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MikeRS
Doomworld is so about bullshit excuses


Posts: 459
Registered: 06-05


the new chocolate doom is great (http://russell.mancubus.net/pub/cho...9-win32-bin.exe)

it brings new life into the game :)

Old Post 04-01-08 09:11 #
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exp(x)
Senior Member


Posts: 1340
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Every speedrunner here needs to make a set of no-practice doom 2 runs using this and post them in this thread. Seriously.

Old Post 04-01-08 10:53 #
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myk
patron mod of ugly ducklings and black sheep


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Said demos would "desynch" even while recording :p

Old Post 04-01-08 12:20 #
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fraggle
Super Moderator


Posts: 4353
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MikeRS said:
the new chocolate doom is great (http://russell.mancubus.net/pub/cho...9-win32-bin.exe)

it brings new life into the game :)

Thanks for posting this. I added the new "mirroring" feature into Chocolate Doom yesterday. It does break demo compatibility, but I think it's worth it for the new life it adds to the game - all the levels are like new again! I'm not planning to add an option to turn mirroring off, as I don't want to clutter the setup interface with useless options.

It may be possible to restore demo compatibility by making players in demos turn in the opposite direction to the direction they usually turn in.

Old Post 04-01-08 12:43 #
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DaniJ
Forum Regular


Posts: 887
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What a cool idea, consider it "stolen".

Old Post 04-01-08 12:44 #
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Grazza
Quaerere Verum


Posts: 9727
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fraggle said:
It may be possible to restore demo compatibility by making players in demos turn in the opposite direction to the direction they usually turn in.
As a simple test, I tried reversing all the Rs and Ls in 30nm2956.lmp (using LMPC). It desyncs near the end of map01 (the player exits nevertheless, but map02 is a basket case).

Assuming there isn't some technical error or issue, I presume it is due to the thing-glide effect working differently east-west as opposed to west-east (or vice versa).

Old Post 04-01-08 13:15 #
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esselfortium
Senior Member


Posts: 1818
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This is the best Chocolate Doom ever.

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Old Post 04-01-08 14:33 #
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GhostlyDeath
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DaniJ said:
What a cool idea, consider it "stolen".


I stole it first!

Old Post 04-01-08 17:17 #
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EarthQuake
9.5 on the Richter!


Posts: 1458
Registered: 05-03


Oh my fucking God.

You have outdone yourself fraggle. I love you more than I love my mom.
You are my new God. I worship thee.

Old Post 04-01-08 17:20 #
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Csonicgo
This post is probably useless


Posts: 1779
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holy shit, it's Doom from an alternate universe.

Old Post 04-03-08 14:10 #
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leileilol
dork stalker


Posts: 2437
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GhostlyDeath said:


I stole it first!


dunno about the glory of the idea, as it was done in Quake 8 years ago in Quake2000

Old Post 04-03-08 16:07 #
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DaniJ
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Actually, the "mirror mode" idea probably first appeared in Virtua Racing :P

Old Post 04-03-08 23:27 #
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MP2E
Warming Up


Posts: 20
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EDIT: Oh... I get it... Nevermind >_>

Last edited by MP2E on 04-10-08 at 00:04

Old Post 04-09-08 23:58 #
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myk
patron mod of ugly ducklings and black sheep


Posts: 10410
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Heh, I was about to say "at least someone really fell for it; better late than never".

Old Post 04-10-08 00:12 #
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Squonk
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Posts: 87
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exp(x) said:
Every speedrunner here needs to make a set of no-practice doom 2 runs using this and post them in this thread. Seriously.

I'm surely not what you would call a "speedrunner", but I tried to play as fast as in my 30uv-37xx, and I got some troubles to beat map02... I couldn't finish map04 anyway. This version of chocodoom is simply amazing :D

Old Post 04-10-08 00:38 #
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GreyGhost
Senior Member


Posts: 1027
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Just finished checking out the "mirroring" feature - one of the best April Fools gags I've seen. Familiar maps are a little more difficult and fun again so I'll be keeping this on my C: drive for a while.

Old Post 04-10-08 10:54 #
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Never_Again
Member


Posts: 308
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To put things in perspective, I'd like to mention that this has been possible on the WAD side for a long time. WARM by Robert Fenske, Jr. offered flipping a level along the Y-axis as early as in 1995. Serge Slepov and Mikhail "Maikl" Novikov's MOOD (2002) did the same, but along the X-axis.

With this engine, not having to process levels manually is a definite plus; broken demo support is a major disappointment, however. It would be nice to have N-tepmoC.

Old Post 04-11-08 20:50 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


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I never really played with this port before now. This is great. I just played through some original Doom levels with keyboard control and PC sound effects. It's like I'm six! Well, I'm not constantly mashing idkfa and iddqd, and I'm not getting stuck on every map, but it's almost like I'm six.

