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Grazza
omg lolcano


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entryway said:
This file is hosted by Tripod, a Lycos®Network Site, and is not available for download
Right click - Save Target As. Or copy/paste URL into Address bar.

Old Post 05-04-07 10:11 #
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myk
The Disciple of Lüt


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entryway said:
This file is hosted by Tripod, a Lycos®Network Site, and is not available for download
Yeah, sorry about that; what Grazza said above should work (I should have noted it in my post).

Old Post 05-04-07 10:16 #
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myk
The Disciple of Lüt


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Grazza said:
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.
Yes, thanks, test #6 (Sept 3rd, 06) saves BMPs properly in software mode, while test #7 (Sept 9th, 06) has the issue.

Old Post 05-04-07 11:49 #
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entryway
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fixed

Old Post 05-04-07 12:58 #
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Quasar
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Grazza said:
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).


I can't really tell how any of these might be related to the SDL sound engine...

Old Post 05-04-07 17:42 #
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Styptic
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I was playing single player prboom today and something really weird happened.After beating the first level the intermision screen was the multiplayer intermision, wtf?

I then spawned on a multiplayer start the next level!

I did load a save maybe my save file somehow got curupted, is this a known bug? I checked on sourceforge and I didn't see anything about ti.

Last edited by Styptic on 12-04-07 at 07:44

Old Post 12-04-07 07:36 #
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myk
The Disciple of Lüt


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Huston, we have a problem.

In MultiPlayer, PrBoom engines are using the bright red range (starting at color 0xB0) for Red's suit, instead of the dull red range (starting at color 0x20) that's supposed to be used.

EDIT: Another issue. In Doom you don't hear other Players' pick-up sounds, only your own. I'm not sure how the code is dong while playing under v1.9 compatibility, but I'm watching a MultiPlayer demo and when using F12 I always and only hear the pick-up sounds of the original viewpoint, and not the current Player's (as it should be since unlike Doom PrBoom makes a full switch to the Player selected, unlike Doom that keeps the sounds and palette or colormap changes of the original Player).

Last edited by myk on 12-14-07 at 07:59

Old Post 12-14-07 07:35 #
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Ajapted
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myk said:
EDIT: Another issue. In Doom you don't hear other Players' pick-up sounds, only your own.

It is a compatibility option, if I understand this code:
code:
/* cph 20028/10 - for old-school DM addicts, allow old behavior * where only consoleplayer's pickup sounds are heard */ if (!comp[comp_sound] || player == &players[consoleplayer]) S_StartSound (player->mo, sound | PICKUP_SOUND); // killough 4/25/98


In MultiPlayer, PrBoom engines are using the bright red range (starting at color 0xB0) for Red's suit, instead of the dull red range (starting at color 0x20) that's supposed to be used

Seems like the code uses the same color for the automap arrows as for the shirts, and since the automap uses 176 in mapcolor_plyr[], then that is what the shirts become. Easily fixed.

Feels good knowing I've saved the Space Shuttle from crashing.

Last edited by Ajapted on 12-14-07 at 11:05

Old Post 12-14-07 10:50 #
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myk
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Ajapted said:
It is a compatibility option, if I understand this code:
Yeah, which I believe is working correctly as far as playing goes (I used PrBoom to play online in the past in v1.9 mode), but it appears to me that that code also seems to be affecting demo playback and its F12 mode, in a bad way.

Old Post 12-14-07 11:00 #
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Ajapted
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Yeah the could should probably be: player == &players[displayplayer]

Old Post 12-14-07 11:06 #
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myk
The Disciple of Lüt


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There seems to be a bug in SDL that affects its TiMidity implementation. The music for levels 05 and 13 (D_DOOM) acquires a shrill and persistent sound after a while. I've also noticed it in Chocolate Doom, so it's not something PrBoom specific, although the developers of SDL engines might want to bug the SDL team about it (or hack up a fix). ZDoom's TiMidity support doesn't have this problem.

Old Post 12-17-07 11:58 #
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entryway
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myk said:
There seems to be a bug in SDL that affects its TiMidity implementation. The music for levels 05 and 13 (D_DOOM) acquires a shrill and persistent sound after a while. I've also noticed it in Chocolate Doom, so it's not something PrBoom specific, although the developers of SDL engines might want to bug the SDL team about it (or hack up a fix). ZDoom's TiMidity support doesn't have this problem.

How do you use TiMidity?

set SDL_NATIVE_MUSIC = "EXT"
set SDL_NATIVE_MUSIC_EXT = "3"

?

I do not hear the difference

Old Post 12-17-07 13:11 #
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myk
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In the CFG you need sound_card -1 and mus_pause_opt 2*, and then a timidity.cfg in the PrBoom+ directory, which defines the directory the patches are in, plus of course the patches in that directory.

