If you had done that, or even bothered to read the direct answers I gave you in this thread already, you'd know Question 1 is stepping outside how this setup works (It's doable, but would require manual INI editing to pull off which I'm not going to go into), and that Question 2 is irrelevant since no changes made in P2-P4's running instances will survive on next run. Question 3 is an FOV problem with whatever resolution the instances are being split into on your primary display, so you need to adjust the FOV in P1's menu/config file to compensate. Or you could even change how the engine does scaling entirely from within P1's config.
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I've been working on this for a few days and basically ended up rewriting most of the launcher: It should be a much better program now in all regards. It now supports Strife (DM only: The Strife CoOp mod requires a newer GZDoom codebase than what LZDoom is built on), save game loading, the ability to define the WAD folder it searches for things and a bunch of other small fixes to the GUI. The original post has been updated with a download link.
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It's actually possible, and I literally showed an example of how to do it two posts above this person's last post, but considering reading (And a lot of other things) appears to be too much of a burden to endure for G-Force, we get yet another asinine post that's already been answered either in this thread already or in the Readme I wrote for this thing. I've been quiet this whole time since I'm not really from around here, so to speak, but G-Force: Just stop. Please, stop.
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You're welcome, I'm glad others are finding it useful. I'll add a tab for configuration like that if I ever continue working on it, but for the time being, you can manually edit these sections in %APPDATA%\LZSplitDoom\player1.ini: [IWADSearch.Directories] [FileSearch.Directories] The first line under each is always updated to the path of the DATA folder located in the launcher directory when a game is ran, but any lines below it aren't touched and will be persistent unless the INI file is deleted. You can also invoke the launcher purely from a command line, so you could theoretically chain to it from other launchers, like: "C:\Program Files\LZSplitDoom_v1.2\LZSplitDoom64.exe" -split=vertical -iwad D:\DOOMWADS\doom2.wad -file D:\DOOMMODS\brutaldoom.pk3
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I've put out what I hope is the final version, v1.2. See the initial post for changes and the download link. Thank you to everyone who gave me bug reports.
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I've updated this to v1.1, which is mostly technical fixes as well as proper NERVE.WAD support.
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Yes. You can download it here: https://github.com/Ryochan7/DS4Windows/releases I am not going to support you getting it set up. There is a guide for that here: https://vigem.org/projects/DsHidMini/DS4-Mode-User-Guide/