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Oooh! Sounds awesome!
Actually, zandronum support is VERY VERY soon! It's whenever Quaker finishes his new updated version of zandronum that uses the latest zdoom build! ALMOST EVERYTHING WILL WORK WITH IT!
I'm not sure how you're not seeing more bugs. Brutal doom and freedoom use completely different sprites for the monsters!
Looks like I need to compile it into an exe on my own, which I don't know how... How would we do this?
Alright, so do I have to do any compiling on my own? Like, can I just download it right from bitbucket and then just run, or do I need another program?
Hasn't happened to me! The only bothersome thing happening, which doesn't even effect gameplay, are the sound channel issues with everything cutting off everything else.
I don't he's stopping that! I believe he's doing this IN ADDITION to the regular mod!
Shame, but I expected as much. Torr needs to understand that some modders just can't deal with such an outdated version.
Description or making one more addon that contains all the stuff one zip sounds like the cleanest ways to me.
I'm always online! I love reading the comments here so I never close the tab! ^^
There's gotta be someone around here that does.
If you have the skills to do it, then do it! He can't stop you! It would that allow us to play our mods together without the hassle that you have to go through for gzdoom!
Even if he won't allow it on the svn, then it should still be possible for you to provide a version just for us!
I think one should contact the dev of the app and see if he can port a drd build of the engine! That way you'd all have to do even less work to get your mods running!
Video description explained that it runs like a dream but slows down when a ton of action is happening, like particle effects and the like.
Quaker, I just thought of something. You know the last version of your submod that was compatible with zandronum? Try digging that up and then see what you can do to make a effects slider or something in a menu! It should then be perfectly ready to run!
Actually, IT REQUIRES NOTHING NEW! THEY ALL WORK RIGHT OUT OF THE BOX! It's literally just GZDoom on Android with all the bells and whistles! :D:D:D
The most that would have to be done would maybe be to tone down the particle effects and other stuff slightly due to lower memory than a fully fledged computer! That's all though! All of that can be done in the test version of your mod!
One caveat though is that it'll be running the current STABLE version of GZDoom, so it won't work with your mod or Pa1n's until you guys finish optimizing them for Zandronum.
You all realize that he was saying it ironically because doom was covered in a DYKG video, right? What on earth is with all the negative votes? Do ANY of you think before you act on instinct?
Thank you so very much for writing this! Now if only everyone else thought like you...
Oh my gosh, you called Quaker quacker! XD
no no, he's saying he can picture himself playing it in the middle of a lecture. I'd be screaming to high heaven with insane psychotic joy when the app is updated with brutal doom support, so you'll know then. :P
The app is called Doom Touch and it's two and a half dollars. It currently has fully functioning Chocolate Doom and Prboom+ on it, but as you saw in the video, it'll soon have gzdoom. By the time it's out, some of your complaints will likely have been fixed or lessened. I'm currently playing Doom 2 running Prboom+ using the app and it's a blast!
You guys are not prepared to see what I'm about to show you. Youtube.com
Yes, that is GZDoom, on Android, running Brutal Doom, at an acceptable framerate, and is COMPLETELY AND UTTERLY PLAYABLE! *FANBOY SCREAM*
EDIT: Just think of the possibilities! If you could integrate a slider to adjust the effects and such like Quaker has in his test version, then you could run THIS mod on your phone! Same thing goes for Quaker! I'M SO EXCITED I THINK I MIGHT EXPLODE!
You should teach a course on scripting or something! You seem completely fluent with the different languages in doom modding!
So this isn't this mod's fault but rather GZDoom's, somes sounds will be cut off by other sounds as if there aren't enough sound channels even though I have the number of channels set to the highest it'll go. A consistent example demonstrating this is when I use the flip-off taunt, his line will be cut off the instant the weapon I'm holding is re-equipped. Anyone know how to fix this?
Never seen anyone with this problem before. Are you running the latest GZDoom build? Devbuilds.drdteam.org
I think I finally see the sun in the storm of stress and frustration! :D
how does that keep happening? XD
just so you're aware, and I have no hand in the mod so don't direct frustrations towards me, but Pa1n would not have been the one to thumb you down. He respects you greatly and loves your work immensely. Do remember that this is only a test version and is not the final product. There's still a lot of work to do. Pa1n really is trying his hardest to comply with your requests, believe me. It's a long and tedious process. I've said this before, but maybe you could go through the mod and then pm pa1n the EXACT things that you feel need to be replaced with equivalent code that is not your own. That would speed up the process immensely.
I would recommend downloading ZDL. it seriously makes everything easier.