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About gabbagaps
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everyone deserves loves...
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got bored in class and drew every single doom monster in ms paint. everything was done in a mouse. that's why it's done in simple shapes instead of lineart, you can be more imprecise that way. I thought you guys would enjoy it
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Thanks for the insight and congrats on the release
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Unsure if this is a bug but there seems to be an issue with uppercase/lowercase filenames and autoload. I copied the exact same autoload directory from dsda-doom to .local/share/woof/autoload. When I launch Eviternity from dsda-doom, it applies a widescreen and UMAPINFO patch, when I do it from Woof, it doesn't work. I figured out the issue is that I had to rename the folder in autoload from Eviternity.wad to eviternity.wad for Woof, despite the file in question being named Eviternity.wad. Just to test I renamed Eviternity.wad also to lowercase in the dsda-doom autoload folder to see if the patches load, they don't. Weird, so I guess dsda-doom is strict about the filename matching while Woof only accepts lowercase?
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PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
gabbagaps replied to intacowetrust's topic in Source Ports
I tried compiling a debug version a few days ago to see if extra messages popup but none do. I'm unfamiliar with gdb but tried to run the executable in it just in case: (gdb) run Starting program: /home/gabriel/git/PsyDoom/build/game/PsyDoom [Thread debugging using libthread_db enabled] Using host libthread_db library "/usr/lib/libthread_db.so.1". XOpenIM() failed [Inferior 1 (process 13653) exited normally] XOpenIM() appears even with the normal executable, it seems to be locale related so it shouldn't have anything to do with it. Nevermind! Just as I way typing this, I thought about your comment about sound and tried running it with PulseAudio running, just in case. It works now. I usually run a JACK server at all times that routes alsa output to itself, so programs tend to work as most of them support alsa. So I guess its a sound server related error that doesn't seem to be outputted or handled? Sorry I'm not very familiar with software development. I am very happy I'm finally able to play and try it! -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
gabbagaps replied to intacowetrust's topic in Source Ports
Does not fix unfortunately. -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
gabbagaps replied to intacowetrust's topic in Source Ports
For some reason it gets stuck at the first loading screen, what could be the issue? Tried disabling and enabling Vulkan and used both Doom and Final Doom .cue files. Also tried both AppImage and my own compiled copy. Still, awesome project and thanks for the great work.