You should always take a look at the GitHub repos for the latest updates:
http://www.github.com/derek57
I downloaded the latest version. where do I place the src folder?
You should always take a look at the GitHub repos for the latest updates:
http://www.github.com/derek57
I downloaded the latest version. where do I place the src folder?
You should be banned from this board for all these silly (also private) questions.
I was being serious when I was talking about the folder. for example, in the src folder, it said that it added the Backpack item to the items option under cheats. I downloaded the recent wiiDOOM, and I checked that to see if it updated like the SRC folder said, but it didn't. nothing did. which is why i'm asking where to place it to get it to add the new updates.
I just wanted to ask you nitr8, how do you rate Prboom for Retroarch Wii? Is it better than Wii-doom or are they basically the same thing?
I just wanted to ask you nitr8, how do you rate Prboom for Retroarch Wii? Is it better than Wii-doom or are they basically the same thing?
Hows the progress coming along nitr8? Great work so far
Download link?Good for now. Still implementing new features and testing. Though, I can't do anything similar like OpenGL support. But currently, I included the following:
Screen settings:
- uncapped framerate
- two new screen wipe types (crossfade and burn)
- take screenshots (PNG or PCX format)
- translucency
Sound settings:
- add OPL3 support (music)
- add Timidity support (music)
- add PC speaker support (sound)
- playback for up to 16 sound channels
- switch between left / right sound output
- add sound pitch from v1.1
System settings:
- add hall of mirrors detector
- replace missing textures (don't crash the game)
Game settings:
- automap overlay
- automap author's (but not for PWAD)
- weapon recoil (Y-axis)
- player thrust when firing guns (Z-axis)
- respawn monsters
- fast monsters
- no monsters
- new fullscreen hud
- foot clipping inside liquids
- liquid splashes
- footsteps
- swirling liquids
- animated liquid sectors
- emulated pre release beta mode (with sprites)
- flip corpses and guns randomly
- show "secret revealed" message
- rocket trails
- variable chaingun firing speed
- falling damage
- infinite ammo
- autoaim
- more blood and gore
- variable gore amount
- colored blood for Cacodemons, Baron's of Hell, Hell Knights, Spectres
- monsters can telefrag on map 30
- monsters can get stuck on doortracks
- Arch-Vile can resurrect ghosts
- remove Pain-Elemental's Lost-Soul limit
- blazing doors don't do doubled closing sound
- God mode isn't absolute
- DOOM floor motion behavior
- DOOM clipping mode
- DOOM linedef trigger model
- pre-Ultimate boss death
- Lost-Souls can bounce off flats
- two-sided middle textures don't animate
- retain quirks in DOOM sound code
- use DOOM's buggy ouch face
Overall:
- removed limits for VISPLANES, PLATS, VISSPRITES, ANIMS and a few more (will prevent crashing in most cases)
- completely new game console from DOOMretro
- shade menu background
- draw menu more efficient (no more single menu point sprites)
- demo playback progress bar
...and maybe some more features ;-)
Download link?
Good for now. Still implementing new features and testing. Though, I can't do anything similar like OpenGL support. But currently, I included the following:
Screen settings:
- uncapped framerate (from Crispy DOOM)
- two new screen wipe types (crossfade and burn) / (from DOOM Legacy / ZDOOM)
- take screenshots (PNG or PCX format)
- translucency (from Crispy DOOM)
Sound settings:
- add OPL3 support (music)
- add Timidity support (music)
- add PC speaker support (sound)
- playback for up to 16 sound channels
- switch between left / right sound output
- add sound pitch from v1.1
System settings:
- add hall of mirrors detector (from SMMU)
- replace missing textures (don't crash the game) / (from SMMU)
Game settings:
- automap overlay (from Crispy DOOM)
- automap author's (but not for PWAD) / (from DOOMretro)
- weapon recoil (Y-axis) / (from Strife Veteran Edition)
- player thrust when firing guns (Z-axis) / (from DOOMretro)
- respawn monsters (from ZDOOM)
- fast monsters (from ZDOOM)
- no monsters (from ZDOOM)
- new fullscreen hud (from DOOMretro)
- foot clipping inside liquids (from Heretic)
- liquid splashes (from Heretic)
- footsteps (uses sounds from QUAKE 2)
- swirling liquids (from SMMU)
- animated liquid sectors (from DOOMretro)
- emulated Pre-Release Beta mode (with sprites)
- flip corpses and guns randomly upon killing monsters
- show "secret revealed" message (from Crispy DOOM)
- rocket trails (from DOOMretro)
- variable chaingun firing speed
- falling damage (from ZDOOM)
- infinite ammo (from ZDOOM)
- autoaim
- more blood and gore (from Strife Veteran Edition)
- variable gore amount
- colored blood for Cacodemons, Baron's of Hell, Hell Knight's (from Crispy DOOM)
- fix colored blood for Spectres ("invisible" blood) and Lost-Souls (bleed puffs) / (from Crispy DOOM)
- monsters can telefrag on map 30 (from PrBoom+)
- monsters can get stuck on doortracks (from PrBoom+)
- Arch-Vile can resurrect ghosts (from PrBoom+)
- remove Pain-Elemental's Lost-Soul limit (from PrBoom+)
- blazing doors don't do doubled closing sound (from PrBoom+)
- God mode isn't absolute (from PrBoom+)
- use DOOM's floor motion behavior (from PrBoom+)
- use DOOM's clipping mode (from PrBoom+)
- use DOOM's linedef trigger model (from PrBoom+)
- pre-Ultimate boss death (from PrBoom+)
- Lost-Souls can bounce off flats (from PrBoom+)
- two-sided middle textures don't animate (from PrBoom+)
- retain quirks in DOOM sound code (from PrBoom+)
- use DOOM's buggy ouch face (from PrBoom+)
Cheats:
- add flying possibility (from Heretic)
Overall:
- removed limits for VISPLANES, PLATS, VISSPRITES, ANIMS and a few more (will prevent crashing in most cases)
- completely new game console (no input, only scrolling) / (from DOOMretro)
- shade menu background (from Crispy DOOM)
- draw menu more efficient (no more menu sprites)
- demo playback progress bar (from Crispy DOOM)
...and maybe some more features like demo recording, as well as alternative memory handling and memory statistics from BOOM. But those are and will most likely be available for debug mode only. There also is a sixth "options" setting which isn't visible for my public releases but it is during development: "Debug Settings". It's not useful during normal gameplay.
So... you are not merely porting DOOM and it's children, but are in essence, hand picking from a number of other source ports, and creating your own unique DOOM Engine for the Wii and vWii? You want to encourage development don't you?
No.
My ports for the Wii are real ports of Chocolate DOOM, which is designed and created for PC and MAC.
I just added more features from other ports of DOOM as well.
Great job, nitr8!
Would be nice to see something like Wii-DOOM64.