Demon
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 5 » ... Last »  
Author
All times are GMT. The time now is 03:41. Post New Thread    Post A Reply
cph
Junior Member


Posts: 208
Registered: 05-00


2.2.5 is out, and should address the deh flags issues and the intermission screen desyncs.

Old Post 09-25-04 21:09 #
cph is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11327
Registered: 07-02


Hacx still fails, I'm afraid (2.2.5 or 2.3.1), so there are still deh issues. For example, on map13, if you go forward and to the left from the start, your path is blocked. I think it's because a lamp has been modified with dehacked and is no longer meant to be an obstacle; however, it still blocks player movement. This is just one example of what is clearly some wider problem.

It's not some remnant of this old issue, is it?

Old Post 09-25-04 23:06 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Quasar
Moderator


Posts: 4484
Registered: 08-00


OMG, cph! I'll get back with you guys really soon on proff's proposals about putting Eternity in subversion and making a new merger fork of it. Our project is currently in a vicious stall, with v3.31 final not yet released, so I've been too busy.

Old Post 09-26-04 01:49 #
Quasar is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11327
Registered: 07-02


The changes in dehacked support seem to have introduced a serious problem in 2.2.5 and 2.3.1. Watch the demo here to see what I mean.

You see lots of stuck zombiemen who are meant to be wholly invisible (they are used to create ambient sounds). This doesn't affect behaviour (the demo plays back correctly), but ruins things visually. It's fine in 2.2.4 and 2.3.0 (and Eternity).

Old Post 09-26-04 05:06 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
cph
Junior Member


Posts: 208
Registered: 05-00



Grazza said:
The changes in dehacked support seem to have introduced a serious problem in 2.2.5 and 2.3.1. You see lots of stuck zombiemen who are meant to be wholly invisible (they are used to create ambient sounds).


Thanks for the example. Yes, I got NOBLOCKMAP and NOSECTOR the wrong way around. 2.2.4 is missing NOBLOCKMAP entirely, messing up all the higher flaos; in 2.2.5 I added NOBLOCKMAP, and put it in front of NOSECTOR by mistake. Fixed in the development version.

Old Post 09-27-04 22:50 #
cph is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Janizdreg
Junior Member


Posts: 294
Registered: 07-02


Whenever I run PrBoom (2.2.6), Windows' midi volume settings change so that the speaker balance slider moves far left, causing the midis to only play through left speaker/speakers. Here's my specs in case needed:
Windows XP Home Edition (Finnish) SP1, DirectX 9.0c
Integrated Realtek AC97 sound card
Midi playback: Microsoft GS Wavetable SW Synth

Old Post 10-17-04 14:56 #
Janizdreg is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
webbed digits


Posts: 14316
Registered: 04-02


I'd suggest getting some good GUS patches and using TiMidity... you can control the music sound volume then without issues.

Old Post 10-17-04 17:14 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Quasar
Moderator


Posts: 4484
Registered: 08-00


Please report that you've had this MIDI problem to the SDL team at libsdl.org -- it is an issue in SDL's native Win32 MIDI support which is also adversely affecting Eternity. Unless enough people complain about it to the SDL guys, it will probably never be fixed :/

Old Post 10-22-04 20:41 #
Quasar is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
RottingZombie
Mini-Member


Posts: 63
Registered: 02-03


In PRBoom, latest version, How do I use a joystick, I 'enabled' it in PRBoom, but can't simply map the controls through the menu. It's windows XP Home, logitech dual action USB, tried it in both USB ports. The docs say something about the keycodes are the codes as reported by the kernal/drivers but while I vaguely understand this I don't know how to get windows to spit those codes at me so I can use them! ANy help? Because I'm sick of ZDoom and it's coop bugs and my girlfriend won't use a mouse/kb and needs a pad.

Also, are there any ports that don't have something majorly wrong with them? I mean I just want a simple classic doom with no updated graphics (except 640x480 res+), no altered gameplay, no altered settings etc. PRBoom is cool cept the controller thing, zdoom owns but I like PRboom's feel and compat modes better.

I wish id would update doom95 and make the mouse work with XP , that's all I'd need :)

Old Post 12-08-04 16:42 #
RottingZombie is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11327
Registered: 07-02


I've never used a joystick with Doom, but have you tried editing the cfg file? In prboom.cfg or glboom.cfg, you should find something like this (this is from my cfg, with joystick disabled):
code:
# Joystick settings use_joystick 0 joy_left 0 joy_right 0 joy_up 0 joy_down 0 joyb_fire 0 joyb_strafe 1 joyb_speed 2 joyb_use 3
Play around with those numbers, and see if that helps.

Edit: I fiddled around a bit, and got my joystick (a Wingman Extreme) working with Prboom 2.2.4 without undue difficulty. I calibrated it via the Windows Control Panel (Game Controllers - Properties), and then once I'd enabled it in Prboom, it worked fine. I didn't need to edit the cfg beforehand. When I looked at the cfg afterwards, it had the following for the joystick settings:
code:
# Joystick settings use_joystick 1 joy_left -32768 joy_right 32767 joy_up 32767 joy_down -32768 joyb_fire 0 joyb_strafe 1 joyb_speed 2 joyb_use 3
I imagine it is easiest to remap the buttons to whatever you're happiest with by editing the cfg. Note that in Prboom, you can't remap the mouse buttons with complete freedom (you couldn't in the original game either), so I presume the same goes for joystick buttons.

