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emailking
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Grazza said:
Which map/wad? Are we still talking about cc2 map29? Map coordinates and more description please.



Sorry, yes it's map 29 again. Go to:
x = 3640
y = -4051
z = 88

Look around. You can't miss it.

I guess the real question is if this is a wad error or not. Presumably whoever made the map didn't see that huge swath of gibberish.

Old Post 03-24-07 21:49 #
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Searcher
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That is Magikal's map 29.

Sadly he died May 2003 near London so it will never be corrected.
http://www.doomworld.com/vb/showthr...&threadid=19963

I had a lot of discussions with him with he was building it and he and I and Rich Sham were testing it. I can't recall that we ever spoke of that particular area tho'.

It's sheer size made it hard/impossible to load with anything but prboom at the time. That was his final map.

Amazingly his web site is still up.
http://www.magikal.supanet.com/

And Oddly enough I was re-reading some of our emails about it today.

More info on Magikal:
http://www.google.com/search?q=kevi...lient=firefox-a

Sorry this is no help but a bit nostalgic for me.

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Old Post 03-27-07 23:17 #
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Grazza
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That was map29 of CChest(1). CChest2 map29 was made by Boris.

Old Post 03-27-07 23:27 #
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Opps sorry, of course you are right Grazza. Not sure what I was thinking. Must have just been wrapped up in the moment thinking about Magikal.

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Old Post 03-28-07 04:26 #
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VinceDSS
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I came across de dehacked bug on normal prboom ...

I made a dehacked where I copied a monster onto un inanimated item.
In doom2.exe, the monster is correctly respawned by the archvile.
In prboom, the archvile will just walk over and ignore it.

note that prboom-plus runs the deh file as it runs under doom2.exe ... so prboom-plus's dehacked handling should be included in regular prboom.

Old Post 04-07-07 21:22 #
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Squonk
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I've played a 1on1 with a friend, doom2 map01. Runs perfect, but we tried to record a demo of the match, and the demo can't be read : "I_SignalHandler : Exiting on signal : signal 11". My demo and my friend's one do the same.
Maybe it's because of a wrong complevel, but we were both using complevel 2 (for Doom2). And the complevel can't be set on the startserver.exe (sorry if I'm saying bullshit, I have no idea of how the complevel works, I've just tried a lot of things).

Bug, or we missed something?

Old Post 04-27-07 20:42 #
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emailking
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The only thing coming to mind is this:
http://sourceforge.net/tracker/inde...658&atid=772943

The circumstances are the similar. Multiplayer demo. Same error message. But you are getting the crash right at the start which means the chainsaw sound can't be playing at the previous level. The other thing is that your prboom didn't crash when you played it in the first place which suggests in might be a problem with the demo. One thing you could do is download the latest test version of prboom+
http://prboom-plus.sourceforge.net/....test-win32.zip

This has many bug and crash fixes. Well, Grazza will be along shortly I'm sure with his usual words of wisdom.

Old Post 04-27-07 20:52 #
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Grazza
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Please post the demo. It's very hard to say without it.

[Very unlikely to be that chainsaw sound issue. That's a very rare situation, and it wouldn't occur at the start of a demo. This is just a general-purpose "something went wrong" type of error message, so the fact that it is the same message doesn't imply it was caused by the same problem.]

The way you use a complevel when recording a multiplayer demo is to have it set as the default_compatibility_level in the cfg file that you are using. You can specify a cfg in the command line used for the server program. Failing that, I suppose it defaults to the cfg found by the server. In any case, the compatibility level is the same for all players, as they can't set it independently.

Whichever complevel you recorded with, this should be autodetected (more or less) by the program when it tries to play back the demo, so it shouldn't be a problem. (I say more or less, because it can't tell the difference between levels 2-5, and guesses based on the iwad used. But that shouldn't cause a crash of course.) Don't try to force a complevel for playback unless you are certain it is necessary - it is very rare to need to do this.

Please also state exactly which version of the program you were using (i.e. the version number).

In the absence of any further information, my completely random guess is that you're using some version from prboom 2.4.3 to 2.4.6, and are falling victim to a sound issue. If the crash still occurs using current prboom-plus, then it is probably something else.

Old Post 04-27-07 21:15 #
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Quasar
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Is PrBoom having any sound related issues lately? Eternity uses sound mixing code that's derived from PrBoom's (still about 95% the same), but esselfortium has problems with it on his x86 Mac which I've been totally unable to figure out. I was wondering if anything similar has manifested in this camp.

Old Post 04-27-07 23:28 #
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Grazza
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There were some nasty sound bugs in prboom 2.4.6.

http://sourceforge.net/tracker/inde...396&atid=103396
http://sourceforge.net/tracker/inde...658&atid=772946
http://sourceforge.net/tracker/inde...396&atid=103396 - not sure if that is relevant, but I'll mention it anyway

They never made it into a prboom-plus release (2.4.6.1 was before them, and 2.4.6.2 is free of them), but it was present in a test version (see the second of the threads linked to above). But there might be a few rarely-triggered problems still lurking (such as the one emailking mentioned).

