Author Topic: nDoom - BETA!  (Read 98402 times)

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Offline DJ Omnimaga

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Re: nDoom - BETA!
« Reply #30 on: February 26, 2011, 02:42:00 pm »
I think the new Ndless beta changed stuff with Touchpad support, but I wouldn't be surprised if clickpad stuff changed too.

And thanks for informing me about WAD support. I guess you could maybe just scan for files that has .wad. in the name or scan for specific code in each file for a header or something.

Offline fb39ca4

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Re: nDoom - BETA!
« Reply #31 on: February 27, 2011, 11:11:16 am »
My feedback on he clickpad controls:
Strafing should be done by holding down home and pressing the left or right arrows. This makes the strafing keys more directionally sensible. Shooting should be done with esc, so it is easier to shoot while moving around. The keys for switching weapons are fine, but I would go with on rather than enter for quitting, the first time I played, I accidentally pressed enter at the stat screen after the first level.

Offline DJ Omnimaga

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Re: nDoom - BETA!
« Reply #32 on: February 28, 2011, 04:36:45 am »
If we can straffe and move with arrows, wouldn't it become impossible to do both at once anymore?

Also I agree with shooting. Otherwise it's a bit hard to shoot, as we accidentally press the clickpad while shooting. I also agree with ON for quitting. Often I end up going back into the game when trying to quit.

Offline Mrakoplaz

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Re: nDoom - BETA!
« Reply #33 on: February 28, 2011, 01:59:26 pm »
OK, I'll take these controls suggestions into consideration after I've returned from the Model European Council thing.
I did want to map ON originally, but I discovered the key not being registered on the Touchpads, and didn't want to risk people not being able to quit - is this also the case on the Clickpads, or are there programs out there with mapped ON keys? I'm writing this up in a bit of a hurry (must prepare speech!), so I apologize for not checking the issue further right now.

Offline jbaem

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Re: nDoom - BETA!
« Reply #34 on: February 28, 2011, 02:37:39 pm »
well, i got a clickpad ti nspire cas. and when i use the gb emulator gbc4nspire, you can end the whole thing with the ON key, so i guess it would work, at leas with the olter models...

btw: did u already upload the recompiled version you were speaking about in the other thread??
edit: got it^^
and sry to tell u but it still doesn't work, get the same error. ok, i guess i just gotta w8 a while..:D
« Last Edit: February 28, 2011, 02:48:12 pm by jbaem »

Offline shrear

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Re: nDoom - BETA!
« Reply #35 on: February 28, 2011, 02:41:43 pm »
btw: did u already upload the recompiled version you were speaking about in the other thread??
He did upload it in that post if I'm not blind...;)
« Last Edit: February 28, 2011, 02:44:10 pm by shrear »

Offline fb39ca4

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Re: nDoom - BETA!
« Reply #36 on: February 28, 2011, 04:25:29 pm »
If we can straffe and move with arrows, wouldn't it become impossible to do both at once anymore?

Also I agree with shooting. Otherwise it's a bit hard to shoot, as we accidentally press the clickpad while shooting. I also agree with ON for quitting. Often I end up going back into the game when trying to quit.
Yeah, I guess that would mean no more circle strafing. Strafe running would still work, as pressing home+up or down would still move you forwards or backwards.

Offline DJ Omnimaga

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Re: nDoom - BETA!
« Reply #37 on: February 28, 2011, 04:30:16 pm »
Hmm I didn't know about the ON key issue. Could you simply have a key such as clear be used to quit? On the 83+ almost all ASM games quit with clear. Also good luck with the speech thing.

Offline sodium.777

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Re: nDoom - BETA!
« Reply #38 on: February 28, 2011, 06:48:49 pm »
when i try to load my own wads:
FUCK! CANNOT FIND #numnumnum#

what the hell lol? :)

Offline DJ Omnimaga

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Re: nDoom - BETA!
« Reply #39 on: March 01, 2011, 03:15:51 pm »
Yeah they aren't enabled for now it seems. Even if you renamed the file to the same as the default Doom WAD and deleted the original, it might freeze, like the Super Mario Bros 1 one.

Offline XVicarious

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Re: nDoom - BETA!
« Reply #40 on: March 01, 2011, 09:44:37 pm »
I don't know how possible it would be to add like pk3 or pk7 support, because... WADs are really massive... And pk7 is tiny.
For example...
doom.wad (complete doom, including Episode 4): 12,408,292 bytes
doom.pk3 (same, in a pk3 file): 5,423,396 bytes
doom.pk7 (same, in a pk7 file): 3,463,772 bytes

If possible... That would be fantastic, if not, well I'd have to deal with it lol.

Offline DJ Omnimaga

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Re: nDoom - BETA!
« Reply #41 on: March 02, 2011, 01:35:25 am »
What is a pk file? ??? Is it like a different format for WADs? Was it supported by the original Doom?

Offline XVicarious

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Re: nDoom - BETA!
« Reply #42 on: March 02, 2011, 02:03:45 pm »
A pk3 and pk7 file are just zip and 7zip files but a different name. They were not supported by the original doom, but most source ports these days support them because of compression rates. Its just that WAD files are really big for the Nspire, it might just be beneficial to support pk3 and pk7 files.

Offline ExtendeD

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Re: nDoom - BETA!
« Reply #43 on: March 02, 2011, 02:47:29 pm »
zlib is embedded in the OS, Ndless could export its functions if it helps.
Ndless.me with the finest TI-Nspire programs

Offline DJ Omnimaga

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Re: nDoom - BETA!
« Reply #44 on: March 02, 2011, 02:54:42 pm »
That would be cool. Those files won't take too long to decompress I hope, right? That said if Ndless 3.0 CX is ever possible, then it wouldn't be an issue anymore since the new calcs got 100 MB of Flash. However if OS 3.0 is like 90 MB large, then that's another story...
« Last Edit: March 02, 2011, 02:55:29 pm by DJ_O »