The best around
User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > DOOM RETRO v1.8 (updated August 2, 2015)
Pages (23): « First ... « 2 3 4 [5] 6 7 8 » ... Last »  
Author
All times are GMT. The time now is 23:30. Post New Thread    Post A Reply
Quasar
Moderator


Posts: 6495
Registered: 08-00


Hi. Lines 526-541 and 630-635 of f_finale.c appear to have possibly been derived from recent addition of the same feature in the Eternity Engine. This may not be the case and if so I think it's cool we came up with the same idea at around the same time, but, if it was borrowed directly, I'd appreciate acknowledgment of the fact somewhere.

There are multiple ways this can be done, any one of which would be satisfactory, such as:
  • Including an AUTHORS file in your source repository
  • Including a readme file in the repo and with the binary, containing a list of contributors
  • Adding (c) 2014 James Haley to the header of the source file in question.
I recognize you are under no legal obligation under the terms of the GPLv3 to provide such recognition. This is only a polite request, if the code was in fact borrowed directly.

Old Post Jan 24 2014 15:40 #
Quasar is offline Twitter account Youtube Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



Quasar said:
Hi. Lines 526-541 and 630-635 of f_finale.c appear to have possibly been derived from recent addition of the same feature in the Eternity Engine. This may not be the case and if so I think it's cool we came up with the same idea at around the same time, but, if it was borrowed directly, I'd appreciate acknowledgment of the fact somewhere.

You're absolutely right Quasar. I did get the idea from the Eternity Engine source. I did add an appropriate credit to the top of f_finale.c but soon before I uploaded the source to GitHub for the first time, I replaced the comments at the top of each source file, and forgot about it. I'm sorry, and am more than happy to acknowledge other people's work. I'll correct it straight away.

Old Post Jan 24 2014 21:31 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



NightFright said:
Looking at your new v1.1 release... if you had told me you wouldn't need the background images included with those help screens, I could have given you my templates (only with the text) directly. Would have saved you that effort. Just saying. :P

LOL! At the time I wasn't thinking of it, and it didn't take too much to remove the background once I had. I didn't want to bother you again with it! Thanks again for your help!

Old Post Jan 24 2014 21:53 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Quasar
Moderator


Posts: 6495
Registered: 08-00



bradharding said:
You're absolutely right Quasar. I did get the idea from the Eternity Engine source. I did add an appropriate credit to the top of f_finale.c but soon before I uploaded the source to GitHub for the first time, I replaced the comments at the top of each source file, and forgot about it. I'm sorry, and am more than happy to acknowledge other people's work. I'll correct it straight away.

No problem and no hard feelings. It's happened to me before (got called out for accidentally putting GPL header on a ZDoom module :P )

Old Post Jan 25 2014 00:55 #
Quasar is offline Twitter account Youtube Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
jeff-d
Green Marine


Posts: 37
Registered: 11-13


Hi Brad,

I think that pretty much all source port authors "borrow" code and ideas from each other, and we'd all like to get an acknowledgement.

In the interests of sharing here's a couple of ideas:

When using the -nomonsters cheat on a level with sector tags 666 or 667 then those sectors are actioned.

I've added idclevee to change level by simulating leaving via the exit.
And idcleves to exit via the secret exit.
(I originally put these in to make it easier to test my reworking of the intermission texts)

I've got a cheat on the map, pressing 'k' shows me where the keys are.

Old Post Jan 25 2014 23:52 #
jeff-d is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



jeff-d said:
When using the -nomonsters cheat on a level with sector tags 666 or 667 then those sectors are actioned.

Thanks jeff-d for your suggestions. I especially like this one, and if I do implement it, I'll be sure to give you credit for it! :)

Old Post Jan 26 2014 20:28 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Magnetick
Mini-Member


Posts: 85
Registered: 09-13


Do you think it would be possible to have some sort of HUD in widescreen? I'm playing it, and 4:3 looks very ugly on my monitor, when I switch the widescreen I really can't keep tabs on my ammo or health. Vanilla Doom had the same issue.

Old Post Jan 27 2014 00:01 #
Magnetick is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



Magnetick said:
Do you think it would be possible to have some sort of HUD in widescreen? I'm playing it, and 4:3 looks very ugly on my monitor, when I switch the widescreen I really can't keep tabs on my ammo or health. Vanilla Doom had the same issue.