Old Post 04-27-07 23:44 #
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Grazza
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VinceDSS said:
I came across de dehacked bug on normal prboom ...
I made a dehacked where I copied a monster onto un inanimated item.
In doom2.exe, the monster is correctly respawned by the archvile.
In prboom, the archvile will just walk over and ignore it.
note that prboom-plus runs the deh file as it runs under doom2.exe ... so prboom-plus's dehacked handling should be included in regular prboom.

I strongly suspect that is the issue discussed here:
http://sourceforge.net/tracker/inde...658&atid=772943
The fix for it in prboom-plus can be found here:
http://sourceforge.net/mailarchive/...me=prboom-notes

Old Post 04-28-07 00:16 #
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alterworldruler
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Ultimate doom v1.9 iwad doesn't launch in glboom, it runs fine in prboom though.... glboom says a lot about missing patches in textures while prboom doesn't and maps look fine

Old Post 04-28-07 20:00 #
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Grazza
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Which version (exact version number) and how are you launching it?

Maybe you're doing it in a way that uses doom.wad as a pwad with doom2.wad as the iwad, or something like that.

Old Post 04-28-07 21:52 #
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Squonk
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In fact, the demo works with prboom, but not prboom+... And I always watch my demos with prboom+, so I didn't think of trying prboom.
We were both using prboom v2.4.7 (the latest one, maybe the numbers are wrong).
Anyway, the demo is here : http://lsvc.free.fr/CFD/DM-Demos/1o...nk-27.04.07.zip

Thanks for the way of using complevel ;)

Old Post 04-28-07 23:32 #
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Grazza
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Works fine for me in prboom+ (both software and GL rendering; I'm using the current test version of 2.4.8.2 @ 2007-Apr-27 15:01), and at the end the scores are the same as stated in the txt: 40-18.

So I am not sure what the problem might be, especially as (judging from what you say) you can normally run prboom+ without problems. Would perhaps need to see the stdout.txt.

Old Post 04-28-07 23:49 #
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alterworldruler
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I found the problem, it was my cfg :P it had wad which was converted to doom 2 lol sorry for the trouble

Old Post 04-29-07 08:14 #
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Grazza
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Squonk: I did get a crash with another of your demos (right at the end): http://lsvc.free.fr/CFD/DM-Demos/FF...ra-29.04.07.zip

Andrey identified the problem as the demo having no enddemo marker, and has prevented the crash in the current test version. Obviously a crash is worth avoiding, even at the end of a demo.

Old Post 04-29-07 17:07 #
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Squonk
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Well, in fact at the end of the match, prboom crashed, I don't know why. Both server and client closed, and I didn't have the usual message "demo recorded". But the demo was there...

I may have another interesting demo to show you. It was recorded with complevel 1 (default) on Alien Vendetta map25, and we never managed to read it. VinceDSS looked with LMPC and it crashed or something like that. I'll try to find it, because I don't remember where I put it...

Old Post 04-29-07 20:30 #
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myk
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I found a bug!

I'm using PrBoom+ v2.4.8.1 (but I bet this affects any more or less current PrBoom version).

When using F12 during the playback of a MultiPlayer demo with two Players (haven't tried with more) the pickup sounds heard belong to the other Player. Unlike in Doom, PrBoom is supposed to use the current Player's sound input, but it appears that this bit (the pickups) is somehow working like in Doom.

Another issue I have, though I don't know if it's a bug or something I'm forgetting in the CFG: I can't get it to display smart totals on the HUD. I set these (as well as the time related ones) to 1, enable the HUD, and all I see are the weapons, ammo, health, and armor info. Am I missing something?

Old Post 05-04-07 03:56 #
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Grazza
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myk said:
Another issue I have, though I don't know if it's a bug or something I'm forgetting in the CFG: I can't get it to display smart totals on the HUD. I set these (as well as the time related ones) to 1, enable the HUD, and all I see are the weapons, ammo, health, and armor info. Am I missing something?
Press F5 again. (Don't need to do this every time - the preference will be saved in the cfg.) The relevant cfg setting is hud_active - a value of 2 means that all the lines are displayed, and in the bottom left.

The "Smart Totals" setting relates to the logic behind how the totals are calculated, and exactly what is shown in that line (if displayed). It doesn't determine whether that line is displayed or not displayed.

BTW, I never generally use F5 in this way myself - only if for some reason I want to change the style of the HUD, which normally only happens if I have pressed it by accident. To switch between status bar or HUD, I use ++ and -. This doesn't affect the value of hud_active.

