sinshu / managed-doom Goto Github PK
View Code? Open in Web Editor NEWA Doom port written in C#
A Doom port written in C#
Ive enabled nullables on my local fork using <Nullable>enable</Nullable>
While most warnings are pretty easy to fix, there seem to be several code locations where a particular value can actually be null, resulting in a crash. Would be making some PRS to implement the nullable concept (and maybe also going net6 and using stuff like <ImplicitUsings>enable</ImplicitUsings>
or doing some code cleanups) be in interest?
Great work on the project! Runs on Linux with zero additional effort, just as it should!
I think it would make sense to allow users to unlock the mouse on a keypress. It's especially relevant for systems with "focus on hover", which you can't really do anything without turning the game off.
It should be relatively simple - SfmlUserInput.BuildTicCmd
could just check for a special button, calling
window.SetMouseCursorVisible(true);
window.SetMouseCursorGrabbed(false);
and setting a flag. On click, if the flag is set, restore the cursor being grabbed.
If the flag is set, UpdateMouse should not be called
I am not sure how to add this keybinding to the help screen, if possible at all. Are these screens rendered or just taken from wad
?
That’s great. I really enjoy this. Thanks
Program gives System.Exception: No IWAD was found!
error when running. I found that it needs ".WAD" files.
I want to ask you, can you put these files in the publishing folder so that no one gets in trouble during the execution?
It says I need .net 3.1 for MeltySynth. I can't get 3.1 to appear in my target framework selection. Help would be greatly appreciated.
Hello friend
I did see your work and put a comment in your youtube video, congratulations for this.
Questions:
OBS: A suggestion that can be included in the tasks is to move the character using the mouse.
My PC setup:
SO: Windows 10 Pro V 1909 - compilation 18363.778
Platformt: Intel(R) Core(TM) i7-2600K CPU @ 3,4 GHz
RAM: 8 GB
System type: 64 bits
Off-board video card: NVIDIA model GTX 1650 (with latest drive version)
On-board sound card: Realtek
Used tools:
Visual Studio 2019 community
Just an idea:
I've been throwing managed-doom into godot. took me 30 minutes to get it to work in the godot engine. Then i started to actualy hook in at the points where the map is loaded and generate proper geometry.
It would be cool if managed doom had an interface which allows people to throw in an implementation to react on graphics creation, manipulation and deletion, so that it can choose to not use the software renderer, but instead react by updating a 3d scene, without the need to implement a 3d engine into the core classes.
I'm not sure if this has to do with a typical US keyboard layout or it's just my layout..
This is on a wireless Logitech keyboard/mouse combo.
I could zoom in but I couldn't zoom out.
In the AutoMap.cs I did this locally and it fixed it:
// if (e.Key == DoomKey.Add || e.Key == DoomKey.Quote)
if (e.Key == DoomKey.Equal || e.Key == DoomKey.Quote)
and
// else if (e.Key == DoomKey.Subtract || e.Key == DoomKey.Hyphen)
else if (e.Key == DoomKey.Semicolon || e.Key == DoomKey.Hyphen)
Otherwise, I think I would have to be pressing Shift also, at least on this keyboard. :
Or was this intentional? heh
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