Ouchface
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > PrBoom-Plus, ver. 2.4.8.5
Pages (32): [1] 2 3 4 » ... Last »  
Author
All times are GMT. The time now is 17:59. Post New Thread    Post A Reply
entryway
Senior Member


Posts: 1260
Registered: 01-04


The new version of my PRBoom modification could be found on:
http://www.geocities.com/e6y/doom.html
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.rsm) is used.


Full Change Log

Last edited by entryway on 10-02-08 at 20:17

Old Post 03-09-05 12:20 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Fredrik


Posts: 11578
Registered: 05-00


Cool.

Speaking of nothing, do you plan to record episode 2 or continue your max run of Doom 2 soon? :)

Old Post 03-09-05 14:45 #
Fredrik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
Quaerere Verum


Posts: 9727
Registered: 07-02


OK for me so far, though I needed to use my existing .cfg file (rather than the one supplied or letting the program create it from scratch).

BTW, the prboom.cfg included in the zip has the gamespeed (realtic_clock_rate) set at 110, which is surely an oversight.

I haven't tested it for recording so far though (and probably won't have time to do so for quite a while).

Old Post 03-09-05 15:54 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04



Grazza said:
BTW, the prboom.cfg included in the zip has the gamespeed (realtic_clock_rate) set at 110, which is surely an oversight.

Thanks

Old Post 03-09-05 16:01 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04



Fredrik said:
Speaking of nothing, do you plan to record episode 2 or continue your max run of Doom 2 soon? :)

do it yourself. it's easy. it is only necessary to start.

Old Post 03-09-05 16:13 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Janizdreg
Junior Member


Posts: 161
Registered: 07-02


So is this smpeg.dll thingey actually necessary for something or is it just a remainder from the old(er) PrBoom versions? ;)

And BTW, thank you for your awesome work on PrBoom - the latest version of your modification has become my port of choice for pretty much all of my Doom play.

EDIT: Just found a bug... if a new game is started while a demo is playing the game speed & walkcam settings are carried over to the single player game.

Last edited by Janizdreg on 03-10-05 at 23:25

Old Post 03-10-05 18:34 #
Janizdreg is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04



Janizdreg said:
So is this smpeg.dll thingey actually necessary for something or is it just a remainder from the old(er) PrBoom versions? ;)
EDIT: Just found a bug... if a new game is started while a demo is playing the walkcam settings are carried over to the single player game.


Thanks. I've reuploaded fixed version.


And BTW, thank you for your awesome work on PrBoom - the latest version of your modification has become my port of choice for pretty much all of my Doom play.

Me too :)) I use only ZDoom and mine GLBoom.

Old Post 03-11-05 09:20 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
Quaerere Verum


Posts: 9727
Registered: 07-02



entryway said:
I've reuploaded fixed version.
The new version of the source is bloated by the inclusion of a long demo (30cmvi.lmp). At least, I presume it isn't now part of the source code. :p

Old Post 03-11-05 13:45 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04


http://www.geocities.com/e6y/files/...prboom226_6.zip

Changes:
(-) smooth movement: doors activated by lines of the generalized types were not interpolated
(-) mouselook & fov: bugs in sky rendering

Old Post 03-14-05 09:49 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04


http://www.geocities.com/e6y/files/...prboom226_7.zip

Changes:
(-) smooth movement: "I_SignalHandler: Exiting on signal: 11" bug during rendering of the first frames of heavy scenes (after opening doors)

Last edited by entryway on 03-22-05 at 10:31

Old Post 03-22-05 10:11 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Torr Samaho
Junior Member


Posts: 103
Registered: 11-04



entryway said:

(+) full mouselook and FOV in GLBoom (without compatibility loss)





now that's great news.

btw, does it finally play back the alien vendetta demopack correctly?

Last edited by Torr Samaho on 03-28-05 at 19:36

Old Post 03-27-05 01:17 #
Torr Samaho is online now Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Janizdreg
Junior Member


Posts: 161
Registered: 07-02


A little suggestion: add an option for not drawing the player gun sprite in the freely rotatable & player locked view mode.

Also, would it be difficult to add a ZDoom-style chasecam demo playback view mode? Personally I'd love to see one implemented into PrBoom.

Old Post 04-02-05 20:53 #
Janizdreg is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
Quaerere Verum


Posts: 9727
Registered: 07-02



Torr Samaho said:
btw, does it finally play back the alien vendetta demopack correctly?
AFAIK Andrey hasn't made any changes to demo compatibility.

Which one(s) failed? In which version(s) of Prboom? I don't recall problems playing back AV demos. Are you using the right version of the wad (there were two releases, the initial release in late 2001 and the final one in late 2002)?

Janizdreg: There is a chasecam in Eternity and in Prboom 2.3.x, so there may be some ready-made code that could be borrowed.

BTW, I've been finding 226_7 pretty stable, so the various changes since 226_3 have mostly solved whatever the problems were w.r.t. my system.

Old Post 04-02-05 21:03 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04



Janizdreg said:
A little suggestion: add an option for not drawing the player gun sprite in the freely rotatable & player locked view mode.

I agree with you. It is my mistake. I thought that nobody uses the camera mode.

Old Post 04-02-05 22:16 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Janizdreg
Junior Member


Posts: 161
Registered: 07-02


Found another bug: run the game with the -nomusic parameter, start a new game (via the menu) and either kill yourself or start a new game again and the music will start playing.

