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Bloodite Krypto
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Crimson Horizon the new sky texture for this map does not renderer in either PRBoom or ZDoom, is it due to an error on behalf of the author when compiling the WAD?

EDIT: Excuse me, upon further inspection it appears the sky texture was named 'SKY1' rather than the correct term 'RSKY1'

Last edited by Bloodite Krypto on 02-24-10 at 21:44

Old Post 02-24-10 21:10 #
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Bloodite Krypto
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Noobish question but I'd appreciate clarification. When recording demos does PRBoom+ use lower turning resolution I think the term is called? I've noticed my aiming doesn't feel as smooth under -record in contrast to playing normally.

Old Post 03-19-10 20:58 #
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Grazza
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Depends on the -complevel being used, and whether you have specified -longtics or -shorttics.

By default, the "current" compatibility level (i.e. -complevel -1) uses longtics (i.e. higher precision turning - like the original game when not recording).

By default, lower compatibility levels (such as those used to emulate Doom2.exe, Boom and MBF) use shorttics (i.e. lower precision turning - like the original game when recording).

You can override these using -longtics or -shorttics.

Old Post 03-19-10 21:11 #
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Bloodite Krypto
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Thank you for the thorough enlightment Grazza :] However I see a dilema in choosing to use -longtics does this not represent an unfair advantage considering the majority will stereotypically choose to use -shorttics to maintain doom2.exe authentic behaviour? Does it not face the potential of penalization when recording competitive demos for classic or new WADS?

Old Post 03-19-10 21:49 #
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TimeOfDeath
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I wish everyone would use -longtics. That's how the game actually plays. But you'll get used to using shorttics and it probably won't even make a difference whether you use shorttics or longtics, except in certain circumstances where longtics is handy. I personally don't consider it an unfair advantage, and if someone beat one of my shorttics times while using longtics then I'd just use longtics as well instead of complaining about the person using longtics.

Old Post 03-19-10 23:20 #
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Grazza
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Well, some things are harder using longtics, most notably glides.

Normally it doesn't make a colossal difference, but it does mean that times aren't necessarily directly comparable. To be honest, I dislike the whole idea of introducing longtics for recording, as it introduces yet another complication and compatibility issue without really adding much of value. And as for the argument that longtics is how the game actually plays, it isn't for those of us who have spent more time recording demos than we have spent playing. ;)

As for "penalization", all demos are welcome here and at DSDA. Just make it clear if any non-standard settings have been used. Yes, longtics demos are not valid by traditional compet-n rules (which are now set in stone, with the compet-n site moribund). And for demo packs it would be wise to check what other people are doing, and what rules whoever is organizing it may have outlined. But the simple act of recording a demo in whatever way you prefer and posting it here will never, ever be a problem in itself.

Old Post 03-20-10 00:28 #
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TimeOfDeath
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Meh, I don't like glides. :)
What other things are harder with longtics?

Old Post 03-20-10 02:02 #
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myk
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I guess any movements that need a mechanic and linear trajectory might not benefit much from longtics. I mean, a slight movement of the mouse might get you a tiny bit off track and that may make a difference.

I don't use it for speed and max style demos to be consistent with the tons of existing v1.9 demos but I do use it for deathmatch, where it's more noticeable because your aim at a fast-moving target, and for FDA demos since, essentially, an FDA is more or less the equivalent of the initial play-through sessions I did back before I started to record FDAs with many new levels.

Old Post 03-20-10 06:13 #
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Super Jamie
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Any chance of getting PrB+ to read ZDBSP's Compressed Nodes format? Or somehow otherwise raise the mapping limits from Boom's double-segs -vertices and -sidedef numbers?

Old Post 03-30-10 04:56 #
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Mike.Reiner
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I don't know that this would be truly necessary.. however, I think it would be pretty handy if PrBoom+ was capable of running "Notarget" mode and being able to kill all monsters in the level with a command..

Doom95 was able to do this.

http://doomwiki.org/wiki/Doom_cheat_codes#Doom95

I think the same method (typing the command in as a cheat) would be appropriate since PrBoom+ doesn't have a console.

Not really a necessity, but I do think it would make PrBoom+ better.

Old Post 03-30-10 11:46 #
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Super Jamie
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Mike.Reiner said:
and being able to kill all monsters in the level with a command

tntem
http://doomwiki.org/wiki/Source_port_cheat_codes#Boom

Old Post 03-30-10 11:49 #
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Mike.Reiner
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Super Jamie said:

tntem
http://doomwiki.org/wiki/Source_port_cheat_codes#Boom


Oh nice. Had no idea boom had it's own cheats. Well then I guess it's just the "Notarget" I would like to see implemented.

Old Post 03-30-10 11:55 #
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Quasar
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Super Jamie said:
Any chance of getting PrB+ to read ZDBSP's Compressed Nodes format? Or somehow otherwise raise the mapping limits from Boom's double-segs -vertices and -sidedef numbers?

Please note that BOOM did *not* double any of those limits, they were still firmly at 32767. Only certain ports derived from BOOM have doubled those via conversion of the indices to unsigned shorts.

The only map lump size limit remedied by BOOM was the blockmap limit.

Old Post 03-30-10 16:11 #
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myk
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Mike.Reiner said:
Oh nice. Had no idea boom had it's own cheats. Well then I guess it's just the "Notarget" I would like to see implemented.
To make the monsters ignore you, you can use a DeHackEd patch that gives the player 0 hit points.

Old Post 04-01-10 22:30 #
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Mike.Reiner
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myk said:
To make the monsters ignore you, you can use a DeHackEd patch that gives the player 0 hit points.

Yeah I figured DeHackEd could do something like this, but I'm not really looking for a work around like that, so much as a 'cheat' similar to 'fhshh' found in Doom95.

Old Post 04-01-10 23:11 #
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Csonicgo
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problem with compiling prboom+, probably affects prboom as well since it is so low level:
code:
phbc@PineHaven:/media/TOSHIBA/prboom$ sh bootstrap configure.ac:7: installing `autotools/config.guess'; error while making link: Operation not permitted configure.ac:7: installing `autotools/config.sub'; error while making link: Operation not permitted configure.ac:10: installing `autotools/install-sh'; error while making link: Operation not permitted configure.ac:10: installing `autotools/missing'; error while making link: Operation not permitted data/Makefile.am:10: wildcard graphics/*.ppm sprites/*.ppm lumps/*.lmp sounds/*.wav: non-POSIX variable name data/Makefile.am:10: (probably a GNU make extension) src/Makefile.am: installing `autotools/depcomp'; error while making link: Operation not permitted phbc@PineHaven:/media/TOSHIBA/prboom$


I talked with some on IRC and this seems to be a linux-only bug, can anyone confirm this? It seems to only act up on Filesystems that don't support symlinks, which is unfortunately my situation here. is there a workaround?

Old Post 05-11-10 23:12 #
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Super Jamie
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Csonicgo said:
It seems to only act up on Filesystems that don't support symlinks, which is unfortunately my situation here. is there a workaround?

You can make a loop filesystem.
http://www.walkernews.net/2007/07/0...m-on-disk-file/
Basically that's a big file (in this example called virtualfs) which you make an ext filesystem on, then mount at a mountpoint. As far as Linux is concerned, it's just another ext partition.

Old Post 05-11-10 23:19 #
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Csonicgo
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Super Jamie said:

You can make a loop filesystem.
http://www.walkernews.net/2007/07/0...m-on-disk-file/
Basically that's a big file (in this example called virtualfs) which you make an ext filesystem on, then mount at a mountpoint. As far as Linux is concerned, it's just another ext partition.



That sure is a lot of work for 7 files.

Old Post 05-14-10 05:04 #
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Ladna
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If you have the RAM, you can create a tmpfs. Off the top of my head:

mkdir tmp && mount -t tmpfs tmpfs tmp -osize=64m

Then you'd copy all your crap in there and have at it.

