Cyberdemon
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > prboom Issues Thread
Pages (10): [1] 2 3 4 » ... Last »  
Author
All times are GMT. The time now is 02:36. Post New Thread    Post A Reply
Quasar
Moderator


Posts: 4480
Registered: 08-00


Note: if your post is about the newer port Prboom-plus, make it here.

--------------------------------------------------------------------

Because of the recent rise in threads addressing prboom bug complaints, I have decided to make this new sticky thread an official place for discussion of such problems. Hopefully this will help the prboom programmers out in some way, as well as keep the forum more clean of redundant complaint threads which receive only a couple of responses.

This thread will be for reporting and discussing bugs or usage problems only. General conversation, baseless opinions, flame wars, meaningless drivel, etc. are off-topic and will be deleted.

Please be sure to also visit the prboom bug tracker, at this location:

http://sourceforge.net/projects/prboom

There you can find the official place to report all prboom issues directly to the port's programmers. Let's all work together to help them out!

Old Post 05-06-04 05:21 #
Quasar is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DarkknightXC
Junior Member


Posts: 121
Registered: 05-02



There you can find the official place to report all prboom issues directly to the port's programmers. Let's all work together to help them out!


I applaud that attitude.

Old Post 05-24-04 18:19 #
DarkknightXC is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
VinceDSS
Senior Member


Posts: 1281
Registered: 11-02


here's a quick list :

- add support for WADs like Deus Vult map05
- remove "demo ZZZZZ.lmp recorded" annoying pop-up window
- add an "X alive monsters" counter, so that you know that you killed all the stuff in the map while playing coop.
- fix mouse weird behavior while recording (player often starting with an angle or being stuck with strafe ON)
- add chase/walkcam support from wc_prboom
- add ingame commands to fast foward / slowdown while playing a demo
- allow to use save/loadgame while in various compatibility modes such as doom2.exe or boom.exe modes
- fix intermission screen that seem to crash on some computers/comfigurations
- command to allow overwrite demos with same name
- make glboom brighter (just a suggestion:)
- fix player colors in coop (they all look black, usefull in DM but not in coop)
- fix coop stats screen when more than 2 players (the time and total time gets kicked out of the screen)
- eventually convert the stats screen to the quake system X/X kills Y/Y secrets so on ... % sucks

Old Post 06-04-04 01:08 #
VinceDSS is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Cadman
I'm not supposed to be here...no really


Posts: 429
Registered: 07-02


Hiya:

I just formatted my hard drive, reloaded Windows ME as a clean install, updated my video card drivers, sound drivers and installed the latest version of DirectX (9.0b). I installed Doom, Doom2, and Final Doom clean. All with the proper updates and the such...I can run all the Doom games under DOS without a hitch, sound and video is good. I ran all my DirectX diagnostics and everything worked perfectly. I optimized my hard drive (defrag). I installed PrBoom 2.2.4 and I'm unable to run it, I get the following prompt...

Couldn't set 320 x 200 video mode
[DirectDrawSurface3::SetPalette
Invalid pixel format

Am I doing something wrong here? I kinda remember this problem happened a while back and there was a solution I believe...any help here?

Cadman - Member TeamTNT

Old Post 06-06-04 22:22 #
Cadman is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 6955
Registered: 01-03


From that I'd say your graphics card sucks. To force another video mode try

prboom -width 640 -height 480.

And don't forget to check your config after you have quit the game.

Old Post 06-06-04 22:50 #
Graf Zahl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Cadman
I'm not supposed to be here...no really


Posts: 429
Registered: 07-02


I have a GeForce2 Ultra Card with 64 megs of ram.


Cadman - Member TeamTNT

This card has worked just fine under Windows XP and a previous installation of Windows ME, ZDoom and PrBoom worked just fine. Also, on this machine...GLBoom works just fine along with Risen3D as well and my DOS version of Doom works just fine.

