This erroneously checked for FrontSkyLayer. fixed: The raw texture caching in the texture manager did not work.Fix GC ignoring DynArrays inside fixed Arrays.Fix SNDINFO $rolloff always changing global rolloff.Fixed A_Changemodel crash from invalid modeldef names.Added Method For Getting Portal Group Count.Allow Disabling of XY Billboard for Particles.Look up named frames using the Animation ID (if any).Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met.Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.Italian language translation is now complete.TerminusEst13: for originally coming up with the name 'Rocket Launcher' for the front end. Macīlzut3: for helping me with some Qt queries. To compile, simply grab Qt5-default package, then run qmake, followed by make, on the source code. For windows I provide a static build, which means it's provided as a single executable with no additional DLL's required or frameworks to install. This allows for this project to be cross platform, including support for Linux and OSX. Rocket Launcher 2.0 also features a new tab allowing you to configure each engine that you added individually, as well as allowing you to add your own 'custom engine', which is particularly useful for when you wish to add multiple beta versions of the same engine. !(/RLPics/Engine Setup.png?raw=true "Drag, Drop & Launch") Note that it is recommended that your path to your original Doom executable and additional pwads contain no directory names longer than 8 characters, as this is the form DOS expects - additionally, the original executable can only load the IWAD contained in its folder, rather than the one you selected. This allows you to quickly launch any pwad with Doom in DOSBOx without having to fiddle around with DOS command line. DOSBox supportĪs with the original Rocket Launcher: adding DOSBox as an engine, and the path to your original iD executable, will enable Rocket Launcher 2's DOSBox mode, which will pump in the necessary DOS commands into DOSBox, instantly launching Doom (or any other iD tech 1 engine you provided) along with the options you selected and files added to load. As before, you can also save configurations to external *.rocket files. If you're pleased with your particular combination of files to load, engine selection and launch options and wish to quickly recall this configuration for a later time, you can easily do so in the Load / Save Configs tab, where you can save the current configuration to your Favorites list, and with a click of a button, recall all your other saved configurations exactly as they were by selecting any item on the list and clicking "load selected". You can directly drag multiple files on any of the list boxes on the Launch Wad tab, you can drag and drop files between each list box internally, and you can associate Rocket Launcher with wad/pk3 files so that double clicking on a wad/pk3 opens Rocket Launcher with the files in the 'files to load box', ready to be loaded into your source port of choice. With Rocket Launcher 2.0, you can easily add files to the load list. This is an open source GPL licensed cross platform sequel to the original Rocket Launcher front end, adding extended functionality. Rocket Launcher 2.0 is a cross platform front end for all DOOM source ports.
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