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Updates? #13
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Not really, but what kind of updates would you like? Just sync it with upstream? |
Yeah i was thinking of syncing with upstream to get latest bugfixes etc |
I'm waiting on my Vita to charge, assuming it hasn't died yet. When it does, I'll probably push an update. |
Thanks in advance! |
The good news is it's still alive. The bad news is there's some difficult crashes happening, so we shall see. |
Oh boy oh boy; that was a real #11 moment. Meanwhile i've been looking into other sourceports (https://github.com/Zodomaniac/So-Doom/). |
If you could indeed port PrBoom, I would be more than OK with you claiming the bounty I put out for a limit-removing port a few years ago, as it would achieve the capability (play Boom compatible PWADs through a simple frontend\GUI) I desired. |
Isn't there already a PrBoom port? |
Even though it's not limit-removing, the front-end in your port makes it
the best option. Sorry I wasn't clearer.
…On Sat, Oct 10, 2020, 9:08 PM fgsfds ***@***.***> wrote:
Isn't there already a PrBoom port?
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Anything you do is appreciated :D
…On Fri, Oct 23, 2020, 9:18 AM fgsfds ***@***.***> wrote:
It is done
<https://github.com/fgsfdsfgs/chocolate-doom/releases/tag/chocolate-doom-3.0.0-vita-3>
.
I have raised some of the static render limits to help SIGIL not crash
immediately because of visplane overflow, but this is still by no means a
limit-removing port.
I've been thinking of porting Woof
<https://github.com/fabiangreffrath/woof>, it looks like a cool project.
Should be limit-removing and Boom- and MBF- compatible.
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Please do consider porting Woof. I was gonna ask if Boom compatibility was asking too much of you, but it seems you beat me to that idea. |
Closing this as there's no activity. |
Are you still maintaining this project?
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