Last edited by Cadman on 06-07-04 at 03:45

Old Post 06-07-04 02:36 #
Cadman is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Cadman
I'm not supposed to be here...no really


Posts: 429
Registered: 07-02


It was a driver issue, the drivers were downloaded from 3DGuru and have been giving me problems since the get go. I went to the Nvidia web site and downloaded the latest official drivers for Windows ME and everything works just fine. The 56.64 drivers were a perfect match for the GeForce2...the card does not suck. The problem with most of the drivers on 3DGuru is that they have been tampered with in one way or another. Most of those drivers have been designed with the idea of tweaking most of the latest video cards and not some of the older ones that some of us still have. So now I'm back on track and good to go.


Cadman - Member TeamTNT

Old Post 06-16-04 01:04 #
Cadman is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
VinceDSS
Senior Member


Posts: 1281
Registered: 11-02


I have another problem and it's not only prboom I think, maybe it's a computer problem.
The game (any ports) will lag once in a while, especially just before playing some sound (or maybe it's just a coincidence with some internal routine). The computer suddenly access the HD (scratching noise) and lag bit for a second or half a second.

I tried defragment my HD, change some memory settings and swap file settings but it does not really help. Could it be a sound driver issue ?
I didnt have these lags before.

Old Post 06-16-04 15:12 #
VinceDSS is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 6955
Registered: 01-03


Such delays can happen if the program has to read uncached data from the HD. If this only happens when a sound is played first this might be the cause. If it happens more often you may have a problem with your sound driver.

Old Post 06-16-04 15:25 #
Graf Zahl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
VinceDSS
Senior Member


Posts: 1281
Registered: 11-02


Actually I use the windows default drivers. I have an integrated AC97 sound chip in my laptop (I regret the SBLive I have in my comp that stayed in France).
In games like Vice City and GTA3 I had horrible lag when multiple sounds where playing at the same time. When I removed the installed AC97 drivers and let windows put his own default drivers I had no more lag in these games !

Should I get hold of a new AC97 sound drivers ?

Old Post 06-16-04 15:39 #
VinceDSS is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4432
Registered: 03-02


Is your DirectX up to date? I had trouble with this soundcard (delay between action and sound, crashes) until I installed 8.1 from the cd that came with the motherboard (the guy at the shop had obviously forgotten to put it on). It's been fine ever since. (presumably newer DX's will be fine, but I wouldn't know)

Old Post 06-17-04 02:05 #
The Ultimate DooMer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
cycloid
Forum Regular


Posts: 833
Registered: 09-03


fix boom bex/deh support:
- applying new bitflags to floating monsters stops them floating
- bitflag mnemonics do not work at all
- lost soul cant be given normal death frames (always uses explode frames)
- can't add new respawn frames (e.g. give cyberdemon/spiderdemon respawn frames when creating new monsters)
- stuff

Old Post 06-19-04 12:27 #
cycloid is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Quasar
Moderator


Posts: 4480
Registered: 08-00



cycloid said:
fix boom bex/deh support:
- applying new bitflags to floating monsters stops them floating
- bitflag mnemonics do not work at all
- lost soul cant be given normal death frames (always uses explode frames)
- can't add new respawn frames (e.g. give cyberdemon/spiderdemon respawn frames when creating new monsters)
- stuff


Are you sure about all this? Maybe you're just not following the rules of DeHackEd. For example:

1) DeHackEd fields replace values only. They are not additive or subtractive. Therefore, if you modify a thing's flag values, you must provide all the flag values which it has by default (which are listed in the BOOMDEH.TXT file, or available from Eternity's EDFs if you happen to have them).

2) Unless prboom has broken something, it should be perfectly possible to add different deaths and resurrection sequences to enemies. Of course, you must reuse existing frames to do this, since DeHackEd cannot define new frames period.

If this isn't what you're getting at, then what you're doing is requesting a new feature similar to EDF, and that is off-topic for this thread. If you want to request a prboom feature, please either talk about it in a new thread here, or go to the prboom site and post it there.