* At least on my computer, or problems occur.

Old Post 12-17-07 13:21 #
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Mike.Reiner
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The current build of DV2 that Huy is working on only runs on one version of PrBoom+ it seems...

In PrBoom+ 2.4.8.3.Test:
http://img503.imageshack.us/img503/6122/prboom2483nl5.jpg

In PrBoom+ 2.4.8.2:
http://img180.imageshack.us/img180/9457/prboom2482cd1.jpg


In PrBoom+ 2.4.8.1:
http://img210.imageshack.us/img210/5651/prboom2481ys8.jpg

Old Post 12-19-07 00:36 #
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myk
The Disciple of Lüt


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Suggestion to what I consider an annoying "feature":

Remove the backgrounds from the menu screens, or at least allow an option to do so. They are unnecessary, as the small font was specifically designed to be drawn over the game in action. While the action stops in single player, and this doesn't matter that much, in MultiPlayer you still want to see what's going on while going through the menu, as the action continues, and likewise while watching a demo.

Old Post 12-19-07 12:09 #
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myk
The Disciple of Lüt


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myk said:
There seems to be a bug in SDL that affects its TiMidity implementation. The music for levels 05 and 13 (D_DOOM) acquires a shrill and persistent sound after a while. I've also noticed it in Chocolate Doom, so it's not something PrBoom specific, although the developers of SDL engines might want to bug the SDL team about it (or hack up a fix). ZDoom's TiMidity support doesn't have this problem.
This SDL issue affects the music for CChest2 Map26, as well.

I kind of remember this problem from way back during the 2.2.x versions, so it must be some old glitch that never got addressed in SDL.

Old Post 12-19-07 23:16 #
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Mike.Reiner
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myk said:
Suggestion to what I consider an annoying "feature":

Remove the backgrounds from the menu screens, or at least allow an option to do so. They are unnecessary, as the small font was specifically designed to be drawn over the game in action. While the action stops in single player, and this doesn't matter that much, in MultiPlayer you still want to see what's going on while going through the menu, as the action continues, and likewise while watching a demo.


Are you referring to the screen shots I posted? Because that screen is only there when your at the start menu..

Edit: Doh, you must be referring to the menus that block the whole screen under setup and general.

Last edited by Mike.Reiner on 12-21-07 at 12:31

Old Post 12-21-07 12:22 #
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Never_Again
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I can confirm myk's findings about the music. The high-pitched strings sound too shrill.
Another long-standing sound bug: the pitch-shift emulation of v1.1 doesn't work. It seems to be applied to the menu sounds only, not to the in-game SFX.

Old Post 12-26-07 01:31 #
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entryway
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Mike.Reiner said:
The current build of DV2 that Huy is working on only runs on one version of PrBoom+ it seems...

In PrBoom+ 2.4.8.3.Test:

In PrBoom+ 2.4.8.2:

In PrBoom+ 2.4.8.1:


Huy must fix it

Old Post 12-26-07 07:28 #
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Mike.Reiner
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entryway said:

Huy must fix it


I figured as much. Why does it work in that version though?

Old Post 12-26-07 21:00 #
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Never_Again
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Huy, e6y ... damn! I wish I'd gone in for a more colorful nym, something like nu3DOOM, maybe. :D

Old Post 12-26-07 23:12 #
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Kuuenbu
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I too can attest to the musical bugginess. Here's a recording of what Timidity produces whenever I play MAP05 in Chocolate Doom. Listen to the strings at :07; much louder in the mix than when played in the Timidity player or ZDOOM. And of course there is the obnoxious, intensifying harmonic (at least I think it's a harmonic) noise that persists with increasing intensity from 1:15 to 1:58 and 3:10 to 4:20.

Now, I haven't tested this with PrBoom yet, however I HAVE been having an issue with PrBoom involving the resolution settings. For some reason I can't seem to get PrBoom to display in 640 x 400, despite every other port I've tried (ZDOOM, Chocolate Doom, Legacy, Doom 95) having no problem with it. I set the res in both the config ("screen_width" and screen hight") and the command line ("prboom.exe -width 640 -height 400") yet it just shows up as letterboxed 640 x 480.

Old Post 03-24-08 06:40 #
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Squonk
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That's not really a bug (and I don't know if it has been fixed recently), but when watching a coop movie, if you wanna look the other player (using F12), next level prboom+ sets you back to the "main" player's view (the one who recorded the demo). Quite boring.

Old Post 04-09-08 21:08 #
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HackNeyed
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*double post*

Last edited by HackNeyed on 07-22-08 at 21:31

Old Post 07-22-08 07:45 #
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