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Reputation: 43 I have a solid reputation
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Active Posts:
137 (1.62 per day)
Most Active In:
BloodGDX (102 posts)
Joined:
30-July 17
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Posts I've Made

  1. In Topic: High Resoultion Pack discussion and contributions

    20 October 2017 - 02:45 AM

    Fifth release is here

    https://files.fm/f/daaffssv

    New since previous release

    - Weapon sprites have been upscaled to 4x original size
    - Thrown TNT and aerosol cans
    - Various enemy missiles
    - Various level decorations
    - A large number of enemy sprites have been reprocessed with a new script - and have also had a shading script applied, nonshaded versions are available in the \pure\ folder
    - Black and white versions of paintings found in the Boggy Creek
  2. In Topic: Question about sound replacement in Bloodgdx

    20 October 2017 - 01:57 AM

    My guess is you need to run it in DosBox.
  3. In Topic: EDuke32 2.0 and Polymer!

    18 October 2017 - 12:51 PM

    What about the option in the classic renderer to pixel double?

    Kinda surreal to have the Polymost strain the CPU more than the Classic renderer.

    Is the classic renderer multithreaded, and if not, would it be possible to divide the screen in 2-3 slices, allowing one core for each slice?
  4. In Topic: DukeThought

    17 October 2017 - 12:27 PM

    Does the bot carry what it learned after each playthrough (like a human player would) to allow future attempts at the same level to be faster?
  5. In Topic: DukeThought

    17 October 2017 - 10:09 AM

    Have you considered adding a slight delay to the bot reacting to enemies? As it is right now it appears to have superhuman reflexes

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