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entryway
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MikeRS said:
No longer compiles on Ubuntu 8.04, probably related to your

I know. Only win32 project files was updated

Old Post 08-30-08 03:07 #
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HackNeyed
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The change log said something about fixing wrong flats but I still get this bug on the teleport pads in Doom level 1 8 and Doom2 level 20 and maybe other places.

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

I never really paid enough attention to it. It seemed like some flats were ok and others weren't so I just thought they were mapping errors... I just tested Chocolate Doom and Doom2.exe and glboom-plus and they all display correctly.

-EDIT- Yeah, setting Render to Speed/render_precise to 0 does 'fix' that visual error. Though I guess aesthetically it might not be as frequent or annoying of an error as having some of those slime trails that Quality mode is said to kill. I'm about to have to keep a log of all the settings that I tweak and what they do just to give a clean look and feel.

Last edited by HackNeyed on 09-02-08 at 01:23

Old Post 09-01-08 19:34 #
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entryway
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it happens only in quality mode in software. do not use it. already fixed.

Old Post 09-01-08 21:21 #
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myk
patron mod of ugly ducklings and black sheep


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entryway said:
  • MBF Sky property-transfer linedef types will be applied for boom compatibility again. It was a bad idea to disable it.

If you're going to make this work in Boom (where it doesn't apply), wouldn't it make more sense to apply it always? In compatibility modes beneath Boom you already fix or "Boomize" tons of visual stuff that would look different in Doom (essentially what I referred to in a post above, when you mentioned those HOMs on some windows in some level).

Old Post 09-07-08 04:17 #
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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

2.4.8.4 @ 2008.09.07

[*] New application icon.

[*] ENDOOM/ENDBOOM support using text mode emulation by fraggle.

[*] New algorithm for detection of fake flats and ceilings. It is much more correct and little bit quicker. Now glboom+ can detect complex systems from sectors without bottom/top textures and draw correct height, lighting and pic. Eternal.wad, map05, sectors 462 and 489 are simple examples; see sourceforge bug #2083354 for more examples.

[-] Memory overrun in F_BunnyScroll in software mode. Introduced in 2.4.8.3.

[-] Wrong flats drawing in software mode. Introduced in 2.4.8.3.

Full Change Log

MAC build soon

Old Post 09-07-08 14:09 #
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gggmork
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When I'm playing or watching a demo with prboom lately I get a brief pause only about 1ce a minute, but quite annoying. Doesn't make the demo desync; the game just very briefly pauses then jumps ahead to where it would have been and continues, maybe like something is loading in the background or something. So many variables so anyone had a similar problem/solution? Maybe I should try reinstalling it.

Old Post 09-22-08 03:19 #
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Grazza
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Exact version number? (and date of exe if a test version)

Software or hardware rendering?

Anything changed in the way you run it?

Old Post 09-22-08 03:24 #
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gggmork
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PrBoom-Plus_2.4.8.3-Beta (2-23-2008) (that gives me an idea to try a different version for awhile and see if it still happens). Unfortunately I don't even know if its software/hardware rendering (sorry, I'm not very computer savy).

I didn't change anything to this program specifically, but one thing that happened recently about the same time as the problem is my DSL had a weird problem (good download speed, bad upload speed). Well the ISP reloaded the circuit or whatever and fixed that, if thats even relevant. Windows task manager doesn't seem to have any unusual processes and performance seems to be a normal low 0-3 percent when most things are idle.

For the time being I'll try another version of prboom and see if that helps.

Since I suck at computers its probably some cryptic thing wrong on my end rather than prboom.

Old Post 09-22-08 03:35 #
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Ajapted
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Any other programs running (web browser, IM, etc)?

When I have GMail open in Firefox then it likes to reload the page every minute or two, which makes any game I'm playing lag for a bit.

Old Post 09-22-08 04:10 #
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gggmork
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Well, that was easy enough, installing the new version of prboom seems to have fixed it (but no, I generally had no other programs open and the problem still happened, but I guess its fixed now, COOL BEANS)

Old Post 09-22-08 04:34 #
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Graf Zahl
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gggmork said:
I generally had no other programs open



You always have some background processes running which might cause this.

Old Post 09-22-08 08:18 #
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Mike.Reiner
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Hey entryway, whatever happened to the 'allow shaders' option from one of your test builds of 2.4.8.3?

Also, do you plan to make any improvements to the control setup? Personally I think as it stands.. it's pretty bad. I can't even unbind anything, or set it how I want it.

I want to have right click to open doors with a single click, not run forward and double click to open, and I want the middle mousebutton to have no function at all.(I use it for voice chat in ventrilo.. and it's kind of bothersome to have it make me strafe whenever I want to talk..) But it just doesn't want to let me do that.