Old Post 05-04-07 05:06 #
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emailking
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BTW: If you get the latest test version, there's been a bug fix for the smart totals. Now icon of sin monsters aren't counted in the smart totals as they obviously shouldn't be. Useful if you're verifying a max demo on a level 30 or a level with a monster spawner. But usually I have these turned off because I'm more interested in how many monsters are alive.

Old Post 05-04-07 06:08 #
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myk
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Grazza said:
Press F5 again. (Don't need to do this every time - the preference will be saved in the cfg.) The relevant cfg setting is hud_active - a value of 2 means that all the lines are displayed, and in the bottom left.
Ah, thanks, that was it. I had it at 1.


The "Smart Totals" setting relates to the logic behind how the totals are calculated, and exactly what is shown in that line (if displayed). It doesn't determine whether that line is displayed or not displayed.
Right, I had forgotten the kills and secrets in the HUD were a Boom feature (and this includes the 3 values of hud_active). I did want the smart values, in any case.


BTW, I never generally use F5 in this way myself - only if for some reason I want to change the style of the HUD, which normally only happens if I have pressed it by accident. To switch between status bar or HUD, I use ++ and -. This doesn't affect the value of hud_active.
I normally have it at 0 so that it behaves like Doom (screen sizing goes from status bar to full screen and vise versa). To check it I edited the CFG (I usually prefer that over the menus, if possible), but then I launched the demo I was watching with, starting with hud_active 0, pressed F5, and PrBoom+ terminated with signal 11. This also happened when I tried again and the value was initially 2 or 1. But then I checked, and I had edited the CFG. Is is not bound to that (it's set as "junk", meaning it's not really bound... a value of 0x0). It seems PrBoom+ is giving an error when it generates a screen shot, which is the function currently bound to F5. I don't recall previous versions having this issue (I think I remember taking screen shots). Just in case I tried binding key_screenshot to something else, but it also gave the error. A corrupt BMP shot is generated along with the error (it's not valid; image manipulation programs won't open it).

Old Post 05-04-07 06:33 #
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Grazza
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Screenshots work fine for me (GL and software), and I haven't had problems with them in previous versions either (not that I take screenshots massively often though). Can you check with the current test version, and if you get this problem with that, post your cfg?

Old Post 05-04-07 06:50 #
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myk
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Grazza said:
if you get this problem with that, post your cfg?
Yeah, it's behaving the same way. Here's my CFG. I'm using the "all in one" build, in case that matters.

Old Post 05-04-07 07:37 #
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Grazza
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I was able to take screenshots with no problems using your unmodified cfg. So it looks like some sort of conflict, rather than a failing purely within the program.

The first things that spring to mind that you might try are:
  • Using older SDL files. In order to do so, you will need to use the standard package (i.e. not all-in-one, which has the current SDL files built into it) and use the files from SDL_old.zip.

  • Changing the setting for sdl_videodriver. "windib" and "directx" are other possibilities.
Just guessing here; no guarantee these will help. But they are things that might avoid conflicts with older systems.

Old Post 05-04-07 08:03 #
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myk
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Grazza said:
Using older SDL files. In order to do so, you will need to use the standard package (i.e. not all-in-one, which has the current SDL files built into it) and use the files from SDL_old.zip.
Same issue using that.


Changing the setting for sdl_videodriver. "windib" and "directx" are other possibilities.[/list]Just guessing here; no guarantee these will help. But they are things that might avoid conflicts with older systems.
I normally have it set to DirectX (through the windowed DOS console I open to launch PrBoom, Chocolate Doom, or whatever), so I tried WinDib, but got the same error.

Old Post 05-04-07 08:19 #
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Grazza
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Hmmm. Do you have the same problem if using GL rendering? That creates a screenshot in a different format (tga rather than bmp) - just wondering if there is some problem specifically with creating one type of file, rather than a problem with generating a screenshot generally.

Old Post 05-04-07 08:31 #
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myk
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Grazza said:
Do you have the same problem if using GL rendering?
No; the TGA pic is generated properly in GL mode, but as soon as I change the videomode to 0, it gets the error trying to generate the BMP file.

Old Post 05-04-07 08:51 #
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Grazza
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Interesting. My guess is that this might have something to do with changes in 2.4.6.1 to incorporate screen multiple/interlaced scanning (there were changes in the screenshot code). However, I can't really test this myself, since I don't have the problem. I'll e-mail you the test versions immediately before and immediately after those changes.

Old Post 05-04-07 09:36 #
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entryway
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Here's my CFG
This file is hosted by Tripod, a Lycos®Network Site, and is not available for download


pressed F5, and PrBoom+ terminated with signal 11
I can build the version without "signal 11" hook, and we'll get the address of crash. It may help.

Old Post 05-04-07 10:02 #
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