I really am not interested in sound code at all and so I left OPL in for music and SDL for sound effects. I removed all GUS, Fluidsynth and native midi code as I can't support these if there are bugs. Removed the auto add save game name and reverted to Chocolate Doom 2.x style of adding the name yourself Crispy or that are your best bets at Equinox fun.įixed SIGIL Spider Mastermind / Cyberdemon ending the game early if killed Crispy handles it better as it removes completely all visplanes, whereas this one simply ups them.Īlso (and I don't mean to reference myself) but if you want a 'retro' source port that plays Equinox, then ReBOOM Experimental also handles it perfectly fine. Not sure what the issue is here since it was stated the goal is to be a modern version of that port. Equinox failed for the same reasons at the same points, so I consider this 'on par' with that version. I today used the AXDOOMER's version of Chocolate Doom Plus and tried out Equinox. So instead of placing a WAD, it would have to define at runtime what a WAD file is and that it should look for Doom2.WAD because procedural generation of WADs is something else than automatic generation of WADS as seen in Oblige.ĭoom would be rather small, in fact Descent has had a similar looking scene in this DOS demo that is 4 kilobytes. It carries this particular name and it is included in a WAD file, so look up the part that concerns the loading of WADS'' quite literally.Īnd then do this for everything. ''This is a texture with the following colours, the following height, the following width.It would in a way be possible since there is the source code.īut you would need to write a lot of procedural code that tell the computer things instead of assets that already exist. I guess if anyone did do it, they'd have to call it MineDoom :) Very generic and it is great to borrow bits off of it. I love how it is very inoffensive with the code. Doing it from Choco is a good idea, if anyone does do it.
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June 2023
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