Author Topic: CGDoom  (Read 71894 times)

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Offline DJ Omnimaga

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Re: CGDoom
« Reply #60 on: July 20, 2012, 03:22:33 am »
There's a fast rendering mode? ???

I should read readmes and release posts more carefully <_<

Offline Deep Toaster

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Re: CGDoom
« Reply #61 on: July 20, 2012, 12:40:38 pm »
I didn't read any readmes myself <_< I just pressed random buttons until something happened. I think the render speed toggle is either sin or cos, not sure which. It'll give you a message.




Offline MPoupe

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Re: CGDoom
« Reply #62 on: July 20, 2012, 12:47:23 pm »
I didn't read any readmes myself <_< I just pressed random buttons until something happened. I think the render speed toggle is either sin or cos, not sure which. It'll give you a message.
To save your time:
arrows - movement
[menu] - exit
[exit] - map on/off
[optn] - pause
[vars] - (hack) switch between smooth and fast movement
[F1]~[F6]+[Shift] - select weapon 1 ~ 7
[Exe] - use (open door, use switch)
[ 0 ] - step left
[.] - step right
[->] - idclip
[^] - iddqd + idkfa
[alpha] - fire
[F<->D] - show free memory in the pool
[ + ] - larger screen
[-] - smaller screen

Offline DJ Omnimaga

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Re: CGDoom
« Reply #63 on: July 22, 2012, 07:36:27 pm »
Deep THought the controls were in another post before actually. That's where I actually got them :D

Also I didn't notice that Doom II can be ran too now! O.O

Offline Juju

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Re: CGDoom
« Reply #64 on: July 22, 2012, 09:41:58 pm »
Yeah, you can replace the doom.wad with a Doom II wad, that's kinda nice. Are you planning to do a file selector? (But I doubt you can fit a lot of WADs in 16MB. I think TI-Planet managed to fit the entire collection on the TI-Nspire 32MB models by removing the sound data though.)

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Re: CGDoom
« Reply #65 on: July 23, 2012, 03:30:48 am »
Bug report: Sometimes, black rectangles appear behind the HUD numbers.

Offline Juju

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Re: CGDoom
« Reply #66 on: July 23, 2012, 04:11:03 am »
I had the same problem. Also I managed to crash the game and it said something about a bad Zmalloc (but I used noclip to go outside the map, so it was pretty legit).

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Offline MPoupe

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Re: CGDoom
« Reply #67 on: July 23, 2012, 09:55:47 am »
Bug report: Sometimes, black rectangles appear behind the HUD numbers.
This appears when you make screen smaller / larger (by [-] / [ + ] buttons). Or is another case ?
I had the same problem. Also I managed to crash the game and it said something about a bad Zmalloc (but I used noclip to go outside the map, so it was pretty legit).
I do not understand. If you use no clip, clipping (by walls) is disabled. Malloc can fail in any case. These 2 are completely independent things.
Zmalloc == malloc on heap owned by doom (= memory management handled by doom)

BTW: bug in this forum, if you remove spaces from string "[ + ]", you get this: "
  • "

Offline Eiyeron

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Re: CGDoom
« Reply #68 on: July 23, 2012, 10:06:40 am »
Is it not the BBCode for a list macro?

Offline MPoupe

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Re: CGDoom
« Reply #69 on: July 23, 2012, 01:00:55 pm »
Is it not the BBCode for a list macro?
Probably, I do not know. I use plain text.
I like the convertor at old casiocalc, where e.g. [F1] was converted to an image of the F1 button of the calculator.

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Re: CGDoom
« Reply #70 on: July 23, 2012, 09:08:08 pm »
They do that on TI-Planet too, they have tons of smileys corresponding to each key of the various TI calcs. Also for [+] you have to surround it with [nobbc][/nobbc].
« Last Edit: July 23, 2012, 09:09:16 pm by Juju »

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Re: CGDoom
« Reply #71 on: July 24, 2012, 12:40:57 am »
Yeah the black background thing happened when resizing the screen.

Offline MPoupe

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Re: CGDoom
« Reply #72 on: July 24, 2012, 04:00:30 am »
Yeah the black background thing happened when resizing the screen.
I will fix it by removing screen resizing as it is worthless. :-)

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Re: CGDoom
« Reply #73 on: July 24, 2012, 04:31:20 am »
Ok. Well personally I didn't see much speed difference anyway when resizing it down slightly, and when too small it's hard to see anything anyway.

In the meantime, could you change the text from white to red like in the original game?

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Re: CGDoom
« Reply #74 on: July 25, 2012, 04:07:15 am »
In the meantime, could you change the text from white to red like in the original game?
No, the text color is stored in the wad file.
See the images - 3xdoom.gif shows cgdoom simulator with small (shareware) doom.wad, full version doom.wad and doom2.wad.
White numbers are only in the shareware version.
zdoom.png - the same shareware doom.wad in zdoom. Alos white numbers.
BTW:you can see the hack with composite textures (pillars)