Old Post 12-08-04 17:11 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
RottingZombie
Mini-Member


Posts: 63
Registered: 02-03


Thanks, I'll try calibrating in in windows first then enabling it in the game. My pad's buttons are labeled with numbers, but i tried setting those numbers first in the config, that didn't work. So I'll try your method and pray. Thanks alot.

Old Post 12-08-04 19:08 #
RottingZombie is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Pirx
Member


Posts: 522
Registered: 11-04


ok, i use glboom if i want to play maps purist style, and for watching demos. it ran perfectly under windows2000. i've recently switched to xp, mouse input is as always after i reg-patched xp's default mouse accel. only glboom's mouse input behaves strangely, my turns are completely inconsistent. most times when i try to do a quick 180° i either turn too far or too short, it's random (not even normal accel, i don't turn farther if moving the mouse quickly). wtf. prboom doesn't suffer from this disease.

Old Post 12-22-04 16:22 #
Pirx is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11327
Registered: 07-02


Which version(s)? The only difference between prboom.exe and glboom.exe is the renderer, so if you're getting different behaviour (for non-rendering issues) within the same version (e.g. prboom 2.2.4 behaving differently from glboom 2.2.4), that would seem odd indeed.

Old Post 12-22-04 16:43 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pirx
Member


Posts: 522
Registered: 11-04


thanks. glboom 2.2.6 behaves differently from prboom 2.2.6, no matter what resolution.

i tested it again before posting this, and it's quite noticeable.
prboom has the normal doom2 mouse input.
in glboom a quick 180° turn may become randomly 120° or 220°.
it feels like my sens is too low right now, and a second later too high.
(or i'm not used with accel, but it's neither constant, nor have i played with it)

i tried with both mice, an intelli optical 3.0 which i use for applications, and a wingman modded with 3.0 optics i use for playing.
intellidrivers 4.2, default speed, sens 12 notches from the left horizontally, zero vertically.

i'll test it on a friend's comp with xp and a mx300, plus v.2.2.4 which was error free iirc.

this is particularly annoying for me as i have some performance issues on large maps with jdoom, while glboom runs with most wads, fast and i can watch demos in it before attempting to play a level in the same style, heh ;)

Old Post 12-22-04 22:42 #
Pirx is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
KSquad24
Registered just to make one post


Posts: 1
Registered: 01-05


Using PRBoom, I create a server on my machine and join it. Another computer in my home also joins it and Doom launches, but...both machines seem to be spawning at the same location (player 1 start.) Nobody can move or anything and the game must be aborted.

I don't see any networking problems since other games work fine. So what's the deal? Any ideas?

Old Post 01-13-05 22:56 #
KSquad24 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
entryway
Forum Staple


Posts: 2522
Registered: 01-04



Torr Samaho said:
prboom has the normal doom2 mouse input.
in glboom a quick 180° turn may become randomly 120° or 220°.


It's true. GLBoom processes a mouse much worse than PRBoom. Anyway - so it seems. I think it a problem of the opengl rendering realization.

Old Post 03-04-05 12:01 #
entryway is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11327
Registered: 07-02



entryway said:
GLBoom processes a mouse much worse than PRBoom.
Not for me. It's completely fine* in glboom.exe, whereas with prboom.exe I often get the standard (visual?) foul-up at start-up (but it's OK thereafter). Must be one of those awkward system-dependent things.

* Well, apart from not being able to get a quick start, like with Doom2.exe, but that's not really a mouse control issue.

Old Post 03-04-05 12:48 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
entryway
Forum Staple


Posts: 2522
Registered: 01-04



Grazza said:
Not for me. It's completely fine* in glboom.exe, whereas with prboom.exe

Start GLBoom and pass to the 12-th level. Turn a head to the right and to the left. Movements will be smooth. Now go forward and again turn a head. Turns will not be smooth.

Old Post 03-04-05 13:11 #
entryway is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
VinceDSS
Senior Member


Posts: 1281
Registered: 11-02


On my dad's comp I cannot run prboom at all, it crashes everytime I move the mouse.
I have to use GLBoom on his system.

Old Post 03-04-05 19:47 #
VinceDSS is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Janizdreg
Junior Member


Posts: 294
Registered: 07-02


Just in case someone hasn't noticed yet, there's a new SDL mixer version (1.2.6) out that fixes the midi bug. Get it here.

Last edited by Janizdreg on 03-10-05 at 17:59

Old Post 03-10-05 17:25 #
Janizdreg is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
b00mb0dy
Junior Member


Posts: 115
Registered: 04-02


few things:

-no way to turn music off from in game...volume all the way down doesn't even do it, so have to turn off synth in main settings of system.
-cannot run winamp in background and hear it, PRBOOM dominates the sound system.

