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fraggle
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funduke said:




If you can get the dehacked-relevant information from Chex Quest in that way, you might also be able to do the same with Heretic v. 1.3.
Mike Fredericks (Gokuma) modified dehacked for Strife: http://www.doomworld.com/sehacked/ .
So, what about getting all relevant dehacked-information with your scripts from heretic 1.3, Chex Quest and the latest Strife and then creating a new dehacked-version, that can read and write patches for Doom 1.9, Ultimate, Final and also Heretic 1.3, Chex Quest and also the latest Strife version?
The output from that new dehacked version would be the perfect base for use with source ports, because it's related to the vanilla versions, that are a minimal standard.
But possibly was it only that *relatively* easy (it wouldn't be easy for me! ;)), because Chex Quest is so close to Doom. But anyhow, a special dehacked version for it, just like sehacked, would be great

I think Quasar has summarised everything I could say here. At most, it might be possible to emulate Heretic by adding some code changes; however, as you say, Chex Quest is very close to Doom. To emulate Heretic, Hexen, Strife, etc. would require much more extensive code changes than those that were required for Chex Quest support. Furthermore, it would be hard to get the behavior exactly right (ie. demo sync), which is part of the point of Chocolate Doom. Something like this would be better served by dedicated "Chocolate Heretic/Hexen/Strife" ports.

Old Post 08-14-08 01:04 #
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funduke
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Thanks, Quasar and Fraggle, for your answers!
Too bad, it won't happen! :(
But chocolate is still great! :)

Greetings
Funduke

Old Post 08-14-08 08:37 #
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Csonicgo
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esselfortium said:
We could have ended up like the Wolf3D community, where just about every mod comes with and requires its own custom-modded version of the game EXE. D:


Half of the EXEs have shitty "I'm just learning this in highschool/uni" code that requires a modern processor running an ancient OS hello how fucking stupid is that?

Maybe DOSBOX will get better and better for real-mode apps so wolf3d ports can play at the intended speed.

Old Post 08-21-08 14:57 #
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VinceDSS
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so how come zdoom lags on a pentium1 and doom2.exe not ? code is not optimized ?

Old Post 08-21-08 23:52 #
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Graf Zahl
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DOS vs Windows, I'd say. For such old systems Windows isn't that great an OS.

Old Post 08-22-08 00:35 #
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leileilol
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VinceDSS said:
so how come zdoom lags on a pentium1 and doom2.exe not ? code is not optimized ?

try not playing in 640x480

Zdoom oddly, is very optimized for the Cyrix processor - the 6x86MX200 (which sucks at quake more than a pentium 75mhz), underclocked at 80 FREAKING MHZ, can run 320x200 smoothly around 60fps!

Old Post 08-22-08 12:10 #
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myk
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The revision builds have bigger (I gather uncompressed, or something) files. How's that?

I also noticed sometimes my mouse gets "disabled" after exiting Chocolate Doom. To free it I need to open and close the task manager. In any case, I'm not sure if this is because of some change in Chocolate Doom or because I changed my mouse recently (I used to use a ball-mouse and mow an optical). I didn't note this effect on other engines or programs, so I though it was worth mentioning.

I found the older imp icon neater or cuter :p (The ice cream cone + D image does look fine as a logo on the page, though.)

Old Post 10-09-08 12:39 #
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exp(x)


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myk said:
The revision builds have bigger (I gather uncompressed, or something) files. How's that?

If you're talking about the builds here, then it's because I use mingw32 to cross-compile them on linux. For some reason it generates large binaries even with -Os and no debug symbols, and I believe these are built with -O2 and -gdb.

Old Post 10-09-08 16:14 #
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chungy
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Run i586-mingw32msvc-strip on them. It'll get a lot smaller.

Old Post 10-10-08 00:46 #
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myk
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What is Failed to set process affinity mask (120)? I get it on this WAD. You can see it in the posted demo on that thread, but I also got it again while testing (as attached) as I hit the switch that raises the stairs that go up to the switch guarded by the cyberdemons.

Doom2 does not display this error.

Attachment: test.zip
This has been downloaded 2 time(s).

Old Post 10-10-08 01:08 #
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exp(x)


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MikeRS said:
Run i586-mingw32msvc-strip on them. It'll get a lot smaller.

Oh snap. I just updated my script for building this and odamex.

Old Post 10-10-08 03:39 #
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myk said:
What is Failed to set process affinity mask (120)? I get it on this WAD. You can see it in the posted demo on that thread, but I also got it again while testing (as attached), as I hit the switch that raises the stairs that go up to the switch guarded by the cyberdemons.