Old Post 06-19-04 21:09 #
Quasar is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11311
Registered: 07-02


STRAIN and Hacx demos still do not work in Prboom (but are OK in Eternity), so there is obviously something awry with the deh support.

Old Post 06-20-04 02:22 #
Grazza is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
webbed digits


Posts: 14305
Registered: 04-02


This thread discusses the issue.

Old Post 06-20-04 10:02 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11311
Registered: 07-02


No, that's been (largely?) fixed, but there's still something not quite right. STRAIN and Hacx didn't work at all in 2.2.3; now they're playable (2.2.4 and 2.3.0), but there are still some problems of a less obvious nature (but sufficient to guarantee quick desyncs).

Old Post 06-20-04 11:33 #
Grazza is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Szymanski


Posts: 979
Registered: 08-00



VinceDSS said:
- fix mouse weird behavior while recording (player often starting with an angle or being stuck with strafe ON)



I assumed the 'kick' the player gets at the start was on purpose, to differentiate from DOOM2.exe

The pop-up window is *******ely annoying. It'd be nice if prboom shuts down quicker than it does now.

For the HUD a visible kill count like 110/145 and the same with secrets. A visible clock would be great so you could gauge how the run is going.

Old Post 06-20-04 12:17 #
Szymanski is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11311
Registered: 07-02



Szymanski said:
I assumed the 'kick' the player gets at the start was on purpose, to differentiate from DOOM2.exe
I think it's just something to do with the music system being a resource hog while it starts up (the "lurch" seems to coincide with the music starting up, but it's quite erratic) - or the player pressing a key too early. The GF49 gametics perform the function you describe in any case.


The pop-up window is *******ely annoying.
Budko's modified version gets rid of that. (And the GF49 tics.)


For the HUD a visible kill count like 110/145 and the same with secrets. A visible clock would be great so you could gauge how the run is going.
Kills, items and secrets counts are already available (and have been since Boom itself - press F5) - it's a monsters alive counter that's missing. Budko's version gives you the option of adding a "millisecond" timer to the HUD (I used it in this screenshot).

Old Post 06-20-04 14:44 #
Grazza is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Szymanski


Posts: 979
Registered: 08-00


Do you have a link to Budko's version?

The HUD could be a lot clearer looking, personally I find it a bit messy. Something like the original layout with big numbers eg

Secrets Alive Health/Armour Time(map)/Time(total)

where both health/armour and the time info are placed above each other.

Old Post 06-20-04 16:16 #
Szymanski is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11311
Registered: 07-02


You can get it (and the source) here.
There have been two threads about it in the Demos forum.

Old Post 06-20-04 16:22 #
Grazza is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Quasar
Moderator


Posts: 4480
Registered: 08-00



Szymanski said:
I assumed the 'kick' the player gets at the start was on purpose, to differentiate from DOOM2.exe

This is most likely caused by the program intercepting mouse events before the player can move. Win32 Eternity had this problem up til the last version, but I fixed it by telling SDL to ignore mouse events at startup, and then re-enabling mouse event handling on the first true gametic. This stops sudden lurching when using -warp, -episode, or other parameters that make the game go into a level immediately.

BOOM had this problem in DOS at one point IIRC, so this is hardly a new phenomenon.

Old Post 06-21-04 01:49 #
Quasar is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
VinceDSS
Senior Member


Posts: 1281
Registered: 11-02


I have another problem, but it's not only prboom, it also happens with legacy and zDoom (I dont use any other ports).

Sometimes Win XP will lag for a 1/10 of a second if I was pressing a mouse button during the lag the game will act as if I was still pressing that button. So in my case, it keeps shooting (left button) or going foward (right button).

Very annoying when recording a run, when this weird lag happens, I either keep shooting (annoying with RL) or keep running foward (great on ledges).

Old Post 06-21-04 17:14 #
VinceDSS is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
cycloid
Forum Regular


Posts: 833
Registered: 09-03



Quasar said:

Are you sure about all this? Maybe you're just not following the rules of DeHackEd. For example:

1) DeHackEd fields replace values only. They are not additive or subtractive. Therefore, if you modify a thing's flag values, you must provide all the flag values which it has by default (which are listed in the BOOMDEH.TXT file, or available from Eternity's EDFs if you happen to have them).