Yes, I'm looking at some sort of HUD, once I can settle on how I want it to look. Can I ask what you mean by "very ugly" in 4:3? Are you just not liking the pillarboxes or is there some other issue? If there's any stretching or cropping, what resolution are you running at and any chance of a screenshot? Thanks.

Old Post Jan 27 2014 00:06 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Slippy_Pig
Warming Up


Posts: 20
Registered: 07-12


Erm...I believe this is obvious to most people, but it's lost on me...how do I play other WADs with this? It seems that I can play DooM II and nothing other than DooM II when DooM II is in the folder with Doom Retro. If I delete the DOOM2 WAD but leave another WAD in, such as tnt, it plays tnt. Is there any more convenient way of playing other WADs?

And also, how do I play custom WADs? Sorry for my terrible english.

Old Post Jan 29 2014 21:46 #
Slippy_Pig is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



Slippy_Pig said:
Erm...I believe this is obvious to most people, but it's lost on me...how do I play other WADs with this? It seems that I can play DooM II and nothing other than DooM II when DooM II is in the folder with Doom Retro. If I delete the DOOM2 WAD but leave another WAD in, such as tnt, it plays tnt. Is there any more convenient way of playing other WADs?

And also, how do I play custom WADs? Sorry for my terrible english.

To use other IWADs (DOOM.WAD, TNT.WAD, etc.), specify -IWAD file.WAD on the command-line.

For those who don't know how:
* right-click on doomretro.exe and click "Create shortcut"
* right-click on the new shortcut and click "Properties"
* under the Shortcut tab, add the command-line option(s) you want to the end of the text in the "Target" field (in this case, " -iwad tnt.wad") and click "OK".
* (for custom wads, you would put " -iwad doom2.wad -file custom.wad").

You can create multiple shortcuts for the IWADs you have.

I'll make sure I have some detailed instructions for the next version of DOOM RETRO, and eventually I'll have an installer which will (at the very least) create the shortcuts automagically.

Hope this helps. And you're English is fine! :P

__________________
Brad Harding Developer of DOOM RETRO
brad@doomretro.com www.doomretro.com twitter.com/doomretro facebook.com/doomretro

Old Post Jan 29 2014 22:00 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
jeff-d
Green Marine


Posts: 37
Registered: 11-13



bradharding said:
* (for custom wads, you would put " -iwad doom2.wad -file custom.wad").

Is the -iwad argument still necessary Brad? My port looks inside the Pwad and automagically selects the best Iwad to use with it. I rather assumed that other ports did this too?

Jeff

Old Post Jan 29 2014 22:52 #
jeff-d is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
axdoom1
Member


Posts: 309
Registered: 05-11



bradharding said:
For those who don't know how:
* right-click on doomretro.exe and click "Create shortcut"
* right-click on the new shortcut and click "Properties"
* under the Shortcut tab, add the command-line option(s) you want to the end of the text in the "Target" field (in this case, " -iwad tnt.wad") and click "OK".
* (for custom wads, you would put " -iwad doom2.wad -file custom.wad").
You can create multiple shortcuts for the IWADs you have.

I prefer batch files. It's faster to modify than shortcuts and it's not more complicated.
For a batch file, create a new text file, edit it and write "doomretro.exe -iwad <iwadname.wad> -file <pwadname.wad>" then save it. Rename the file's extension (.txt) to ".bat".

jeff-d said:
Is the -iwad argument still necessary Brad? My port looks inside the Pwad and automagically selects the best Iwad to use with it.

It's a good feature suggestion if it hasn't been implemented yet.

Last edited by axdoom1 on Jan 29 2014 at 23:07

Old Post Jan 29 2014 23:02 #
axdoom1 is offline Twitter account Youtube Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



jeff-d said:
Is the -iwad argument still necessary Brad? My port looks inside the Pwad and automagically selects the best Iwad to use with it. I rather assumed that other ports did this too?


axdoom1 said:
It's a good feature suggestion if it hasn't been implemented yet.

You're right, that's a great suggestion! I'll definitely add it as a feature... Thanks!

