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Scet
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Posts: 451
Registered: 05-06



Gez said:
By the way, that was an old sidetrack.


Meh, I thought since it was a few posts ago it was recent.

Anyway I'm going to second your "just add source features" suggestion. I created a new project with the Doom random functions and table in a Python script. While the script works, the overhead is enormous. My (rather rough) benchmarks show that calling the Python functions takes up to 80x longer than just calling M/P_Random. Obviously functions like random would be kept in the source, but the overhead is still too much.

Old Post 06-14-09 04:04 #
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Zilken989
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Fraggle... I think this is the best Source Port, that stays so true to Doom... that has ever been made. That's for the people who want the 'real' vanilla Doom in their hands, all of the time. Fine work, indeed, mate!

Old Post 07-30-09 05:16 #
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Gendo
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i find chocolate doom pretty useless because some compet-n demos still desynch and there's no way to play them right, it seems. prboom plus, though, has no issues with them at all if you follow the tutorial :)

Old Post 08-05-09 12:22 #
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myk
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Gendo said:
some compet-n demos still desynch and there's no way to play them right, it seems.
Which demos are these? Can you list them? Do you know if they all share some particularity, such as an IWAD, game or overflow?

I really doubt it can't play them back. You could be running some Final DOOM demos incorrectly on Chocolate Doom, where you need to load the IWAD differently or use -gameversion or some demos may require the -spechit parameter if the default handling is not using a required value.

Old Post 08-05-09 15:30 #
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mammajamma
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I'm trying to launch a few TCs with r1630 and I keep getting errors upon launch. For example:

FISTFUL.WAD/FISTFIX.WAD: R_Init Sprites: Sprite PISG frame A has multiple rot=0 lump

Zombies.wad/Zombies.deh: R_Init Sprites: Sprite TROO:A:1 has two lumps mapped to it (this also happens with Obituary, Sky May Be and Aliens TC)

ETERNAL.WAD: R_Project Sprites: Invalid sprite frame 85:0

Hyena.wad/HYENA.DEH: R_Init Sprites: No patches found for BOSS frame E

MORDETH.WAD/MDEUGRAP.WAD/MORDETH.DEH: W_CacheLumpNum: 2427597 >= numlumps (titlepic is shown, but crashes when a new game is started)

I get similar errors for Batman Doom and a couple others. I've tried launching them separately and merging the core WADs in the command line, but nothing I've tried works. What is the problem?

I'm using a frontend (ZDL 3.1a).

Last edited by mammajamma on 08-24-09 at 18:09

Old Post 08-24-09 14:16 #
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chungy
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I would check to make sure your IWADs are not corrupt. MD5s should be:
doom.wad (Ultimate Doom version): c4fe9fd920207691a9f493668e0a2083
doom2.wad: 25e1459ca71d321525f84628f45ca8cd
tnt.wad: 4e158d9953c79ccf97bd0663244cc6b6
plutonia.wad: 75c8cf89566741fa9d22447604053bd7

Also, be sure that your files have been patched to version 1.9. If you copied from a very old floppy set or CD, you might not have 1.9. Patches are here and you'll need to run them in a DOS environment such as DOSBox.

Old Post 08-24-09 18:46 #
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mammajamma
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Thanks for the input. How would I know what version of the IWADs? I also have no clue about the MD5s you're talking about. And I'm not sure corrupt IWADs are the problem. The PWADs and corresponding DEH files work fine on other ports I've tried (prBoom+ 2.5.0.3 and GZDoom 1.2.1/r393.}

Old Post 08-24-09 19:50 #
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fraggle
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mammajamma said:
ETERNAL.WAD: R_Project Sprites: Invalid sprite frame 85:0

It's not your IWAD. You're using -file when you should be using -merge. I don't know if ZDL has an option for that, though (never used it myself)

If you check out the website, there are instructions for starting various different TCs.

Hope this helps.

Old Post 08-24-09 22:33 #
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mammajamma
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Fraggle, you're right. It's not the fault of the IWAD. I never said it was. If you read my original post, I also said that I tried the -merge parameter in the command line. This happened:

http://www.youtube.com/watch?v=wzSp9DOyEQw&fmt=18

As you can see, the TITLEPIC loaded as one would expect, but once a new game was started the game crashed and the same error you quoted popped up. The problem could lie in the frontend and how it and Chocolate Doom might conflict in reading the -merge parameter.