Doom2 does not display this error.


Can you upload the wad without the 3d start? If I remove it with wadauthor without rebuilding nodes, chocolate doom crashes when loading the level, and rebuilding nodes causes the demo to desync.

Old Post 10-10-08 03:49 #
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chungy
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exp(x) said:
I just updated my script

I recall someone saying that only script kiddie losers used them :)

Old Post 10-10-08 05:19 #
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exp(x)


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MikeRS said:
I recall someone saying that only script kiddie losers used them :)

Yes, but script kiddie losers don't WRITE them.
code:
#!/bin/bash ( PATH="/usr/i586-mingw32msvc/bin:$PATH" cd /opt/chocolate-doom-win32 make clean svn cleanup let REVISION=`svn info | grep 'Revision: ' | sed 's/Revision: //'`+1 if [ -n "`svn update -r $REVISION | grep "Updated to revision"`" ]; then ./configure --host=i586-mingw32msvc --build=i386-linux make make CMDLINE i586-mingw32msvc-strip src/chocolate-*.exe zip -j chocolate-doom-win32-r$REVISION.zip src/chocolate-*.exe \ setup/chocolate-setup.exe BUGS ChangeLog CMDLINE COPYING NEWS \ README TODO /usr/i586-mingw32msvc/lib/SDL.dll \ /usr/i586-mingw32msvc/lib/SDL_mixer.dll \ /usr/i586-mingw32msvc/lib/SDL_net.dll curlftpfs ftp.onid.oregonstate.edu /media/onid mv chocolate-doom-win32-r*.zip \ /media/onid/public_html/chocolate-doom-win32/ rm `ls -tr /media/onid/public_html/chocolate-doom-win32/* | head -n-20` fusermount -u /media/onid make clean fi ) > /opt/update-choco-win32.log 2>&1

Old Post 10-10-08 05:38 #
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myk
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exp(x) said:
Can you upload the wad without the 3d start? If I remove it with wadauthor without rebuilding nodes, chocolate doom crashes when loading the level, and rebuilding nodes causes the demo to desync.
It should work with this attached DeHackEd patch in the command line.

Attachment: cam.zip
This has been downloaded 5 time(s).

Old Post 10-10-08 13:56 #
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exp(x)


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Thanks. I was able to play back the demo without it desyncing, but chocolate doom did not crash. However, that's not surprising because the process affinity mask is only set on windows computers, and I use linux. I'd file a bug report here.

Old Post 10-10-08 16:36 #
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entryway
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myk said:
What is Failed to set process affinity mask (120)?

MustDie is a reason. Your OS has no support for affinity mask. 120 error code means "This function is not supported on this system". It is for forcing chocolate to use only first core on multicore systems. You should simply ignore this error.


exp(x) said:
because the process affinity mask is only set on windows computers

No.

code:
Revision: 1243 Author: fraggle Date: 21:18:06, 20 September 2008. Message: Set processor affinity under non-Windows platforms using the POSIX API. ---- Modified : /trunk/chocolate-doom/src/i_main.c

Last edited by entryway on 10-10-08 at 19:01

Old Post 10-10-08 16:50 #
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exp(x)


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PrBoom isn't the only port for embedded systems anymore, bitches.

Old Post 04-25-09 08:03 #
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printz
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Are there plans for Doom+ support? I was disappointed that Strawberry Doom was abandoned (according to the Doom wiki), but I don't like to have emulated (slow) performance when playing an excessive pre-port wad (which even by itself slows things down). Chocolate Doom is quite right for nonport Doom maps, but I hate VPOs. I don't know whether sprites-on-screen or HOM-on-screen have to be fixed, but VPO is like the enemy.

esselfortium said:
We could have ended up like the Wolf3D community, where just about every mod comes with and requires its own custom-modded version of the game EXE. D:
Doesn't that give a lot more liberty when modding, than standard patch files? How often do I encounter source code modifications in Doom mods?

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Old Post 04-25-09 09:07 #
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myk
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You can still have VPOs in Doom+. If you want no VPOs and Doom behavior, use PrBoom or PrBoom+ and set it up like Doom in every way you can.


printz said:
How often do I encounter source code modifications in Doom mods?
Captain Obvious called and said that you don't need to mess with the code because DeHackEd, DECORATE, EDF, DDF, scripting and the like take care of that.