I think zdoom's method of letting you hit 'backspace' to unbind all keys from an action is the most useful way of doing things. Though perhaps since backspace is used to go back through the menu, perhaps the delete key would be better suited for that task.

Last edited by Mike.Reiner on 09-29-08 at 14:04

Old Post 09-29-08 13:54 #
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GreyGhost
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What's going on here-

code:
M_LoadDefaults: Load system defaults. default file: E:\KDX\ports\prboom-plus/prboom-plus.cfg found E:\KDX\ports\prboom-plus/prboom-plus.wad I_SetAffinityMask: manual affinity mask is 1 prboom-plus v2.4.8.4 (http://prboom-plus.sourceforge.net/) Found response file frontend.rsp 16 command-line args: e:\kdx\pwad\gallery.wad -iwad e:\kdx\iwad\doom2.wad -width 640 -height 480 -skill 3 -config e:\kdx\configfiles\prboom-plus\software\software.cfg -save e:\kdx\savegames\prboom-plus\doom2\gallery -complevel -1 found e:\kdx\iwad\doom2.wad IWAD found: e:\kdx\iwad\doom2.wad I_SignalHandler: Exiting on signal: signal 11

While I've had no problems using KDX to launch 2.4.8.2 (apart from the odd brain fade) the more recent versions fail with a "I_SignalHandler: Exiting on signal: signal 11" error message when I try to launch them along with a PWAD. Do I need a newer launcher?

Old Post 09-30-08 14:26 #
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entryway
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What is KDX and what OS are you using? I think Windows. So you can try this version and give me an address of crash or/and send me drwatson log (after crash of test version). Usually it is in "C:\Documents and Settings\All Users\Application Data\Microsoft\Dr Watson\drwtsn32.log" (start drwtsn32 to know). If Dr. Watson is not installed as default application debugger you can do it with drwtsn32.exe -i

Last edited by entryway on 09-30-08 at 15:11

Old Post 09-30-08 14:57 #
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GreyGhost
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KDX is a more-or-less abandoned launcher written in Visual Basic - there's probably only of a handfull of people still using it. I'm using XP Home, you were on the right track there. Launching the test version through KDX brings up a custom error handler which doesn't appear to be saving a report - it's not showing in the Dr. Watson log. One of the error handler's requestors displays an "Error signature" with an offset of 0008244A - hope that helps - if not, what do we try next?

Old Post 10-01-08 13:41 #
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entryway
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GreyGhost said:
it's not showing in the Dr. Watson log. One of the error handler's requestors displays an "Error signature" with an offset of 0008244A - hope that helps - if not, what do we try next?


0008244A address already gives me an information, but drwatson log will be better. Application Data is hidden folder and probably it is a problem for you. Press Start -> Run -> C:\Documents and Settings\All Users\Application Data\Microsoft\Dr Watson -> Enter and send me drwtsn32.log from there

Old Post 10-01-08 14:08 #
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GreyGhost
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That's where the problem lies. I've no difficulty accessing the log - it just doesn't contain any info on the crash. The most recent entry relates to a zdbsp.exe crash on the day before.

Old Post 10-01-08 14:37 #
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entryway
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GreyGhost said:
That's where the problem lies. I've no difficulty accessing the log - it just doesn't contain any info on the crash. The most recent entry relates to a zdbsp.exe crash on the day before.

fixed?

Old Post 10-01-08 21:02 #
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hawkwind
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Mike.Reiner said:

I want to have right click to open doors with a single click, not run forward and double click to open,



This is a long standing bug which entryway knows of.

http://sourceforge.net/tracker/inde...658&atid=772943

Hint ... Hint ...

Old Post 10-02-08 05:50 #
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GreyGhost
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entryway said:
fixed?
Fixed!

Many thanks. I'll keep testing (that's what I call it) but barring unforseen circumstances it looks like I can now retire 2.4.8.2

Old Post 10-02-08 06:56 #
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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

2.4.8.5 @ 2008.10.02

[*] Set processor affinity mask under non-Windows platforms using the POSIX API (from chocolate-doom). This is a workaround for a bug in SDL_mixer that causes occasional crashes.

[-] Fixed crash when the nodes used for in-wad demo playback are not the same as those used for playing. (introduced in 2.4.8.3)

[-] Strange behaviour may result if a dehacked patch changed the music or sound lump names. (introduced in 2.4.8.2)

[-] Fixed crash if a response file (i.e. @myargs.rsp) is used.


