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myk
patron mod of ugly ducklings and black sheep


Posts: 10410
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entryway said:
Do you have the same with prb?
Not with the version I had installed. I just got the latest (test4), thinking perhaps the issue might be related to recent rendering code changes, but I can't run it, as it requires Windows XP.

EDIT: Ahem, I got the real latest version (from the history page, and which works fine) and I did not spot the behavior illustrated in the screen shot either playing the demo or by going to the level myself.

Last edited by myk on 01-29-08 at 14:10

Old Post 01-29-08 13:18 #
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Lemonzest
Warming Up


Posts: 28
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i just noticed deca.wad does not have title music in prboom+, where it does in chocolate doom.

Old Post 02-17-08 14:14 #
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Reckoner
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Lemonzest said:
i just noticed deca.wad does not have title music in prboom+, where it does in chocolate doom.
No problems on my end. Are you sure it isn't just your MIDI configuration? Do you get music in other WADs?

Old Post 02-17-08 18:00 #
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myk
patron mod of ugly ducklings and black sheep


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It happens to me as well; the music for the levels works, but the Stairway to Heaven bit used for the title screen does not play.

Old Post 02-17-08 19:00 #
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Reckoner
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myk said:
It happens to me as well; the music for the levels works, but the Stairway to Heaven bit used for the title screen does not play.
My mistake. I misread his post: I thought he meant Decadence (deca_.wad, which doesn't even have new title music). The problem does occur for me as well, both in PrBoom 2.4.7 and in PrBoom+ 2.4.8.2.

Old Post 02-17-08 20:10 #
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fraggle
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The title screen music in deca.wad is a corrupted mus that nonetheless somehow manages to play properly in Vanilla Doom. The mus2mid code in Chocolate Doom is not the same as the mmus2mid code in PrBoom (which Chocolate Doom previously used), but is capable of converting the corrupted mus when MUS header checking is disabled.

Old Post 02-18-08 00:51 #
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myk
patron mod of ugly ducklings and black sheep


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http://prboom-plus.sourceforge.net/history.html says:
This method has 32 levels of brightness instead of 5.
How come it says only 5 levels?

Old Post 02-18-08 08:22 #
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entryway
Senior Member


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myk said:
How come it says only 5 levels?

Options\General\Sector Light Mode - GZDOOM


fraggle said:
The mus2mid code in Chocolate Doom is not the same as the mmus2mid code in PrBoom

%subj% uses mus2mid code from Chocolate Doom

2.4.8.2 @ 2007-10-16
[+] New mus -> mid conversion code thanks to Ben Ryves This removes bugs and plays back a lot of music closer to Vanilla Doom - eg. tnt.wad map02.



D_DM2TTL from deca.wad has wrong header

Fixed

Last edited by entryway on 02-18-08 at 23:56

Old Post 02-18-08 23:39 #
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myk
patron mod of ugly ducklings and black sheep


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entryway said:
Options\General\Sector Light Mode - GZDOOM
Both the methods have their limitations, as GZDoom's looks better at first glance but can create some weird effects, such as in the test wad linked below. But what 5 levels are those, doesn't Doom use 16? Actually, 17 if you count 256, where fading isn't used. In software mode PrBoom+ (and PrBoom) has buggy lighting. The lighting test wad shows that clearly (just go to the darker area and check out how badly it deals with walls close to you). This bug was introduced with Boom, I think.

http://mykdoom.tripod.com/lighting.htm

By the way, if you shoot across the first level of the test wad in Doom compatibility, there's an example of a severe intercepts overflow (because the shot goes over 200 lines).

Old Post 02-19-08 00:41 #
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entryway
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heh, this wad looks strange in zdoom

http://prboom-plus.sourceforge.net/zdoom.png

Old Post 02-19-08 09:33 #
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myk
patron mod of ugly ducklings and black sheep


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That's pretty strange!

Another way to see the Boom lighting difference is to go to E1M2 (which does work in Doom or Chocolate Doom). Boom lighting treats both sides as full-bright, while Doom lighting uses fading for the wall of the side with 255 (the right side, from the starting position).

Old Post 02-19-08 09:46 #
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fraggle
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entryway said:

Options\General\Sector Light Mode - GZDOOM


%subj% uses mus2mid code from Chocolate Doom


Ah cool, I didn't realise you had switched to the Chocolate Doom code :-)

Old Post 02-19-08 12:34 #
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Never_Again
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Posts: 308
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I submitted two bug reports via the tracker today. e6y, please have a look at them. In particular, the pitch shift option has never worked since it was introduced in the pre-plus days.

Old Post 02-22-08 23:25 #
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myk
patron mod of ugly ducklings and black sheep


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BEX allows very long item pick-up texts, but as in PrBoom(+) these are displayed in one line, part of the text disappears off the screen. A "text wrap" capability would fix this.

An example of this issue is displayed when you pick up the gauntlets in DV II.

Old Post 02-23-08 18:45 #
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entryway
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myk said:
BEX allows very long item pick-up texts, but as in PrBoom(+) these are displayed in one line, part of the text disappears off the screen. A "text wrap" capability would fix this.

An example of this issue is displayed when you pick up the gauntlets in DV II.


You must use '\n' in such cases


GOTCHAINSAW = Sauron's Gauntlet!\nEmperor Palpatine's got nothing on this!

Last edited by entryway on 02-23-08 at 19:48

Old Post 02-23-08 19:40 #
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entryway
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How many fps improvement you have with Intel Compiler build of prboom-plus?

prboom-plus: http://prboom-plus.sourceforge.net/....test-win32.zip

epic.wad: http://www.doomworld.com/idgames/index.php?id=15125
epic.lmp: http://prboom-plus.sourceforge.net/epic.zip

test1: glboom-plus.exe -geom 640x480w -nosound -file epic.wad -timedemo epic.lmp
test2: glboom-plus_intel.exe -geom 640x480w -nosound -file epic.wad -timedemo epic.lmp

I have 207 with MSVC EXE and 235 with ICC EXE.
So, my improvement is (235-207)*100/207 = 13.5% Not bad.

My specs: Intel Core2Duo 2.66 @ 3.1, GForce 8800 GTS

Last edited by entryway on 03-22-08 at 18:30

Old Post 03-22-08 07:45 #
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Lemonzest
Warming Up


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How many fps with gcc on windows? i heard it compiles pretty good code now with gcc 4.3.0

Old Post 03-22-08 21:03 #
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entryway
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Lemonzest said:
How many fps with gcc on windows? i heard it compiles pretty good code now with gcc 4.3.0

I think 4.2.1 is the latest for windows, but in any case gcc build will not be faster than msvc (I checked it earlier with vc2003 and gcc 3.x) and it needs much work to compile. Intel Compiler is able to be integrated into Microsoft Visul Studio. Easy! With gcc I have to download one billion packages and know what I should do and it's big headache for me. Is there easy way? I mean download_setup->install->compile.

Old Post 03-23-08 04:58 #
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MikeRS
Doomworld is so about bullshit excuses


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I hear Code::Blocks is simple to use.

and just for reference, I get 100fps on a Pentium Dual-Core 1.4 GHz, Linux 64-bit; compiled with GCC of course (version 4.1.3).

Old Post 03-23-08 06:32 #
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K!r4
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Here are few issues with Deus Vult map 05, the map is playable but :

- A lot of textures are strangely misaligned :
http://img260.imageshack.us/img260/941/doom00ss4.png
http://img182.imageshack.us/img182/6084/doom01td4.png
http://img260.imageshack.us/img260/6005/doom02lb6.png
http://img182.imageshack.us/img182/874/doom03hf0.png
http://img374.imageshack.us/img374/5905/doom04jf7.png
http://img374.imageshack.us/img374/968/doom05ca0.png
http://img182.imageshack.us/img182/474/doom06yn0.png

- I have high down of framerate when fighting in circular rooms like where is the first rl in the nukage and in the slaughter pool in the dv04 part...

The map work well with zdoom on my computer, I've asked some guys to test with their own computer and they've noticed the same issues.
Is it fixable ?