I'd also suggest that this isn't really a bug, your filesystem just doesn't support the build system (via not supporting something as basic as symbolic links, surely you're talking about a vfat or NTFS filesystem), and you'll be lucky to get it to build at all. That said, the easiest things to do are to use real filesystems... or at least filesystems that are more real than the crappy one you're using right now. I mean, unless you want to provide patches to some autoconf thing to allow it to work without symbolic links. Anyway, good luck!

Old Post 05-14-10 05:42 #
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ducon
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I uploaded this screenshot in the Doom wiki, look at the top left STS, (a bit is hidden) and at the letters and digits (glitches).
http://doomwiki.org/wiki/File:Spe...om-map06-rk.png

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Old Post 05-14-10 17:59 #
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printz
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With 2.5.0.7-test I still get a Signal 11 error if I set the resolution to full-screen 1280x1024 and 5:4 aspect ratio. It also happens with non-fullscreen. Then I set Aspect Ratio (via the CFG file) to Auto (0), and now it works

Old Post 06-02-10 23:07 #
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printz
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PrBoom doesn't use the misc1 and misc2 frame parameters in A_Mushroom. Normally those two should control the angle and speed factor of the fireballs, but it doesn't happen here. Here's the code in p_enemy.c in WinMBF:

code:
// // killough 9/98: a mushroom explosion effect, sorta :) // Original idea: Linguica // void A_Mushroom(mobj_t *actor) { int i, j, n = actor->info->damage; // Mushroom parameters are part of code pointer's state fixed_t misc1 = actor->state->misc1 ? actor->state->misc1 : FRACUNIT*4; fixed_t misc2 = actor->state->misc2 ? actor->state->misc2 : FRACUNIT/2; A_Explode(actor); // make normal explosion for (i = -n; i <= n; i += 8) // launch mushroom cloud for (j = -n; j <= n; j += 8) { mobj_t target = *actor, *mo; target.x += i << FRACBITS; // Aim in many directions from source target.y += j << FRACBITS; target.z += P_AproxDistance(i,j) * misc1; // Aim fairly high mo = P_SpawnMissile(actor, &target, MT_FATSHOT); // Launch fireball mo->momx = FixedMul(mo->momx, misc2); mo->momy = FixedMul(mo->momy, misc2); // Slow down a bit mo->momz = FixedMul(mo->momz, misc2); mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity } }

Old Post 06-02-10 23:18 #
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entryway
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printz said:
With 2.5.0.7-test I still get

Wrong topic? But ok, I got it.


printz said:
PrBoom doesn't use the misc1 and misc2 frame parameters in A_Mushroom. Normally those two should control the angle and speed factor of the fireballs, but it doesn't happen here.

Fixed in prb+ for mbf complevel

Old Post 06-03-10 00:16 #
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printz
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entryway said:

Wrong topic? But ok, I got it.

It's the issues topic.

Old Post 06-03-10 07:01 #
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myk
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It's the issues thread but of PrBoom, not PrBoom+. The other thread is about anything regarding PrBoom+, issues included.

Old Post 06-03-10 07:13 #
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Never_Again
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Last edited by Never_Again on 06-13-10 at 17:47

Old Post 06-03-10 09:51 #
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Super Jamie
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iBoom by Apple

Old Post 06-03-10 10:24 #
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printz
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myk said:
It's the issues thread but of PrBoom, not PrBoom+. The other thread is about anything regarding PrBoom+, issues included.
Oh, sorry, I thought that PrBoom+ became the new PrBoom.

Old Post 06-03-10 13:08 #
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Nevan
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Not sure if this has been asked already, but I'll post it here anyway.

I play PRBoom 2.5.0.6 under Windows 7. The problem I have with it is when the midi finishes, it freezes the game for a few seconds and unfreezes when the midi restarts. It's quite annoying, so is there any way I can do to try fix this if possible?

Old Post 07-14-10 13:06 #
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HackNeyed
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No fix but a work around of sorts here and in my sig.

www.doomworld.com/vb/source-ports/5...slight-freezes/

Hope that helps.

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Old Post 07-14-10 13:53 #
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