Old Post 04-25-09 10:26 #
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esselfortium
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printz said:
Are there plans for Doom+ support? I was disappointed that Strawberry Doom was abandoned (according to the Doom wiki), but I don't like to have emulated (slow) performance when playing an excessive pre-port wad (which even by itself slows things down). Chocolate Doom is quite right for nonport Doom maps, but I hate VPOs. I don't know whether sprites-on-screen or HOM-on-screen have to be fixed, but VPO is like the enemy.
Doesn't that give a lot more liberty when modding, than standard patch files? How often do I encounter source code modifications in Doom mods?


In addition to what Myk said above me...from what I've seen, the state of the Wolf modding community is pretty sad. People spooge over virtually unplayable "motorbike" levels, apparently just because somebody managed to code a rudimentary, easily-blocked (always resulting in your slow agonizing death) vehicle, regardless of the fact that it's not fun or particularly good at all and the actual level design is still flat square mazes. Doom mods used to sometimes require custom EXEs, but we're almost entirely past the point of there being any need for that, with what we can do with the feature sets of the many existing source ports. Any modding-oriented Doom port I've seen adds a lot more to the game in and of itself than any fanmade Wolf3D source mods I've seen.

But yeah, there's really very little need for that anymore. That's why you don't see them.

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Old Post 04-25-09 11:29 #
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printz
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Yes you can have VPO, but (much) less likely. I haven't encountered any yet in sensibly detailed levels, whereas I did real easily in Doom, even in real small maps (like pcorf's first alphabetic upload of vanilla Doom2 maps).

And hoping not to start a long debate, but with source code you have access to anything in Doom (except sounds in the original source release). Only if DDF or VaVoomC are equally strong, but I haven't explored those ports.

At the very least I can scan where it's been changed in Doom+ and hack Choco the same way. Oh yeah.

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Old Post 04-25-09 11:32 #
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Csonicgo
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exp(x) said:

PrBoom isn't the only port for embedded systems anymore, bitches.


PORT THAT SHIT TO WINDOWS MOBILE

Old Post 04-25-09 21:38 #
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fraggle
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Csonicgo said:

PORT THAT SHIT TO WINDOWS MOBILE

Patches are welcome!

Or buy me a Windows mobile device so I have some incentive to do it myself... I think I've mentioned this before :-)

Old Post 04-25-09 22:28 #
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Quasar
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printz is on to something, actually. EDF, DECORATE, DDF, etc. will never be as powerful as modifying the source code unless and until any of them get the one critical thing they are missing:

A Turing-complete language that can interact with most internal objects and code custom logic for them that is compiled at runtime and executed efficiently from bytecode.

No DOOM port has ever had that so far. I made a Hexen II mod recently and was truly stunned at the full extent of what you can do simply by modifying only the HexenC modules (that's Raven's minor variant of QuakeC). DOOM needs something like that in order to evolve to the next level, IMO.

As you know I've had my eye out for any kind of solution, and have done a lot of research, including my experimental recursive descent parser and "qasm" assembler/interpreter. But none of that has really lead anywhere because the biggest stumbling block is the translation of an end-user-friendly high-level language into these convenient formats. Basically unless we get a community-minded compiler writer to show up, we may be screwed in this department.

Old Post 04-26-09 04:44 #
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Mike.Reiner
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A piece of electronics can be impressive.. but it's greatness is truly measured in it's ability to play DooM.

Old Post 04-26-09 04:45 #
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LogicDeLuxe
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Anyone ever encountered the all-ghosts bug in Chocolate Doom? I didn't know that this could happen with any other engine than vanilla Doom. I got it here: http://www.rapidspread.com/file.jsp?id=pct1qyfd9e
I wonder, if this demo plays (demonstrating the all-ghosts bug) reliably. It does for me.

Old Post 06-13-09 21:08 #
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Scet
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Quasar said:
language stuff


Wouldn't it be easier to use an existing scripting language, instead of making a new one just for Doom? Something like Python or Lua?

Old Post 06-14-09 02:02 #
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Gez
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Scet said:


Wouldn't it be easier to use an existing scripting language, instead of making a new one just for Doom? Something like Python or Lua?


Or Small? :P

The one thing I would say is that, if you want something that can't be done with EDF/DECORATE/etc. but really requires you to add more features in the source code, is that it is very possible to do so thanks to the magic known as "feature suggestions/code submissions".

By the way, that was an old sidetrack.

Old Post 06-14-09 02:23 #
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myk
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LogicDeLuxe said:
Anyone ever encountered the all-ghosts bug in Chocolate Doom? I didn't know that this could happen with any other engine than vanilla Doom.
It can occur in Chocolate Doom, and PrBoom and PrBoom+ while in Doom compatibility mode, because these engines emulate intercepts memory overflows.

Old Post 06-14-09 02:42 #
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