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skulltag source code
Posted: Tue Oct 18, 2005 18:17
by Doomsday-over-kill
skulltag source code NO

!Danger! to Skulltag
Re: skulltag source code
Posted: Fri Oct 21, 2005 9:50
by Carnevil
Doomsday-over-kill wrote:skulltag source code NO

!Danger! to Skulltag
It has to be closed-source to keep black clients to a minimum. Even ZDaemon is closed-source now.
Posted: Fri Oct 21, 2005 23:55
by Doomguy0505
black clients?
Posted: Sat Oct 22, 2005 0:45
by wildweasel
ie. Aimbots, wallhacks, speedhacks, etc.
Posted: Sat Oct 22, 2005 9:05
by Graf Zahl
So the morons won again.

Posted: Sat Oct 22, 2005 12:37
by Carnevil
Anywho, to get back on topic, any chance you'll look into GZDoom undoing the effects of monitor calibration software?
Posted: Sat Oct 22, 2005 13:05
by Graf Zahl
I have no idea what I could do here. My guess would be that the software you are using isn't setting values for all refresh rates.
Posted: Sat Oct 22, 2005 15:09
by TheDarkArchon
Graf Zahl wrote:So the morons won again.

If they were morons, they wouldn't be smart enough to make the hacks in the first place.

Assholes is more accurate
Posted: Sat Oct 22, 2005 15:27
by Graf Zahl
Morons, assholes, idiots - who cares? It's all the same nuisance.
Posted: Sat Oct 22, 2005 22:46
by Carnevil
Graf Zahl wrote:I have no idea what I could do here. My guess would be that the software you are using isn't setting values for all refresh rates.
Well, I know ZDoomGL works, and I'm using the same refresh rate for both ZDoomGL and GZDoom.
Posted: Sat Oct 22, 2005 23:03
by Graf Zahl
I am doing nothing special to initialize the game so I really don't have an idea what is happening.