Old Post 04-04-05 18:11 #
Janizdreg is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04


tnx

Old Post 04-04-05 22:00 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
VinceDSS
Senior Member


Posts: 1169
Registered: 11-02



Grazza said:
The new version of the source is bloated by the inclusion of a long demo (30cmvi.lmp). At least, I presume it isn't now part of the source code. :p


how funny, this is the 30uv max I did with Xit Vono. At least I know one person watched it besides me and Vono :)

Old Post 04-06-05 14:07 #
VinceDSS is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Kristian Ronge
Senior Member


Posts: 1820
Registered: 11-03


Hey, don't say that... I watched it, and found it to be very enjoyable. Only, too bad it desynched PrBoom on map30. :-(

Old Post 04-11-05 20:39 #
Kristian Ronge is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04


prboom226_8.zip could be found on:
http://www.geocities.com/e6y/doom.html

Changes:
(-) found another bug: run the game with the -nomusic parameter, start a new game (via the menu) and either kill yourself or start a new game again and the music will start playing. (Janizdreg)
(*) not drawing the player gun sprite in the freely rotatable view mode (Janizdreg)
(-) smooth movement: interpolation did not work for moving platforms after savegame load
(-) GLBoom bug: wrong display of a middle texture if it exceeds the boundaries of its floor and ceiling. See http://www.geocities.com/e6y/files/...bugs/index.html

Last edited by entryway on 05-14-05 at 15:53

Old Post 05-14-05 15:38 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
Quaerere Verum


Posts: 9727
Registered: 07-02


Shouldn't this be prboom226_9 (or at least prboom226_8a), to distinguish it from the prboom226_8 that you made available in April?

Old Post 05-14-05 18:17 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04



Grazza said:
Shouldn't this be prboom226_9 (or at least prboom226_8a), to distinguish it from the prboom226_8 that you made available in April?

Accessible for all? I dont remember that I did it. In any case - I've made this version yesterday.


(-) GLBoom bug: wrong display of a middle texture if it exceeds the boundaries of its floor and ceiling

If this works correctly, I think we should send the patch to the prboom devs.

Old Post 05-14-05 18:43 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
Quaerere Verum


Posts: 9727
Registered: 07-02



entryway said:
Accessible for all? I dont remember that I did it. In any case - I've made this version yesterday.
It was on your site, even if you didn't make a post about it here. The exes are dated 5th April, and I've been using it for more than a month. No big deal, just I nearly didn't bother downloading this new version, assuming I already had it.

Old Post 05-14-05 18:55 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04


In the version dated 5th April I have corrected defects found by Janizdreg.

Old Post 05-14-05 19:04 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04


prboom226_9.zip
(-) bugs in the new algorithm of middle textures drawing

Old Post 05-15-05 22:49 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04


prboom226_10.zip
(+) GLBoom: detail texture support for walls and flats. Requires hi-end systems.
http://www.geocities.com/e6y/files/doom/my/detail.html

Old Post 06-19-05 16:35 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Opulent
Moderator


Posts: 2093
Registered: 07-01


interesting, looks good.

I don't know much about such things, but are these standard GL functions, or card specific(ATI or nVidia, etc..)?

Old Post 06-19-05 19:49 #
Opulent is offline Profile || Blog || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
Quaerere Verum


Posts: 9727
Registered: 07-02


Works nicely for me (P4 2200 MHz; 128MB nVidia GeForce 4). I'll try it with my notebook (newer, more powerful; totally different graphics card) later and let you know if there are any performance issues.

BTW, one feature that I'm sure would be welcomed in your version is a fix for the "monster_avoid_hazards" issue (see this post) so that it works correctly without needing the workaround described there. Another nice fix would be for it screwing up the header info if you record with MBF compatibility (I've reported both these in the Prboom sf forums).

Old Post 06-19-05 21:27 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04



Opulent said:
I don't know much about such things, but are these standard GL functions, or card specific(ATI or nVidia, etc..)?

I am also have a little understanding of programming OpenGL\DirectX. Detail texture's support is implemented via multitexturing if VideoCard supports it (http://www.delphi3d.net/hardware/ex...RB_multitexture), or by two-pass method for any other cases.

Last edited by entryway on 06-21-05 at 10:54

Old Post 06-21-05 10:33 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Grazza
Quaerere Verum


Posts: 9727
Registered: 07-02


OK, I've tested it a fair bit both on my desktop machine and my notebook (Centrino/Dothan 1.8, ATI Radeon Mobility 9700), and there is hardly any effect on performance. Any reduction in framerate is marginal (about 1% perhaps).

Maybe it looks a bit too grainy sometimes though. Are they any settings that affect the way it works, or is it all or nothing? And of course on some textures it just looks odd - you don't expect, e.g., brushed metal to look bumpy close-up. Presumably that couldn't be changed without some very clever programming though.

Overall, it's a good effect, and for now my default setting is to have it turned on.

Old Post 06-21-05 14:54 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
entryway
Senior Member


Posts: 1260
Registered: 01-04



Grazza said:
OK, I've tested it a fair bit both on my desktop machine and my notebook (Centrino/Dothan 1.8, ATI Radeon Mobility 9700), and there is hardly any effect on performance. Any reduction in framerate is marginal (about 1% perhaps).

p4 3.4 + Radeon 9800Pro
glboom.exe -timedemo lv28-304.lmp
code:
screen_width 1024 screen_height 768 gl_tex_filter_string "GL_LINEAR_MIPMAP_LINEAR" gl_tex_format_string "GL_RGB5_A1" use_fullscreen 1 render_usedetail 0 render_usedetailwalls 1 render_usedetailflats 1

= 570 FPS
code:
render_usedetail 1

= 430 FPS

Old Post 06-21-05 17:31 #
entryway is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
All times are GMT. The time now is 17:59. Post New Thread    Post A Reply
Pages (32): [1] 2 3 4 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > PrBoom-Plus, ver. 2.4.8.5

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory