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HackNeyed
Junior Member


Posts: 137
Registered: 08-04


With the 2008-Aug-11 16:30 build transparency doesn't seem to work in OpenGL mode though it's fine in software mode with either prboom or glboom.

-EDIT- I was replaying UAC_Dead and noticed that it plays as it should depending on the complevel I started with, i.e. 3 and 5 don't work and 2, or 11 and -1 with comp_666 set to 1 works... But if I use the tntcomp cheat after the level has loaded to switch from 2, 11, or -1 to either 11 or -1 then comp_666 has to be toggled in the menu before it will work correctly. At least that's how it seems after a few tests.

Also a quick request, could we have vertical mouse aiming in software mode? I know the image skews a bit but it looks fine in Eternity as if paperitems were set to 0 and maxviewpitch to 28 or 30... I just have problems with Eternity's mouse handling and use PrBoom-Plus for most everything so I was hoping.

One other aside question, I understand boom introduced floor friction and monster_friction 1 allows monsters to be affected but what are the following two? Are they to do with helper friends?

allow_pushers 1
variable_friction 1

-EDIT- And when I hit the cyberdemon with the bfg it is pushed back and off the platform when using a compatibility of 7 or higher. I understand its a boom thing but is there anyway to disable it other then with a complevel of 4 or lower? With compatibility set to -1 in the config and messing with all the Compatibility flags and Enemies settings in the menus I can't seem to find a way.


Thanks.

Last edited by HackNeyed on 08-15-08 at 02:43

Old Post 08-12-08 18:16 #
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entryway
Senior Member


Posts: 1260
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HackNeyed said:
With the 2008-Aug-11 16:30 build transparency doesn't seem to work in OpenGL mode though it's fine in software mode with either prboom or glboom

It happens for me only in complevels lower than 8. With 2481, 2482 and vanilla glboom too.

Cheest2\map29 + complevel 9:
http://prboom-plus.sf.net/trans.png

It's one more dilemma. For example, in doom2p.exe in cchest2\map29 you'll get HOMs instead of transparent windows, so prboom should has HOMs there too.

Last edited by entryway on 08-15-08 at 08:21

Old Post 08-15-08 07:34 #
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myk
patron mod of ugly ducklings and black sheep


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HackNeyed said:
I understand its a boom thing but is there anyway to disable it other then with a complevel of 4 or lower?
Set objects don't fall under their own weight to "yes". This works with -1, and presumably also with compatibility levels 11 or more (unless they only apply defaults).

Old Post 08-15-08 08:08 #
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myk
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entryway said:
For example, in doom2p.exe in cchest2\map29 you'll get HOMs on transparent windows. How prboom should process such situation in complevel 2?
You'll also get missing sprites in Nuts, and HOMs in levels with very many sidedefs in view. If you want to go into details, PrBoom also fixes the tutti frutti effects on textures with odd heights (as seen often on some steps), and doesn't display the medusa effect. Maybe a setting applicable to compatibility levels 2-4 that is apply non-critical Doom-plus limits? This would exclude VPOs and other stuff that terminates the game, presumably (although these could show up as a warning, sort of like GhostlyDeath's Chocolate Doom hack does with Doom limits).

Old Post 08-15-08 08:22 #
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HackNeyed
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myk said:
Set objects don't fall under their own weight to "yes". This works with -1, and presumably also with compatibility levels 11 or more (unless they only apply defaults).


Yeah that's what I thought but I had tried it to no avail while "messing with all the Compatibility flags and Enemies settings in the menus". So I guess it's broken for at least the two compatibility settings that I tried, 11 and -1.

And no I don't believe compatibility levels only apply defaults of menu options that existed in the original engine. With a mbf complevel of 11 it will abide by the lost soul limit introduced in mbf if set to yes or ignore it if set to no.



entryway said:

It happens for me only in complevels lower than 8. With 2481, 2482 and vanilla glboom too.



Ah, ok, fair enough. I didn't think to check vanilla glboom. As long as it's as broken as it should be I won't really complain.


