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entryway
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Grazza said:
This contains a simple dehacked file. It seems the translucency bit is interpreted as "disable translucency".

I don't know if this will work with Prboom-plus 2.2.6.26 though, as that will feature a bug fix that might impact this.

It's simple.
This patch will disable translucency for PrBoom+ .26
code:
Thing 63 (Mega Sphere) Bits = SPECIAL + COUNTITEM

This patch will enable translucency
code:
Thing 63 (Mega Sphere) Bits = SPECIAL + COUNTITEM + TRANSLUCENT

Old Post 01-29-06 20:42 #
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Grazza
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Ah, OK, it needs to be BEX-style, rather than DEH-style.

Old Post 01-29-06 21:07 #
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myk
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You mean it'll be made to work like in Boom?

I just added Bits = SOLID+SHOOTABLE+COUNTKILL+TRANSLUCENT to the Zombieman, and in PrBoom+ 2.2.6.25 it was not shootable, nonsolid and not translucent. In Boom the opposite occurred (the monster was as the bit flags indicate.)

Old Post 01-29-06 21:10 #
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Grazza
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myk said:
I just added Bits = SOLID+SHOOTABLE+COUNTKILL+TRANSLUCENT to the Zombieman, and in PrBoom+ 2.2.6.25 it was not shootable, nonsolid and not translucent.
Part of the problem there is a bug (fixed in .26) whereby DEH-files in BEX-Format were not read properly.

Old Post 01-29-06 21:24 #
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myk
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Grazza said:
Part of the problem there is a bug (fixed in .26) whereby DEH-files in BEX-Format were not read properly.
The "bits flags" read backwards... which is what happens to the translucency bit in DeHackEd format.

Old Post 01-29-06 21:42 #
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entryway
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Grazza said:
Ah, OK, it needs to be BEX-style, rather than DEH-style.
code:
Patch File for DeHackEd v3.0 # Note: Use the pound sign ('#') to start comment lines. # MF_SPECIAL = 0x1 # MF_COUNTITEM = 0x800000 # MF_TRANSLUCENT = 0x80000000 Doom version = 19 Patch format = 6 # Enable translucency # 0x1+0x800000+0x80000000 = 0x80800001 Thing 63 (Mega Sphere) Bits = 0x80800001 # Disable translucency # 0x1+0x800000 = 0x800001 # Thing 63 (Mega Sphere) # Bits = 0x800001

Old Post 01-29-06 22:23 #
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RazTK
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entryway said:
If you are saved while using a complevel [7..13] - you have this problem (2.2.6.24)
But I didn't choose any complevel... ^_^'

Old Post 01-29-06 22:55 #
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entryway
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RazTK said:
But I didn't choose any complevel... ^_^'
Email me on e6y at yahoo com with step-by-step instructions to reproducing of your bug and attach your cfg files

Old Post 01-29-06 23:09 #
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RazTK
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entryway said:
Email me on e6y at yahoo com with step-by-step instructions to reproducing of your bug and attach your cfg files
Ok, I sent you a message.

Old Post 01-29-06 23:34 #
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entryway
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RazTK said:
Ok, I sent you a message.
It is a bug in the original prboom-server.exe I've corrected it yesterday (2.2.6.26)

Old Post 01-29-06 23:55 #
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RazTK
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entryway said:
It is a bug in the original prboom-server.exe I've corrected it yesterday (2.2.6.26)
Ok, thanks.

Last edited by RazTK on 01-30-06 at 00:11

Old Post 01-30-06 00:05 #
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entryway
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http://www.geocities.com/e6y/doom.html
http://sourceforge.net/projects/prboom-plus/

2.2.6.26

[+] Launcher (beta). Activated when no wad is specified in the command line.
(\Options\Setup\Status Bar / HUD\Use In-Game Launcher)
[+] Smooth movement: scrolling textures are interpolated.
[+] Spechits overflow lines are listed in prboom.exe.
[+] New command-line option (-net1) for single-player coop mode that works for play, recording and playback
[+] New command-line options for setting a window (-window) or fullscreen (-nowindow) mode temporarily which is not saved in cfg.
[+] Compatibility option to disable translucency applied to certain Things.
[*] Spechit overflow: the size of emulated overflow is limited by 14 lines.
[*] "Smooth movement" renamed to "Uncapped framerate".
[-] PrBoom bug: bug in MBF compatibility mode (version number written wrongly in lmp header when recording).
[-] PrBoom bug: translucency via dehacked/bex doesn't work.
[-] PrBoom bug: DEH files preloaded in wrong order.
[-] PrBoom bug: "Tagged doors don't trigger special lighting" handled wrongly.
[-] prboom-server bug: -1 => 255 instead of maxcompat (14)
[-] Alt mouse handling + OpenGL + Capped framerate + Fullscreen + server = mouse turning disabled (2.2.6.24)
[-] Bug with DEH-files in BEX-Format (2.2.6.23)
[-] The engine grab the mouse when it's waiting for the net game to start (2.2.6.24)

Old Post 01-31-06 22:03 #
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RazTK
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Thank you very much Entryway!
Great Job!
Edit: I found a little mistake, when you use the launcher to choose the IWAD, it adds the IWAD two times: http://img6.picsplace.to/img6/12/Mistake.JPG

Last edited by RazTK on 02-01-06 at 01:26

Old Post 02-01-06 01:17 #
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Grazza
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Not a trivial issue either, as it then loads the iwad after any preloaded wads. :(

I'd like to draw attention to the new -net1 command-line option. This makes this interesting game mode available without all the fuss of using the server and having two separate command lines - it can all be done with one command line or one batch file, which is a lot more convenient for recording especially.

