Filled with the code of Doom
Hi everyone. I've been working on some other stuff recently and haven't done much work on Chocolate Doom. This is why I haven't done a new release yet. I have been doing some work on it over the last few weeks, however, and I certainly haven't given up on it.
I'm currently working on new networking code, you can track my work via CIA.
Not really; keep in mind that back when they made STRAIN there was nothing but Doom2 to test it on. Of the 24 sounds they added, only 3 have a rate of 11025 Hz, 1 of 15591 Hz, 1 of 16518 Hz, 1 of 18542 Hz, 1 of 20812 Hz, 7 of 22050 Hz, 1 of 27781 Hz, and 9 of 44100 Hz. Doom2 plays all of them. In Sci2 there are issues with a couple weapon sounds that don't work, but they seem to be corrupt, since they are apparently 11,025 Hz (XWE extracts them and then you can play them with Media Player at 11,025 without problems.)
Doom has issues with WAVs mainly if they aren't 8-bit mono files.
Thanks for the correction, you are right. I have corrected the sound code, so that sounds of any sample rate will play. I added some checks on the sound effect headers, to make sure that sound effects are valid before playing them. This ensures that the sound effects in Scientist 2 do NOT play (the same behavior as Vanilla Doom), but the ones in STRAIN do play correctly.
I just remembered something (actually quite useful) which can be found in Doom 1.9 but not in Chocolate Doom: skill level 0 support.
I've fixed this, as well.
The skill variable in Doom is an enumeration (skill_t), rather than a normal integer. When you use "-skill 0", it tries to set the variable to -1, which is not a valid value for the type. Apparently gcc treats this differently than the compiler used for Vanilla Doom. Nothing was ever changed in the code which altered this behavior (it was never "fixed"), it's just a result of the different compiler.