I'm sorry if I came off as a bit defensive.

e: upon reviewing my original post, it turned out I was a bit vague in mentioning the WAD merging. Sorry about that confusion.

Old Post 08-25-09 00:20 #
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fraggle
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In that video it looks like you're loading eternal.wad *and* specifying -merge eternal.wad. So you're doing the equivalent of:
code:
chocolate-doom -merge eternal.wad -file eternal.wad

So you end up with the normal problems that occur in Vanilla if you load a PWAD file with sprites using -file.

Can you remove eternal.wad from the "external files" list and just run with "-merge eternal.wad" in the "extra command line options" box? That should hopefully do the job.

Thanks for the video, by the way :-)

Old Post 08-26-09 22:34 #
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mammajamma
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I tried that, but it just loaded the IWAD. I think the problem's that I keep my IWADs, PWADs, and ports in separate folders. Within the PWAD folders I have separate folders for PWADs with multiple files (wad, deh, pk3, etc.}. This isn't an issue when loading most files, but I suspect that merging the IWAD and PWAD in Chocolate Doom confuses the port or the frontend (perhaps both). Could you recommend a solution for this?

Old Post 08-26-09 23:52 #
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fraggle
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Well, you might need to provide the full path to the WAD file to load (the launcher probably provides the full path for the "external WADs" list, but you're not using that). Try "-merge c:\games\doom2\whatever\eternal.wad" (substituting the full location of your WAD file).

If that doesn't work, can you post the contents of stdout.txt / stderr.txt? These should have more information that will be helpful to diagnose the problem.

Old Post 08-27-09 12:25 #
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mammajamma
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contents of stdout.txt:
code:
Chocolate Doom 1.2.1 Z_Init: Init zone memory allocation daemon. zone memory: 00AF0020, 1000000 allocated for zone DEH_Init: Init Dehacked support. V_Init: allocate screens. M_LoadDefaults: Load system defaults. saving config in default.cfg W_Init: Init WADfiles. adding C:\Documents and Settings\Valued Customer\Desktop\Doom\IWADs\doom2.wad merging C:\Documents couldn't open C:\Documents merging and couldn't open and merging Settings\Valued couldn't open Settings\Valued merging Customer\Desktop\Doom\vanilla couldn't open Customer\Desktop\Doom\vanilla merging PWADs\Eternal couldn't open PWADs\Eternal merging Doom\eternal.wad couldn't open Doom\eternal.wad adding C:\Documents and Settings\Valued Customer\Desktop\Doom\vanilla PWADs\Eternal Doom\ETERNAL.WAD =========================================================================== DOOM 2: Hell on Earth =========================================================================== Chocolate Doom is free software, covered by the GNU General Public License. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. You are welcome to change and distribute copies under certain conditions. See the source for more information. =========================================================================== M_Init: Init miscellaneous info. R_Init: Init DOOM refresh daemon - ........................... P_Init: Init Playloop state. I_Init: Setting up machine state. NET_Init: Initialise network subsystem. S_Init: Setting up sound. D_CheckNetGame: Checking network game status. startskill 2 deathmatch: 0 startmap: 1 startepisode: 1 player 1 of 1 (1 nodes) Emulating the behavior of the 'Doom 1.9' executable. HU_Init: Setting up heads up display. ST_Init: Init status bar. I_InitGraphics: Letterboxed (1280x1000 within 1280x1024) I_InitStretchTables: Generating lookup tables....


contents of stderr.txt:
code:
Error: R_ProjectSprite: invalid sprite frame 85 : 0


So what's the problem?

Old Post 08-27-09 20:59 #
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DaniJ
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I'm making a few assumptions here but it looks to me like you need to enclose the paths you specify to Chocolate DOOM in quote characters, as the paths contain spaces, e.g:

-merge "C:\Documents and Settings\Valued Customer\Desktop\Doom\vanilla PWADs\Eternal Doom\ETERNAL.WAD"

Old Post 08-27-09 21:11 #
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mammajamma
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Nope, it doesn't work. I get the same error. Any other possible solution?

Old Post 08-28-09 02:28 #
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myk
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Have you selected eternal.wad as a PWAD to load by the launcher? Make sure it is not doing that. That last "adding" line in stdout.txt above seems to be saying it's applying -file to the PWAD. (You also said you're doing it, above, so it seems likely.) As long as it's doing that it'll keep giving you the error even if the PWAD is successfully being merged as well. Only -merge must load the PWAD.

What DaniJ said about enclosing only the path should be correct, by the way.

Old Post 08-28-09 04:24 #
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mammajamma
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It works, thanks! So I assume I should solve the other PWAD errors I listed using the same methods?

Old Post 08-28-09 06:12 #
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fraggle
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mammajamma said:
It works, thanks! So I assume I should solve the other PWAD errors I listed using the same methods?
Yes, although from the sound of things you might just be easier off using the command line :-)

Old Post 08-28-09 12:18 #
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mammajamma
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No thanks, I'm fine with the frontend. But just in case, how does one access the command line without a frontend like ZDL?

e: I agree with printz on adding Doom+ support, or at least releasing a custom fork with that feature. It'd be kind of useful, considering Strawberry Doom hasn't been updated in about a year.

Old Post 08-28-09 18:30 #
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myk
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mammajamma said:
But just in case, how does one access the command line without a frontend like ZDL?
Typing cmd in the Run prompt in the start menu should do the job. From there you can navigate to the Chocolate Doom directory with cd "folder name" (quotation marks needed only if there are spaces, as you've seen) or cd .. to go back or up one level. You can also create a shortcut to cmd.exe (you might need to search for it) and edit the working folder to the Chocolate Doom folder, so it opens there.

Old Post 08-28-09 18:49 #
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mammajamma
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I see. Thanks for the pointers, myk.

Old Post 08-28-09 21:57 #
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Gez
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If using Vista: hold shift and right-click on your Doom folder, and you can select "open command window here" so you don't have to change the directory.

Old Post 08-28-09 22:09 #
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DuckReconMajor
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Wow, thanks.

P.S. Sorry if this has been asked already, but how do I add a page to the Chocolate Doom wiki?

Old Post 08-29-09 05:09 #
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fraggle
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Register an account, then go to http://www.chocolate-doom.org/wiki/index.php/Page_Name (substituting your new page name in), click edit and start writing.

Old Post 08-29-09 17:54 #
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Thorgrim103
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I was playing chocolate doom, and i was surprised to see at how the line of sight was so blurry. I'm thinking this is due to me playing skulltag for so long but it felt odd and strange. the graphics felt inferior to doom95.

I just find it odd that i suppose what i'm talking about is the draw range is so low for the original doom. while doom 95 and skulltag keep the experience but enhance it.

Last edited by Thorgrim103 on 09-01-09 at 02:34

Old Post 09-01-09 01:55 #
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exp(x)


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Some of us played the DOS exe for a long time and like it that way.

Old Post 09-01-09 02:01 #
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Thorgrim103
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I'm just saying this due to the fact i played the window's version of doom. I found it odd that the older version wasn't really the same to say doom 95. Also i knw that the dos version played the music diffrently and it's graphic's etc.

Any cool fact's about the dos version?

Old Post 09-01-09 02:09 #
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Eponasoft
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Arg, apostrophe abuse!

Cool facts about the DOS version? Hrm...it runs in DOS? :)

Old Post 09-01-09 02:28 #
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Whoo
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Thorgrim103 said:
I'm just saying this due to the fact i played the window's version of doom. I found it odd that the older version wasn't really the same to say doom 95.


Doom95 was made two years after DOOM.exe. Chocolate Doom's goal is to emulate the original Doom behaviour as close as possible, while giving it Windows support. And of course it's going to be blurry. Old PC's couldn't handle much, and it runs on 320x200 by default.

Old Post 09-01-09 03:04 #
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exp(x)


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Thorgrim103 said:
Any cool fact's about the dos version?

Older versions had a three-screen mode.

Old Post 09-01-09 03:05 #
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