BTW, jeff-d, your previous suggestion of activating tags 666/667 when -nomonsters is used has been implemented. :)

Old Post Jan 29 2014 23:36 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Slippy_Pig
Warming Up


Posts: 20
Registered: 07-12



bradharding said:
(snip)

Thank you much!

Retrodoom is awesome :D

Old Post Jan 29 2014 23:47 #
Slippy_Pig is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
jeff-d
Green Marine


Posts: 37
Registered: 11-13



bradharding said:
BTW, jeff-d, your previous suggestion of activating tags 666/667 when -nomonsters is used has been implemented. :)

I might be missing something, but I can't see where you've done the Commander Keens at doom2 level 32.

Old Post Jan 30 2014 00:30 #
jeff-d is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



jeff-d said:
I might be missing something, but I can't see where you've done the Commander Keens at doom2 level 32.

I had already accommodated for the Keen's back in v1.0. There's a separate check for them in P_SpawnMapThing() in p_mobj.c.

Old Post Jan 30 2014 00:45 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
jeff-d
Green Marine


Posts: 37
Registered: 11-13



bradharding said:
I had already accommodated for the Keen's back in v1.0. There's a separate check for them in P_SpawnMapThing() in p_mobj.c.


Ooh, so there is, how did I miss that!!!

Old Post Jan 30 2014 00:59 #
jeff-d is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Gez
Why don't I have a custom title by now?!


Posts: 12471
Registered: 07-07



jeff-d said:
I might be missing something, but I can't see where you've done the Commander Keens at doom2 level 32.

The Keens' effect is not tied to level, contrarily to the bossdeath effects. You can have functional Keens on each and every map slot.

Old Post Jan 30 2014 06:59 #
Gez is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Giomancer
Mini-Member


Posts: 75
Registered: 06-02



bradharding said:
Chocolate DOOM uses the same library: do you get the same amount of hanging using that port? I'll need to test this further in case something else is causing this...

I'd actually like to point out fraggle *did* manage to fix that odd hang in the music fairly recently! I'm not sure what he did, but definitely take a look at choco-doom's repo on github.

Old Post Jan 31 2014 00:53 #
Giomancer is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
axdoom1
Member


Posts: 309
Registered: 05-11



Giomancer said:
I'd actually like to point out fraggle *did* manage to fix that odd hang in the music fairly recently! I'm not sure what he did, but definitely take a look at choco-doom's repo on github.

Are you sure? If it was fixed in Chocolate-Doom recently, I can't find when.
Otherwise Doom retro might be using outdated libraries. There was a delay in SDL_mixer that caused lag spikes a long time ago, this bug is supposed to be fixed now.

Old Post Jan 31 2014 04:52 #
axdoom1 is offline Twitter account Youtube Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



axdoom1 said:
...Otherwise Doom retro might be using outdated libraries...

And after checking the DLL's I included with DOOM RETRO 1.1, I'm embarrassed to say that I did include older versions (SDL 1.2.14 and SDL_mixer.dll 1.2.11). My bad. They'll be up to date in the next version of course... :)

Old Post Jan 31 2014 05:14 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
jeff-d
Green Marine


Posts: 37
Registered: 11-13


Hi,

I've been looking in the bugs wiki

http://doomwiki.org/wiki/Moving_pla..._in_saved_games

I think that we both still have this bug as there seems to be come code missing from P_ArchiveSpecials.

When a platform is suspended, it's code pointer gets set to zero in the same way that a ceiling does. However, there is no code in P_ArchiveSpecials to save suspended platforms.

So I think that we need to add...

code:
if (th->function.acv == (actionf_v)NULL) { for (i = 0; i < MAXCEILINGS; i++) if (activeceilings[i] == (ceiling_t *)th) break; if (i < MAXCEILINGS) { saveg_write8(tc_ceiling); saveg_write_pad(); saveg_write_ceiling_t((ceiling_t *)th); continue; } for (i = 0;i < MAXPLATS;i++) if (activeplats[i] == (plat_t*) th) break; if (i < MAXPLATS) { saveg_write8(tc_plat); saveg_write_pad(); saveg_write_plat_t((plat_t *)th); continue; }



The code in P_UnArchiveSpecials tc_plat has however, got the correct code to only fill in the function.acp1 pointer if the thinker is non-zero.

Last edited by jeff-d on Feb 2 2014 at 11:48

Old Post Jan 31 2014 12:28 #
jeff-d is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



jeff-d said:
I've been looking in the bugs wiki

http://doomwiki.org/wiki/Moving_pla..._in_saved_games

I think that we both still have this bug as there seems to be come code missing from P_ArchiveSpecials.


Thanks jeff-d! I recall looking at this bug at some stage in the past, so its great to finally have a fix for it. I'll make use of it straight away!

Old Post Jan 31 2014 20:11 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Magnetick
Mini-Member


Posts: 85
Registered: 09-13



bradharding said:
Yes, I'm looking at some sort of HUD, once I can settle on how I want it to look. Can I ask what you mean by "very ugly" in 4:3? Are you just not liking the pillarboxes or is there some other issue? If there's any stretching or cropping, what resolution are you running at and any chance of a screenshot? Thanks.

Sorry it took me a few days, been busy.

http://puu.sh/6FhK6.jpg (This link may expire someday within the next few months. Might be replaced with an irrelevant picture.)

I took a pic in windowed because I really can't work this thing in fullscreen, but you should get the idea. When the game switches to widescreen, the game is in widescreen, but the HUD is gone like when vanilla is set to max screensize.

Also, if you are having trouble setting on what kind of wide screen HUD to use, maybe you could have multiple options?

Old Post Jan 31 2014 21:50 #
Magnetick is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



Magnetick said:
Sorry it took me a few days, been busy.

...

I took a pic in windowed because I really can't work this thing in fullscreen, but you should get the idea. When the game switches to widescreen, the game is in widescreen, but the HUD is gone like when vanilla is set to max screensize.

Also, if you are having trouble setting on what kind of wide screen HUD to use, maybe you could have multiple options?

Thank you for responding. Your screenshot looks fine, though. It looks as designed. And in widescreen mode, not showing the HUD (ie status bar) is as its meant to be as well. To show the usual status bar in widescreen mode would require resizing of the player's view to fit it in, affecting either its aspect ratio or field of view, which is something I don't want to do. So overlaying a completely different HUD of some sort over the top is what I'm working on...

Maybe something like these mockups?


__________________
Brad Harding Developer of DOOM RETRO
brad@doomretro.com www.doomretro.com twitter.com/doomretro facebook.com/doomretro

Last edited by bradharding on Jan 31 2014 at 23:20

Old Post Jan 31 2014 22:13 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Magnetick
Mini-Member


Posts: 85
Registered: 09-13



bradharding said:
Thank you for responding. Your screenshot looks fine, though. It looks as designed. And in widescreen mode, not showing the HUD (ie status bar) is as its meant to be as well. To show the usual status bar in widescreen mode would require resizing of the player's view to fit it in, affecting either its aspect ratio or field of view, which is something I don't want to do. So overlaying a completely different HUD of some sort over the top is what I'm working on...

Maybe something like these mockups?


Hm. The mockups aren't showing for me. Is it just me?

Old Post Jan 31 2014 22:58 #
Magnetick is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



Magnetick said:
Hm. The mockups aren't showing for me. Is it just me?

Strange. How 'bout now?

Old Post Jan 31 2014 23:20 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
BaronOfStuff
Senior Member


Posts: 1714
Registered: 06-08


I'm seeing nothing either. Try clicking this and this instead.

Old Post Feb 1 2014 00:14 #
BaronOfStuff is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
jeff-d
Green Marine


Posts: 37
Registered: 11-13



bradharding said:
Thanks jeff-d! I recall looking at this bug at some stage in the past, so its great to finally have a fix for it. I'll make use of it straight away!



I should point out that the code hasn't been tested at all - or even compiled. It's just a quick mock up to show how I think that it would look in your port - so treat with caution!

Old Post Feb 1 2014 00:57 #
jeff-d is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bradharding
Member


Posts: 297
Registered: 08-12



jeff-d said:
I should point out that the code hasn't been tested at all - or even compiled. It's just a quick mock up to show how I think that it would look in your port - so treat with caution!

I've tested it and it appears to work fine. Already been commited!

Old Post Feb 1 2014 01:16 #
bradharding is offline Twitter account Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 23:30. Post New Thread    Post A Reply
Pages (23): « First ... « 2 3 4 [5] 6 7 8 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > DOOM RETRO v1.8 (updated August 2, 2015)

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.