2) Unless prboom has broken something, it should be perfectly possible to add different deaths and resurrection sequences to enemies. Of course, you must reuse existing frames to do this, since DeHackEd cannot define new frames period.

If this isn't what you're getting at, then what you're doing is requesting a new feature similar to EDF, and that is off-topic for this thread. If you want to request a prboom feature, please either talk about it in a new thread here, or go to the prboom site and post it there.



1. yes i know that

2. obviously.... zdoom was perfectly happy to let the archvile use the respawn frames i'd created (using frames knicked from elsewhere) but prboom continued to pretend they weren't there

using whacked2 in bex mode

Old Post 07-01-04 20:25 #
cycloid is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
CapNapalm
and the Thermonuclear League of Justice


Posts: 81
Registered: 12-01


There are some Dehacked problems, such as items not sticking to the ceiling properly (see Aliens Doom for example) and also I often have trouble with wads with custom flats for some reason.

Old Post 07-15-04 14:03 #
CapNapalm is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11311
Registered: 07-02


Which version is that? As noted above, deh handling has improved in recent versions. Examples of the troublesome wads would be useful too.

Old Post 07-15-04 14:25 #
Grazza is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
VinceDSS
Senior Member


Posts: 1281
Registered: 11-02


I've come across a new v1.9 demo desynch with both prboom 2.2.4 and 2.3.0 (didnt try earlier older or Eternity, CDoom crashed early but that could be XP's fault).

The demo in question is the newly uploaded 30cn3519 in Compet-N incoming. It plays fine up to map30. Player 1 teleports and keeps on but strangely player 2 stays in the start and does not teleport. The boss monster spawns are also different. It plays back with doom2.exe v1.9 perfectly (obviously).

I checked Anders/Henning 30cn too and it plays back fine with prboom.

Old Post 08-02-04 16:27 #
VinceDSS is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11311
Registered: 07-02


The only idea that occurs to me is that you paused in map24. That might be throwing something out. I recall Donatas mentioned something about the gametic number influencing some events. If Doom2.exe is being affected by this, but prboom is ignoring the pause (presumably as its way of making it possible to pause during demo playback without causing desyncs), then that would account for it.

Presumably that is testable. If I'm right, it's not something you'd want reversed in Prboom, but you might ask for it to draw a distinction between pauses recorded in a demo, and pause being pressed during playback.

This is just speculation, of course.

BTW, I tested it with Eternity (schepe's modified 3.31 beta 5), and the same desync on map30 occurred.

Old Post 08-05-04 03:45 #
Grazza is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
VinceDSS
Senior Member


Posts: 1281
Registered: 11-02


that's possible. I remember that prboom tend to desynch any long demos if I pause too much during playback.

Old Post 08-05-04 04:16 #
VinceDSS is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11311
Registered: 07-02


I use pause during playback very frequently, generally without problems. The very few occasions where this has led to a desync (or one happened coincidentally?) was when I paused during an stats screen.

Anyway, the fact that your map30 desync happens in both Prboom and Eternity suggests it was something introduced by or before Boom 2.01 (that's where the two ports' genealogy diverges) or something caused by a recent fix shared by the Prboom and Eternity guys.

I think I get the same desync with CDoom 2.05 (hard to tell, since I watching with -fastdemo!) but your player didn't leave the start area. That port was based on MBF.

Old Post 08-05-04 05:11 #
Grazza is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
VinceDSS
Senior Member


Posts: 1281
Registered: 11-02


yeah, I actually remember that pausing during the stats screen generate desynchs ... a bug ?

Old Post 08-05-04 15:44 #
VinceDSS is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 02:36. Post New Thread    Post A Reply
Pages (10): [1] 2 3 4 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > prboom Issues Thread

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory