dugan Posted December 8, 2015 Could you please let me know which source ports fix the Super Shotgun animation? I'm talking about this: http://doomwiki.org/wiki/File:Ssg_glitch.png As far as I know, the only one that's actually advertised as having fixed it is MBF. 0 Share this post Link to post
Linguica Posted December 8, 2015 Doom Retro does for sure. But any port will do so with a small Dehacked patch like the one in https://www.doomworld.com/vb/wads-mods/62403-doom-2-minor-sprite-fixing-project-v1-6-release-updated-8-30-15/ 0 Share this post Link to post
Khorus Posted December 8, 2015 iirc, Doomsday fixes this and the rocket launcher as well. 0 Share this post Link to post
wallabra Posted December 8, 2015 What port do you normally use? Plus does Chocolatie or Crispie fixes it? 0 Share this post Link to post
dugan Posted December 8, 2015 Gustavo6046 said:What port do you normally use? Normally? prboom-plus for demos and gzdoom for playing. Right now, though, I'm playing through Alien Vendetta in Crispy DOOM. 0 Share this post Link to post
Edward850 Posted December 8, 2015 Da Werecat said:ZDoom family does. Are you sure about this? ZDoom adheres strictly to vanilla's frame table (although it wouldn't be the first thing that was accidentally changed). 0 Share this post Link to post
Da Werecat Posted December 8, 2015 Pretty sure. I don't know what was changed, but since even MBF fixes the problem, it doesn't surprise me. 0 Share this post Link to post
Vermil Posted December 8, 2015 Khorus said:iirc, Doomsday fixes this and the rocket launcher as well. To continue Edwards850's comment. Are you sure about this? Doomsday adheres strictly to vanilla's frame table. 0 Share this post Link to post
Da Werecat Posted December 8, 2015 By the way, an excerpt from ZDoom's default DECORATE definitions: ACTOR SuperShotgun : DoomWeapon 82 { Game Doom SpawnID 33 Weapon.SelectionOrder 400 Weapon.AmmoUse 2 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Inventory.PickupMessage "$GOTSHOTGUN2" Obituary "$OB_MPSSHOTGUN" Tag "$TAG_SUPERSHOTGUN" States { Ready: SHT2 A 1 A_WeaponReady Loop Deselect: SHT2 A 1 A_Lower Loop Select: SHT2 A 1 A_Raise Loop Fire: SHT2 A 3 SHT2 A 7 A_FireShotgun2 SHT2 B 7 SHT2 C 7 A_CheckReload SHT2 D 7 A_OpenShotgun2 SHT2 E 7 SHT2 F 7 A_LoadShotgun2 SHT2 G 6 SHT2 H 6 A_CloseShotgun2 SHT2 A 5 A_ReFire Goto Ready // unused states SHT2 B 7 SHT2 A 3 Goto Deselect Flash: SHT2 I 4 Bright A_Light1 SHT2 J 3 Bright A_Light2 Goto LightDone Spawn: SGN2 A -1 Stop } }Flash states have durations 4 and 3 (originally 5 and 4). Again, it doesn't surprise me, because muzzle flashes don't affect gameplay in any serious way. They shouldn't even break demos. 0 Share this post Link to post
dugan Posted December 8, 2015 If I'm reading Chocolate DOOM's source code right, it has those frame values at 5 and 4. https://github.com/chocolate-doom/chocolate-doom/blob/master/src/doom/info.c#L175 0 Share this post Link to post
Graf Zahl Posted December 8, 2015 In case someone is interested, this was changed between ZDoom versions 1.22 and 1.23, i.e. almost 16 years ago. So far no Dehacked misbehavior has been reported. 0 Share this post Link to post
VGA Posted December 8, 2015 ZDoom fixes it, yeah, unlike prboom+. But it's not just the muzzle frames that are problematic, it's also the brown pixel in the weaponready frame, the flashing of just half the gun (easy to see in a medium brightness sector) and the frame offsets. Doom Retro fixes all of those. In ZDoom I use Smooth Doom :-D 0 Share this post Link to post
Edward850 Posted December 9, 2015 Da Werecat said:Pretty sure. I don't know what was changed, but since even MBF fixes the problem, it doesn't surprise me. Yeah, it uses timings of 4/3 rather than 5/4 in the flash. I wonder if MBF has influenced other ports with that. 0 Share this post Link to post
fabian Posted December 9, 2015 I'll fix this immediately in Crispy Doom if it can be assumed that this does not affect demo compatibility. But since it's in MBF I guess it's safe...? 0 Share this post Link to post
Linguica Posted December 9, 2015 Out of curiosity, do you suppose the SSG firing frame thing was less obvious on CRTs, or something? I'm not sure why that would be the case but it doesn't seem out of the question. 0 Share this post Link to post
scifista42 Posted December 9, 2015 Are there any ports which fix the same issue for the pistol? When you fire pistol, sprite PISGB0 is displayed for 6 tics (and followed by PISGC0), simultaneously with a muzzle flash sprite PISFA0 displayed for 7 tics. There is 1 tic when PISFA0 overlaps PISGC0, which looks glitchy and can be seen for example in the 4th screenshot in this thread (taken in ZDoom). 0 Share this post Link to post
Da Werecat Posted December 9, 2015 The engine eats the first tic of the muzzle flash. Don't ask me why - I never investigated it. Try firing the pistol in PrBoom+ with reduced game speed - you won't see the glitch. I can only assume that the muzzle flash code was changed in ZDoom. 0 Share this post Link to post
Revenant100 Posted December 9, 2015 Linguica said:Out of curiosity, do you suppose the SSG firing frame thing was less obvious on CRTs, or something? I'm not sure why that would be the case but it doesn't seem out of the question. I remember the SSG's prolonged muzzle flash frame being visible on my CRT monitor in the 90s (which happened to be captured on video here if anyone feels adventurous enough to identify the model). I distinctly recall making note of that error at the time in the MAP05 demo. Fixing this particular anomaly was even one of the first DeHackEd patches I made back when I was 9 or so years old. 0 Share this post Link to post
dugan Posted December 9, 2015 Linguica said:Out of curiosity, do you suppose the SSG firing frame thing was less obvious on CRTs, or something? I'm not sure why that would be the case but it doesn't seem out of the question. This might be because of my age difference, but I found it very obvious when I was playing DOOM on CRTs. These days, I can't even tell if it's happening in Crispy DOOM on my LCD. 0 Share this post Link to post
fraggle Posted December 9, 2015 Note that this is already included in the sprite fix project - see here. 0 Share this post Link to post
fabian Posted December 10, 2015 fabian said:I'll fix this immediately in Crispy Doom if it can be assumed that this does not affect demo compatibility. But since it's in MBF I guess it's safe...? It only affects the duration of the muzzle flash being shown. It does not affect the duration of the whole firing/reloading sequence, though. https://github.com/fabiangreffrath/crispy-doom/commit/981135bc665e20ff1eb1b02610dbd4a073e263f5 0 Share this post Link to post