-EDIT- Ok, after a few more tests I am pretty sure that when "Some objects never hang over tall ledges" is set to yes it is totally ignored when compatibility is set to -1. However it does work properly and is respected when compatibility is set to 11.

I can't tell if there is a problem with "Objects don't fall under their own weight" or not but I hope it gets checked out while the other is being fixed. I see now my confusion was in part to the bug but mostly to my misunderstanding of some vanilla doom behavior. :)

Last edited by HackNeyed on 08-15-08 at 12:06

Old Post 08-15-08 09:38 #
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entryway
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The new version of PrBoom-Plus could be found on:
http://sourceforge.net/projects/prboom-plus/

Change Log

2.4.8.3 @ 2008.08.23

[!] Updated to the latest prboom 2.4.8. (SVN build, revision 2741)

[+] Support for DDS format of hires textures.

[+] Ability to change the level of anisotropic filtering from the in-game menu.

[+] Real "black and white" effect for invul. It needs OpenGL 1.3.

[+] Motion blur effect for strafe50. (gl_motionbloor 1 in config)

[+] Ability to use only the allowed CPUs. It is necessary for buggy SDL_mixer (<=1.2.8 at least) on multi-processors at least win32 systems. process_affinity_mask in config. A process affinity mask is a bit vector in which each bit represents the processor on which the threads of the process are allowed to run.

[+] gl_compatibility variable in cfg. Try setting it to 1 if you have any problems in OpenGL. All OpenGL extentions will be disabled in this case.

[+] An alternative way of sky drawing was added (gl_drawskys 2 in cfg). This method make sense only for old hardware which has no support for GL_TEXTURE_GEN_*. Voodoo, for example. There are some bugs with alternative skies (see map12), but it is better than being without a sky at all. If you have red color instead of sky, then this ability is for you.

[+] Ability to play wads with wrong SEGS lump if workaround is possible. Demo recording is not allowed on such levels. See e1m9 @ NIVELES.WAD as example.

[+] Additional sector light mode was added. (Options\General\Sector Light Mode - GZDOOM) This method has 32 levels of brightness instead of 5. There is new command-line switch "-resetgamma" for restoring original gamma after crashes.

[+] Ability to play MP3 and OGG from wad.

[+] New 'mixed' lighting mode for opengl. It uses gamma ramps like in gzdoom mode and it has 32 levels of gamma, but instead of changing device gamma it applies new gamma to textures. So it needs to reload all textures after change of gamma.

[+] Added demo compatibility with chex.exe ("-exe chex" command-line switch)
glboom-plus.exe -iwad doom.wad -exe chex -file chex.wad -deh chex.deh -playdemo chex1.lmp
You must use chex.deh by fraggle
http://chexmania.tripod.com/downloads.htm
http://www.doomworld.com/idgames/?id=15420

[*] Win32 build is compiled with Microsoft Visual Studio 2008.

[*] OpenGL: Original doom added/removed one light level for walls exactly vertical/horizontal on a map, but old code used 8 instead of 16.

[*] More precise rotation of sprites if render_paperitems is set to zero.

[*] Unsupported GL nodes will be ignored instead of closing PrBoom-Plus with an error message.

[*] Ability to play wads with wrong flat names. Unknown flats will be replaced with "NO TEXTURE" preset from prboom-plus.wad.

[*] Make missing sounds non-fatal. Makes sense for doom.wad v1.2 to skip some absent sounds.

[*] Intercepts overrun code should work properly on big endian machines as well as little endian machines.

[*] The title screen music in deca.wad is a corrupted mus that nonetheless somehow manages to play properly in Vanilla Doom. Now you can hear such music in PrBoom-Plus too, because new mus2mid code is capable of converting the corrupted mus when MUS header checking is disabled.

[*] MBF Sky property-transfer linedef types will be applied for boom compatibility again. It was a bad idea to disable it.

[*] Advanced syntax for -geom command-line switch. Syntax: -geom WidthxHeight[w|f], w - windowed, f - fullscreen. Examples: -geom 320x200f, -geom 640x480w, -geom 1024x768

[*] Speedup in software renderer.

[*] "Rendering Quality" now is available in software mode too. "Quality" mode can kill some "slime trails", but it works slower. In the previous version of PrBoom-Plus the "Quality" mode was forced.

[*] Lower memory usage if colormaps are used in OpenGL.

[*] Speedup of level reloading in OpenGL mode (savegame, loadgame, loadgame...). Loadgame from the current (same) level now is much faster (100x). It is very noticeable on big levels like MAP05 @ epic.wad.

[*] There is no longer a need to restart glboom-plus after a change of texture filter (mipmap, aniso)

[*] More accurate patch drawing. Predefined arrays are used instead of dynamic calculation of the top and bottom screen coordinates of a column. New algo makes sense for small elements of the HUD (digits) in resolutions which are not multiple of 320x200.

[*] "-videodriver" switch choice is saved in cfg.

[*] For pre-Ultimate Doom complevels, the fourth episode is not allowed.

[-] Fixed crash after "reset to defaults" from in-game menu. It's an old bug and all the previous versions of prboom worked without crash only by luck.

[-] Fixed bug if translucency percentage is less than 50, in which case all translucent textures and sprites disappeared completely.

[-] Disabling transparency in OpenGL for original sprites which are not changed by dehacked, because it does not work correctly in cases when transparent sprites are behind transparent walls. Global sorting of transparent sprites and walls is needed.

[-] Mouse look did not work on automap in overlay mode.

[-] Fix bug with bringing up the launcher with SHIFT key.

[-] Rooms you haven't visited and are behind closed doors (with no windows) show up on the automap when you walk up to the doors without opening them. This bug was introduced in the 2.4.8.2 release with new clipper code.

[-] Fixed problems with association of PrBoom-Plus with DOOM demos if you are not Administrator. Makes sense for Vista.

[-] Fix bug with sky at the bottom part of an imaginary skybox around a level if mouse look is used. Map30 @ "Deus Vult II: First Edition" is a good example.

[-] OpenGL: More correct (similar to software) drawing of skies with height more than 128 if mouse look is not used.

[-] Fix random color of pixels instead of black during first wiping on fullscreen in software mode.

[-] Bug with sprites on big-endian systems like Apple's Macintosh line prior to the Intel switch.

[-] Fixed error in OpenGL when upper texture on the linedef with "Transfer Sky Texture" action is not set ('-'). 'ASHWALL1' with zero index must be forced in this case, which I did for normal not transferred skies some time ago.

[-] Fix vanilla imprecise calculation (vibrations) of the texture coordinates for flats in software renderer. Visplanes with the same texture now match up far better than before. You can see this bug on cchest2.wad\map02 in the room with moving illumination around the room with sector 265. The new algo is ~1% slower than the original and will be used only if render_precise is 1.

[-] Fixed wrong processing of the "Blue Armor Class" and "Green Armor Class" strings from a DEH.

[-] "Flashing HOM indicator" option did nothing. Fixed.

[-] Fixed crash between e1m4 and e1m5 on chex.wad.

[-] Key for entering setup menu had no entry in config.

[-] The supersecret "COOL!" area of Kama Sutra map15 had a rather ugly texturing bug (GL only).

[-] There is no longer a line of graphics under certain weapons in GL.

From PrBoom
-Added high color rendering
-Ignore switches that reference unknown textures instead of exiting
-When using spy mode in a multiplayer demo in demo_compatibility mode, play the expected player's pickup sounds (the currently displayed player, not the player at the console when the demo was recorded)
-Fix crash when loading maps with missing player starts.
-Fix crash when reloading network savegames.
-Fix bug in transparency rendering caused by doing it in two places.
-Fix the colour of player 4 (red) in multiplayer.
-Fix position of netgame player arrows on automap in rotate mode.
-Always draw player arrows on the automap in deathmatch demo playback. Previously they'd only be drawn if you played the demo from the command line.
-Ignore chat key presses in demo playback and in -solo-net

Full Change Log

MAC build soon

Old Post 08-25-08 10:57 #
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RjY
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HackNeyed said:
-EDIT- Ok, after a few more tests I am pretty sure that when "Some objects never hang over tall ledges" is set to yes it is totally ignored when compatibility is set to -1. However it does work properly and is respected when compatibility is set to 11.
Yes unfortunately this is one of those annoying bugs that currently has to stay broken for demo compatibility purposes.

Previous post on the subject

Old Post 08-25-08 11:50 #
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myk
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RjY, how so? I'd just fix it and have the -emulate parameter take care of the bullshit of previous versions.


entryway said:
  • "-videodriver" switch choice is saved in cfg.

Some sort of -set parameter is really useful in these cases. Can't you make it so that only typing -set followed by any CFG related settings (e.g. -set -videodriver directx) writes them to the CFG?

That would handle the arbitrariness in how the PrBooms deal with some of the settings. To take another case, skill 1 using the parameter is temporary while using the menu to select that skill makes a CFG change. You could certainly add a "default skill" choice in the corresponding options menu and make the menu temporary. If I start a tough WAD choosing "I'm too young to die" on the menu, then I'm forced to either go back to the menu or edit the CFG or all my warped-to games will start at skill 1 unless I apply the (temporary) skill parameter.

Old Post 08-25-08 12:15 #
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entryway
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myk said:
RjY, how so? I'd just fix it and have the -emulate parameter take care of the bullshit of previous versions.

"-emulate" switch serves for other purposes. Even demo-recording is not allowed in emulate mode



myk said:
Some sort of -set parameter is really useful in these cases. Can't you make it so that only typing -set followed by any CFG related settings (e.g. -set -videodriver directx) writes them to the CFG?

In following betas I'll add +set(a) [config_variable] [value]

Old Post 08-25-08 12:27 #
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myk
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Well, I'm confused now; my idea is that if the bug were fixed -emulate could be used to properly play demos recorded with the versions where that setting was messed up, while all recording in newer versions would apply the setting properly.


In following betas I'll add +set [config_variable] [value]
Cool!

Old Post 08-25-08 12:33 #
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Grazza
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myk said:
RjY, how so? I'd just fix it and have the -emulate parameter take care of the bullshit of previous versions.
If you are interested in the details of this issue, read this:
http://sourceforge.net/tracker/inde...658&atid=772943
And look at how the source code changed in this respect between differing versions.

It's quite a mess; I'd recommend getting yourself a good strong cup of coffee first.

Old Post 08-25-08 12:33 #
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myk
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Heh, I'm having a cup of coffee by chance as we post. Still, after reading all that I'm not certain how what I proposed isn't a solution. Can't the current version be made to behave like MBF? What would be the (bad) consequences?

Old Post 08-25-08 12:42 #
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entryway
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myk said:
Well, I'm confused now; my idea is that if the bug were fixed -emulate could be used to properly play demos recorded with the versions where that setting was messed up, while all recording in newer versions would apply the setting properly.

Emulation is applies only for bugs in compatibility with dead ports (almost always). Only for ability to play "wrong" demos recorded in compatibility modes in prboom. It is not applied for prboom complevels. To change something demo-related in prboom we have to add a new level of compatibility (it is saved in demo header). RjY has a list of the bugs in his head which should be fixed when new level of compatibility will be added. You can ask him about that


myk said:
Can't the current version be made to behave like MBF?

Is it not a true for the current version with -complevel 11?

Last edited by entryway on 08-25-08 at 13:00

Old Post 08-25-08 12:45 #
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Grazza
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MBF is emulated correctly - otherwise demos would desync. (That was where the need for this change arose.)

I think what myk is asking is why it can't be made so the MBF option is available with -complevel -1. And the answer is that doing so would break compatibility with earlier prboom -complevel -1 demos (of which there aren't all that many, but definitely some) unless a new complevel were added.