Old Post 07-31-05 15:45 #
b00mb0dy is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11327
Registered: 07-02


These are probably SDL issues. Have you got the most recent versions of SDL.dll, SDL_mixer.dll and SDL_net.dll? They're still not perfect, but each new release seems to iron out a few more issues. I believe Andrey Budko includes the current versions in his the zip for his modified Prboom, so that's an easy way to get hold of the files.

My experience is that these things are system-specific too. On my desktop machine the in-game music volume control doesn't work, but I can change the music volume using the volume up/down buttons on my keyboard without leaving the game (or affecting the sound effects volume). As for WinAmp, I don't use it myself, but don't recall problems using other music programs while running PrBoom (not that I do so very often).

Old Post 07-31-05 17:54 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
entryway
Forum Staple


Posts: 2522
Registered: 01-04


If I start prboom.exe (2.2.6) in a window mode (-nofullscreen) and with a sfx and music it always crash for me after start of new game

Old Post 12-20-05 22:43 #
entryway is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
entryway
Forum Staple


Posts: 2522
Registered: 01-04


It occur only on 800x600
screen_width 800
screen_height 600

Old Post 12-25-05 12:49 #
entryway is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
bejiitas_wrath
Mini-Member


Posts: 98
Registered: 07-02


I am wondering if the demo recording facility in Prboom 2.3.1 has been fixed on Linux yet? I have tried to record demos with prboom 2.3.1 on Linux and I have had no success. Please tell me this is fixed?

I am using Suse 10.0 and Kernel 2.6.14.4 and I downloaded the i386 binary release from sourceforge. I am dowloading 2.4 as I speak so I will try that.

#define OFFTOPIC 1

I have also uploaded my newstuff reloaded and my new Ultimate Doom Tecbase map to /incoming so hopefully there will be a couple of good maps in /newstuff soon.

Btw, when is the next /newstuff update?

#undef

Old Post 04-03-06 02:08 #
bejiitas_wrath is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
VinceDSS
Senior Member


Posts: 1281
Registered: 11-02


prboom 2.3.1 is experiemental and unstable. It's screwy but has great features ... which prboom+ should get, like the new filters for software mode (which could be applied to GL too, too soothe things a bit more).

now prboom 2.4.0 is out, but it doesnt have any one of the great features in 2.3.1 ... sad ... maybe entryway can fix this.

Old Post 04-03-06 08:58 #
VinceDSS is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
proff_fs
Warming Up


Posts: 28
Registered: 09-05



VinceDSS said:
prboom 2.3.1 is experiemental and unstable. It's screwy but has great features ... which prboom+ should get, like the new filters for software mode (which could be applied to GL too, too soothe things a bit more).

now prboom 2.4.0 is out, but it doesnt have any one of the great features in 2.3.1 ... sad ... maybe entryway can fix this.



They will come back, we wanted to make a stable release with some internal new features from 2.3.1 and the rest will come back step by step. 2.3.1 had too many changes and wasn't really maintainable anymore. We plan to do smaller releases from now on, as we don't have much time anymore and don't want to make the same mistake as with 2.3 which took way too long and wasn't properly tested.

Old Post 04-03-06 09:09 #
proff_fs is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
webbed digits


Posts: 14316
Registered: 04-02



Grazza said in a sticky in Demos:
Thus if you mostly want to record vanilla demos (and Boom when necessary), you can put 2 as your default compatibility for Doom2, 3 as the default compatibility for Ultimate Doom, and put -complevel 9 in the command line when recording on a Boom map. Nothing more to worry about.
True, although wouldn't it be more convenient if there were two CFG entries for this, one for DOOM and one for DOOM II? It's true that that only applies to "vanilla" demos, yet in a way that is an important function of the engine. Plus these two would just be -1 by default.

Old Post 04-17-06 21:16 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
webbed digits


Posts: 14316
Registered: 04-02


What is the automapmode CFG entry for? It seems to do nothing. And map_point_coord seems equally nonfunctional.

Also, for some reason PrBoom eliminated the 4 player colors, replacing them with a generic "friend" color, plus a "me" color for the guy playing. Why would you do that? Both Boom and MBF left the four player color entries alone, as in the real game.

Additionally, the screenblocks function is not supposed to affect the automap at all, but PrBoom applies it there, hiding portions of the map when screenblocks is 9 or less.

Old Post 05-29-06 17:52 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
RjY
anARCHy


Posts: 754
Registered: 05-02


automapmode is a bitfield which says whether or not the map was
  • active (bit 0)
  • in overlay mode (bit 1)
  • in rotate mode (bit 2)
  • in follow mode (bit 3)
  • with the grid on (bit 4)
when the config was saved. So if you prefer an overlaid, rotating map it will save your preference.

map_point_coord appears to be an MBF option to display coordinates of the dot in the centre of the automap (as opposed to the player coordinates) but hasn't been ported to PrBoom yet.

Old Post 05-29-06 19:31 #
RjY is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 03:41. Post New Thread    Post A Reply
Pages (10): « 1 [2] 3 4 5 » ... 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