Old Post 04-12-08 00:29 #
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Grazza
Quaerere Verum


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The texture alignment issues are probably due to a well-known zdbsp bug that persisted until recently. That is, due to a zdbsp bug, the textures *are* in fact misaligned. However, Zdoom ignored the info from the nodes in this respect.

I recall Belial pointing out some other "Zdoomisms" in dv map05.

Old Post 04-12-08 00:38 #
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K!r4
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Aw so it will look like shit under prboom-plus for ever, sad for my eyes ;(

Old Post 04-12-08 00:42 #
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Grazza
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Well, you could rebuild the nodes. That will solve the texture problem immediately (assuming the cause of the problem is as postulated). It would screw up demo compatibility of course, but that doesn't really exist anyway as it stands.

Old Post 04-12-08 00:43 #
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Grazza
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K!r4 said:
- I have high down of framerate when fighting in circular rooms like where is the first rl in the nukage and in the slaughter pool in the dv04 part...
What complevel are you using? If it is 11 or above (including -1), do you have help_monsters in the cfg set to 1? If so, try setting it to 0. (To do so via the menus: Options - Setup - Enemies - Rescue Dying Friends - No. This is one of the MBF enhanced monster AI options.)

See also this post by RjY on some issues and causes of slowdowns in DV. He's referring there to things in map04, but presumably they are also present in map05.

Old Post 04-12-08 02:16 #
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K!r4
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I use complevel 9 so it isn't used I think.
Btw the post from RjY is interesting.

What is the nodebuilder that you recommend to fix this problem of texture alignement ? (because I use zdbsp since few months, and I think to change) Anyway there aren't any speedrun on map05...

Old Post 04-12-08 07:28 #
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entryway
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Grazza said:
The texture alignment issues are probably due to a well-known zdbsp bug that persisted until recently. That is, due to a zdbsp bug, the textures *are* in fact misaligned. However, Zdoom ignored the info from the nodes in this respect.

I recall Belial pointing out some other "Zdoomisms" in dv map05.


Same 'bug' is on Vae Victus and Death Tormention 3. It can't be fixed at least because 'vanilla' and boom render it by the same way. So I even do not wish to look why it happens

Old Post 04-12-08 08:19 #
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RjY
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K!r4 said:
I use complevel 9 so it isn't used I think.
Indeed. If you're using Boom complevel the blockmap iteration over a huge bounding box problem doesn't apply.

K!r4 said:
I have high down of framerate when fighting in circular rooms like where is the first rl in the nukage
I also had the frame rate drop in this area. I think it's something to do with 3000 monsters all doing line of sight checking at once because if I recall correctly it stopped chugging if you TNTEMed and killed everything. It did only affect a specific area of the map and only when most of the map's population was still alive.

Unfortunately that's as far as I looked into it. Then I got a new system. The frame rate chugging in the green area went away completely and I stopped caring about it :)

Old Post 04-12-08 17:44 #
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K!r4
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Some trouble with glboom-plus : if I set the gamma on GZDoom mode, and restart the sourceport, the gamma correction appear to be set to '0', but in fact it's still to my configuration (6), so I have to do a lap of F11 each time I use this exe...

Old Post 04-15-08 08:45 #
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entryway
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K!r4 said:
Some trouble with glboom-plus : if I set the gamma on GZDoom mode, and restart the sourceport, the gamma correction appear to be set to '0', but in fact it's still to my configuration (6), so I have to do a lap of F11 each time I use this exe...

I think it is bug of drivers. Some time ago I had the same trouble with GZDoom. Every time after starting I got gamma 1.0 in visual perception, but I have 1.6 in my cfg. After pressing F11 I immediately get visualization for 1.7 and also need a cycle. Probably it's possible to do something with that, but it is not so easy because I have no this problem. Maybe I have to add delay after initialisation of videomode or call SetGammaRamp twice or ... or maybe Graf has the answer for us. You can try to invite him to this topic.

Last edited by entryway on 04-15-08 at 09:42

Old Post 04-15-08 09:27 #
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K!r4
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Yeah it's maybe a driver problem (I have also this kind of gamma problems with few sourceport for Quake).
I send a PM to Graf.

Old Post 04-15-08 09:43 #
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