Old Post 08-25-08 13:06 #
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myk
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entryway said:
Emulation is applies only for bugs in compatibility with dead ports (almost always). Only for ability to play "wrong" demos recorded in compatibility modes in prboom.
Ah, that does make sense, since this bug is what's right for compatibility level 17, and the fix (among others) would require level 18... for v2.5?

Old Post 08-25-08 13:12 #
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entryway
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myk said:
for v2.5?

Is there a probability for 2.5?

cph left prboom, proff_fs has no time for doing something serious (but he is always open for dialogue and advices)

On the other hand, prboom does not need something serious, because it is just a pure compatible port

Last edited by entryway on 08-25-08 at 17:45

Old Post 08-25-08 17:26 #
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HackNeyed
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I don't mean to be such a bother but the ENDOOM screen doesn't stay up for longer then a second with Fast Exit off. I tried it with a few complevels too though I would think it would work with all of them as of course turning Fast Exit on always works as it should.

I'm running Win XP SP2 and ENDOOM works fine for me with Chocolate Doom and Eternity.

Also I like myk's suggestion for setting the default skill in the config and letting the -skill and menu commands be temporary.

Old Post 08-29-08 01:53 #
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MikeRS
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ENDOOM is displayed on the terminal (Chocolate and Eternity emulate the VGA text screen separately), so you'll have to launch the game from the command prompt (CMD.EXE in WinNT).

Old Post 08-29-08 02:57 #
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HackNeyed
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Launching PrBoom-Plus from a command prompt changes nothing for me. PrBoom spawns a new command prompt window to display it's start up sequence and then a second window for rendering the game. When I exit the game it first closes the game window, then displays the ENDOOM in the start up window and almost immediately closes the start up/ENDOOM window leaving only my original launch command prompt.

I know it was much more likely to be a Windows XP issue as similar problems exist for me and others when using fake DOS and yes the text is available in the stdout.txt file but thats beside the point. I know it isn't an important feature but other port authors already went through the trouble of fixing it making it work as it appeared in the original engines as part of the total experience.

I know I'm in the minority as I always stay for the movies credits and am the last person to leave the theater. My 3 reasons for that are 1, They worked hard on the movie so I could at lease skim some names and 2, is my time to let the whole movie experience sink in and reflect on it and 3, sometimes they throw a little entertaining something at the end sometimes hinting at a sequel or just telling me the movie is over and I'm weird and should go home.

Anyway, if entryway or someone can make it work for PrBoom-Plus for just one tiny little extra unimportant compatibility-like feature then great. If not, then it wasn't worth the effort and PrBoom-Plus is still my favorite port and my thanks goes out to all those who have worked on it and contribute.

Last edited by HackNeyed on 08-29-08 at 06:08

Old Post 08-29-08 05:56 #
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entryway
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It is not hard to port the chocolate's endoom system wholly, because it coded very nicely. Is there any real necessity? I can take that system fully for few minutes of coding

Old Post 08-29-08 11:10 #
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HackNeyed
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That would be great! I like Chocolate Doom very much too.

I know I'm in the minority here but I doubt I'm the only one who would like the option for the ENDOOM\ENDBOOM screens. Thanks!

Old Post 08-29-08 11:29 #
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entryway
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Does anybody have problems with sorceforge last time? I have spent 20 minutes for downloading prboom 2483. Direct link does not work. Mirros do not work too. I got "Redirect Loop: Firefox has detected that the server is redirecting the request for this address in a way that will never complete." or something else with first 100 tries.

Old Post 08-29-08 13:40 #
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GreyGhost
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I'm having the same problem. No drama downloading the source but getting no response or a 503 error with the Win32 executable.

Old Post 08-29-08 14:18 #
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myk
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Can't you remove it and upload it again?

Old Post 08-29-08 15:49 #
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entryway
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myk said:
Can't you remove it and upload it again?

Can you describe a problem here in good english?

https://sourceforge.net/tracker/?group_id=1&atid=200001

For me I simply get something like:

The server at kent.dl.sourceforge.net is taking too long to respond

or

Redirect Loop
Firefox has detected that the server is redirecting the request for this address in a way that will never complete.


GreyGhost said:
I'm having the same problem. No drama downloading the source but getting no response or a 503 error with the Win32 executable.

I have no problems only with prboom-plus-2.4.8.3.tar.gz. Zipped source works randomly

Last edited by entryway on 08-29-08 at 17:33

Old Post 08-29-08 17:06 #
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myk
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Here's the tracker submission:

https://sourceforge.net/tracker/ind...d=1&atid=200001

Old Post 08-29-08 18:00 #
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entryway
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This guy has the same problem:

https://sourceforge.net/tracker/ind...d=1&atid=200001


Hi,

I've done a release this week and since then I'm having a hard time to
download the file from the mirrors. Even trying a different mirror I got no
luck. I'm suspicious the mirros did not get the latest release I did.

How should I proceed to get this fixed ?


Something happens with sf.net

Old Post 08-29-08 20:02 #
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HackNeyed
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I was playing Doom episode 3 running in software mode and the ending pan was messed up for me, however I find it works fine in OpenGL mode.

http://hackneyed.home.insightbb.com/prboompan.jpg

I have an example gif linked below. The colors of the gif are messed up for a smaller file size but you can see the gif did nothing to mess up the panning of the screen.

crappy discolored animated gif that shows the messed up pan/scroll (911 KB size)


-EDIT- Yeah ENDOOM is looking great. Thanks to you and fraggle!

Last edited by HackNeyed on 08-30-08 at 02:50

Old Post 08-30-08 01:35 #
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entryway
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HackNeyed said:
That would be great! I like Chocolate Doom very much too.

I know I'm in the minority here but I doubt I'm the only one who would like the option for the ENDOOM\ENDBOOM screens. Thanks!



Try it

http://prboom-plus.sourceforge.net/history.html

Old Post 08-30-08 02:05 #
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MikeRS
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No longer compiles on Ubuntu 8.04, probably related to your textscreen inclusion....
code:
gcc -DHAVE_CONFIG_H -I. -I../.. -g -O2 -Wall -Wno-unused \ -Wno-switch -march=native -Wextra -Wno-missing-field-initializers \ -Winline -Wwrite-strings -Wundef -Wbad-function-cast -Wcast-align \ -Wcast-qual -Wdeclaration-after-statement -ffast-math -O2 \ -fomit-frame-pointer -I../../src -I/usr/include/SDL -D_GNU_SOURCE=1 \ -D_REENTRANT -MT i_video.o -MD -MP -MF .deps/i_video.Tpo -c \ -o i_video.o i_video.c In file included from i_video.c:75: ../../src/e6y.h:301: warning: useless storage class specifier in empty declaration i_video.c: In function ‘I_PreInitGraphics’: i_video.c:552: warning: passing argument 1 of ‘putenv’ discards qualifiers from pointer target type i_video.c: In function ‘I_CalculateRes’: i_video.c:636: warning: pointer targets in passing argument 1 of ‘I_ClosestResolution’ differ in signedness i_video.c:636: warning: pointer targets in passing argument 2 of ‘I_ClosestResolution’ differ in signedness i_video.c:710:18: error: icon.c: No such file or directory i_video.c: In function ‘I_SetWindowIcon’: i_video.c:720: error: ‘icon_w’ undeclared (first use in this function) i_video.c:720: error: (Each undeclared identifier is reported only once i_video.c:720: error: for each function it appears in.) i_video.c:720: error: ‘icon_h’ undeclared (first use in this function) i_video.c:725: error: ‘icon_data’ undeclared (first use in this function) make[3]: *** [i_video.o] Error 1 make[3]: Leaving directory `/home/mike/Source/prboom-plus/src/SDL' make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory `/home/mike/Source/prboom-plus/src' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/mike/Source/prboom-plus' make: *** [all] Error 2

Was working as recent as r2800

Old Post 08-30-08 02:56 #
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