Full Change Log

Last edited by entryway on 10-02-08 at 22:27

Old Post 10-02-08 20:17 #
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cmart
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Since the 2.4.8.4 build, the mac build of pr-boom + has crashed on startup of the launcher. It also crashes if I attempt to skip the launcher and start the program directly. I know it's not my system as the old 2.4.8.2 build still starts up fine, even when skipping the luancher. I'm running os x 10.4.11 on a g4 1.5 ghz, it that's at all relevant. If you need more info, I can dig up the crash log, but it'll take a little time as I currently don't have reliable internet access at home.

Edit: Oh yeah, I didn't mention it, but this happens on the latest build too.

Old Post 10-03-08 16:17 #
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entryway
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cmart said:
Since the 2.4.8.4 build, the mac build of pr-boom + has crashed on startup of the launcher

Sorry, but it's not my fault. MAC build will be reuploaded soon.

Old Post 10-03-08 19:08 #
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Mike.Reiner
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entryway said:
The new version of PrBoom-Plus could be found on:
http://sourceforge.net/projects/prboom-plus/

Change Log

2.4.8.5 @ 2008.10.02

[*] Set processor affinity mask under non-Windows platforms using the POSIX API (from chocolate-doom). This is a workaround for a bug in SDL_mixer that causes occasional crashes.

[-] Fixed crash when the nodes used for in-wad demo playback are not the same as those used for playing. (introduced in 2.4.8.3)

[-] Strange behaviour may result if a dehacked patch changed the music or sound lump names. (introduced in 2.4.8.2)

[-] Fixed crash if a response file (i.e. @myargs.rsp) is used.


Full Change Log


Nice.

Entryway, like I had said before, do you plan to do anything about the key binding system?

Old Post 10-03-08 19:21 #
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cmart
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entryway said:

Sorry, but it's not my fault. MAC build will be reuploaded soon.



That's cool. I wasn't blaming you, I just figured the mac port doesn't get a lot of attention so I'd best let you know there was a problem. This is actually my favorite port by far so I've got no negative feelings towards you or your work :)

Old Post 10-03-08 19:39 #
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entryway
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Mike.Reiner said:
Entryway, like I had said before, do you plan to do anything about the key binding system?

maybe, but not sure, because it's only cosmetic

Old Post 10-03-08 20:01 #
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Mike.Reiner
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entryway said:

maybe, but not sure, because it's only cosmetic


Well as I said before, I'm limited on how I can bind my mouse buttons. So it's not just cosmetics.

Old Post 10-03-08 20:29 #
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myk
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Mike.Reiner said:
I'm limited on how I can bind my mouse buttons.
It's a Doom, Boom and MBF port. A configuration range based on these seems quite proper for it. If you really like the port, why not adapt to it rather than expect it to adapt to ZDoom or something?

In my opinion such changes affect gameplay, in any case.

Old Post 10-03-08 20:34 #
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Mike.Reiner
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myk said:
It's a Doom, Boom and MBF port. A configuration range based on these seems quite proper for it. If you really like the port, why not adapt to it rather than expect it to adapt to ZDoom or something?

In my opinion such changes affect gameplay, in any case.


I don't want it to adapt to zdoom, I just want it's control configuration to be more flexable. Even chocolate doom has a more flexable control setup.

I don't see how being able to use the right mouse button to open doors (with a single click of coarse..) affects gameplay.. I can do the same thing with the spacebar.

If nothing else, is there a way I can edit the configuration file to make the middle mouse button be completely blank? As it stands, I'm forced to strafe everytime I want to talk on ventrilo. If I could completely unbind it, I would be satisfied.

Edit: Also, I hate to sound ignorant, but what the hell does MBF stand for?

Last edited by Mike.Reiner on 10-03-08 at 22:59

Old Post 10-03-08 22:53 #
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myk
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MBF stands for "Marine's Best Friend" in reference to the friendly dogs.


Mike.Reiner said:
I don't see how being able to use the right mouse button to open doors (with a single click of coarse..) affects gameplay.. I can do the same thing with the spacebar.
Which means the hands are used differently to do things. Playing the game is about manual dexterity and messing with the settings affects that. If you change the settings, you change the game.

Thus I can understand lots of customizability in engines that cater to people who prefer newer functionality over the classic behavior. They might also need it, since they add more functions (jump, inventory, crouch, &c). The more purist engines should avoid adding such extra possibilities in general because they are more about the fine details of playing, which are warped with minor changes.

I mean the one-click use, though. The other problem seems like a true bug, because even Doom allows you to disable mouse buttons by writing -1 in their CFG entries.

Old Post 10-03-08 23:04 #
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