Old Post 02-01-06 01:39 #
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funduke
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Thank you for the new version.
I am currently most impressed by the new launcher.
It's great.
Just one little problem: The pull-down menues do not show all the options.
When i have all my iwads in the prboomplus-directory, it shows only one at a time for selection and i have to use the very small up-and-down-symbols to select what i want. Can you change it, so it shows all iwads?

Greetings
Funduke

Old Post 02-01-06 02:02 #
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Grazza
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Here are a couple of little dehacked files that are designed to work with the new version. They're for those who either like or dislike Boom's translucent Things effect, and would like either to enable it or to disable it for all complevels:

transluc.zip - enables translucent Things for all complevels

notransl.zip - disables translucent Things for all complevels

In either case you could make it a preloaded file - it shouldn't clash with anything then.

Old Post 02-01-06 05:30 #
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entryway
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funduke said:
Just one little problem: The pull-down menues do not show all the options.
http://prboom-plus.sourceforge.net/launcher.gif

Last edited by entryway on 02-01-06 at 15:09

Old Post 02-01-06 08:02 #
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funduke
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entryway said:
http://prboom-plus.sourceforge.net/launcher.gif
Aha!

You are using WinXP, i use win2k.
The problem might be in the differences of the operating systems.
Can it be solved? (Please?)

Thanks to Grazza for the new dehacked patches!

Old Post 02-01-06 14:58 #
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entryway
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funduke said:
You are using WinXP, i use win2k.
The problem might be in the differences of the operating systems.

Try to redownload the last version from sf.net

Old Post 02-01-06 15:43 #
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funduke
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entryway said:
Try to redownload the last version from sf.net


Wow!
It works with the new version.
That was a *very* quick solution to my problem!

Many thanks! :)

Also thank you for the svstrive update.
I'm going to try it now.

Greetings
Funduke

Old Post 02-01-06 16:20 #
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entryway
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funduke said:
Also thank you for the svstrive update.
I'm going to try it now.

I need Strife to correct some problem(s) there. But I don't like Strife and don't wish to do anything for it.

Old Post 02-01-06 16:43 #
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myk
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Two issues we encountered with v2.2.6.26 during DeathMatch on comp levels 2 and 3:

  • Demos will play back fine using PrBoom+ but will desynch using Doom or Doom2 (as applicable.) I suppose I could provide the demos, if necessary.

  • The mouse has a weird effect, like some sort of lag or wobble, that makes it less reliable. This does not happen using the standard PrBoom.

Old Post 02-11-06 10:47 #
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entryway
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myk said:
  • Demos will play back fine using PrBoom+ but will desynch using Doom or Doom2 (as applicable.) I suppose I could provide the demos, if necessary.

please

  • The mouse has a weird effect, like some sort of lag or wobble, that makes it less reliable. This does not happen using the standard PrBoom.

movement_altmousesupport 0
if you have problems

For the information: I use 1 and I have no problems. Owing to it my movements are very smooth in my new project

Last edited by entryway on 02-11-06 at 12:29

Old Post 02-11-06 12:13 #
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myk
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entryway said:
please
I got around to sending the stuff over email.


movement_altmousesupport 0
if you have problems
I have to set it to 0 or else the mouse won't work. But it's not that, though; this issue shows up only in MultiPlayer.

Old Post 03-02-06 00:32 #
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entryway
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myk said:
I got around to sending the stuff over email.

Very interesting. Your demos are desynchronized (not as in 'vanilla' I mean) in all versions of PrBoom and in Eternity too but by another way. I'll definitely see it later.

At the moment I've forced some odddemos (blackbug.lmp, manorbug.lmp, manormis.lmp etc) to work correctly in PrBoom and Chocolate-Doom and I want to finish it.

Last edited by entryway on 03-02-06 at 14:36

Old Post 03-02-06 11:40 #
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entryway
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myk said:
  • Demos will play back fine using PrBoom+ but will desynch using Doom or Doom2 (as applicable.) I suppose I could provide the demos, if necessary.

All your demos are desync because you use a key for switching to SSG directly (key_weapon9). It should not work in a demo compatibility mode. It is a mistake of Boom and it will be fixed in the next release.

Old Post 03-14-06 11:39 #
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VinceDSS
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I have been using prboomplus to make AVIs. here are a couple suggestions :

- when using -framecapture command, force prboom into 24bits true color so people dont have to use -bpp 24, otherwise it's problematic to make AVIs from 8bit screenshots

- is it possible to make a wave file ? with a command like -wavecapture

- is it possible to encapsulate the captured frames (and sound) into an AVI file? just like fraps does

- add software filters like in prboom 2.3 ?

Old Post 03-21-06 23:44 #
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VinceDSS
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another problem :

even though palette color changes are all ON, the framescapture doesnt show any palette on damage nor item pick up ???

Old Post 03-24-06 07:45 #
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entryway
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VinceDSS said:
even though palette color changes are all ON, the framescapture doesnt show any palette on damage nor item pick up ???
It works correctly in glboom, but wrongly in prboom. It's a bug of the M_DoScreenShot function in original prboom.

Old Post 03-24-06 08:31 #
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VinceDSS
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I dont want to use glboom, it doesnt look right...

Old Post 03-24-06 13:33 #
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