Old Post 04-27-08 00:20 #
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aleksej
Mini-Member


Posts: 95
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http://www.doomworld.com/idgames/index.php?id=5182
Song on this WAD won't play in Choco/Prboom. It plays in vanilla, but gets hanging notes in the end. In doom95/zdoom plays ok.
Tools like NWT and MUSPLAY also won't play this MUS. Seems like it not 100% correct. But anyway, vanilla and some ports playing it.

Old Post 04-27-08 12:02 #
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myk
patron mod of ugly ducklings and black sheep


Posts: 10410
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c.imp said:
http://www.doomworld.com/idgames/index.php?id=5182
Song on this WAD
It's the track used for Dwango5 Map02, although the lump sizes are different. In this wad it's 50,611 bytes, while in Dwango5 the lump is slightly bigger; 50,622 bytes.

Old Post 04-27-08 12:41 #
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aleksej
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Yep, this MUS also used in houses14.wad map01 and plays ok too and have same size 50,622 instead of desert.wad version with size 50,611. Anyway, vanilla and zdoom plays both (in vanilla with hanging notes). Choco/prboom/NWT/MUSPLAY only 50,622 size version.

Old Post 04-27-08 12:53 #
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Csonicgo
This post is probably useless


Posts: 1779
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Creaphis said:
I never really played with this port before now. This is great. I just played through some original Doom levels with keyboard control and PC sound effects. It's like I'm six! Well, I'm not constantly mashing idkfa and iddqd, and I'm not getting stuck on every map, but it's almost like I'm six.


I love the mouse handling in Chocolate doom. it's very very close to the way I remember it feeling in DOS. In fact, it's better. It's precise, yet I can whip around 180 to kill a demon behind me.

Old Post 05-02-08 20:39 #
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funduke
Member


Posts: 321
Registered: 02-04


Since there are no updates by ratzdk, is it in any way possible, to get an actual binary snapshot of cocolate doom?

Greetings
Funduke

Old Post 06-05-08 20:43 #
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Kyka
needs to LURK MORE


Posts: 483
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I have ony heard of chocolate doom recently (last couple of weeks) And I am really impressed with the ethic and the look of of it. Must get it now.

thanks guys

Old Post 07-07-08 02:35 #
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exp(x)
Senior Member


Posts: 1340
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I've been meaning to make regular win32 builds of chocolate doom like I do for odamex, but I'm quite lazy.

Old Post 07-07-08 03:12 #
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Kyka
needs to LURK MORE


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I never really played with this port before now. This is great. I just played through some original Doom levels with keyboard control and PC sound effects. It's like I'm six! Well, I'm not constantly mashing idkfa and iddqd, and I'm not getting stuck on every map, but it's almost like I'm six.



Well said Creaphis. I genuinely laughed my ass off. (as opposed to lmao which these days is merely a sort of acknowledgement that someone else said something and doesn't mean you laughed at all) I remember playing with keyboard too, and mashing the cheat codes.

*sigh* Those were the days.

Old Post 07-07-08 03:25 #
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fraggle
Super Moderator


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Hiya,

With the help of Ryon Dacote (Atariangamer), I've been adding Chex Quest support to Chocolate Doom over the past week. The current svn version has support for emulating chex.exe, and all the demos that I've found so far play back the same in Chocolate Doom as they do in chex.exe.

To try this out, you need a copy of the Chex Quest IWAD file (chex.wad); NOT the Chex TC WAD file (although that may work, I haven't tried). You then need a recent build of Chocolate Doom, and chex.deh, which I've put together from analysing differences between doom2.exe and chex.exe. You can then run Chex Quest with:

code:
chocolate-doom -iwad chex.wad -deh chex.deh


It should automatically select chex.exe emulation when running with the Chex Quest IWAD; otherwise, you can manually specify the game version:

code:
chocolate-doom -iwad chex.wad -deh chex.deh -gameversion chex


If anyone can find any bugs in this, or has any demos that desync, please let me know so that I can fix them. Once it's all working, I plan to upload the chex.deh file to /idgames.

Note that some of the demos in chex.wad do desync; however, they also desync in chex.exe and Chocolate Doom appears to play them back identically, so I consider this to be correct behavior.

Old Post 07-31-08 12:25 #
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leileilol
dork stalker


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Chocolate Chex!

Old Post 07-31-08 13:40 #
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entryway
Senior Member


Posts: 1260
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Monsters don't drop ammo in Chex Quest and it is only one real thing (except the deh) you did for correct playback of the demos, right? Plus you should start it with udoom compatibility.

Where can I find Chex demos? I have found only one here and it plays correctly in prboom+ after change of one line in the sources

Last edited by entryway on 07-31-08 at 14:53

Old Post 07-31-08 13:47 #
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funduke
Member


Posts: 321
Registered: 02-04


Hello!
Having Chex Quest support is really great.
Thank you for that!

.... Relating to the *recent build*: Are there anywhere any newer binarys of chocolate doom avaiable, than r1110 from 2008-04-04?

Edit: Out of technical interest:
How has this chex.deh been created?

Greetings
Funduke

Last edited by funduke on 07-31-08 at 14:42

Old Post 07-31-08 14:37 #
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