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ketmar

k8vavoom: no good thing ever dies!

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On 1/25/2022 at 3:57 AM, ketmar said:

you're more than welcome! i will happily put a link to your repository here and on k8vavoom site, if you'll do it. i don't want that in the main repo, but that's mostly it. i'm ready to answer any questions (if i know the answers, of course ;-), and to promote any porting efforts. so it could be "the official unofficial MacOS X port". ;-)

 

:) it will take at least quite some time.  20 minutes spent porting it got to me the dreaded part....  vavoomc.

 

Oh boy..  this will be interesting, because it is all coded to GCC'isms.  Even the goto statements are totally wrong for Clang :D

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2 hours ago, Gibbon said:

Oh boy..  this will be interesting, because it is all coded to GCC'isms.

yeah. that's one of my reasons to reject patches: i am absolutely happy with gcc-specific code, and have no intentions to trade gcc extensions for "portability" (whatever it means ;-). and that's why i said earlier that maintaining the port will be a massive PITA, because i won't stop even for a millisecond before introducing Yet Another GCC'ism into the code.

 

and if you will manage to overcome that, you will face more subtle issue: unaligned memory access by casting pointer types left and right. the whole code is absolutely sure that any pointer can be casted into any other pointer, and minimum required align for any data is 1 byte.

 

also, "-fwrapv" is a must. the code simply won't work otherwise. and math should not be "fast" (i.e. inf/nan should not be equal to zero — this is one of the quirks of "fastmath" mode; there are more).

 

at least i am honest about all that. ;-)

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1 minute ago, ketmar said:

yeah. that's one of my reasons to reject patches: i am absolutely happy with gcc-specific code, and have no intentions to trade gcc extensions for "portability" (whatever it means ;-). and that's why i said earlier that maintaining the port will be a massive PITA, because i won't stop even for a millisecond before introducing Yet Another GCC'ism into the code.

 

and if you will manage to overcome that, you will face more subtle issue: unaligned memory access by casting pointer types left and right. the whole code is absolutely sure that any pointer can be casted into any other pointer, and minimum required align for any data is 1 byte.

 

at least i am honest about all that. ;-)

That is totally fine and nice that your honest.  I may try using the GCC in homebrew to at least skip all that nonsense and get right to the parts that are more OS specific.

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6 hours ago, camper said:

Is it possible to run ipk3 files in vavoom?

sure. just use "-iwad" CLI arg.

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On 1/30/2022 at 5:35 PM, Gibbon said:

That is totally fine and nice that your honest.  I may try using the GCC in homebrew to at least skip all that nonsense and get right to the parts that are more OS specific.

Do be on the lookout for those OpenGL Program handle types; they are void* in macOS.

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(2021, Dec 31 build)
Played a little Hexen with this port and alas the game goes into the console when you try to go from the level of Seven portals (map02) to Guardian of fire (Map04).

8.PNG

Edited by Kenon

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5 hours ago, Kenon said:

Played a little Hexen with this port and alas the game goes into the console when you try to go from the level of Seven portals (map02) to Guardian of fire (Map04).

thank you! yes, it's a known bug, @TDRR reported it some time ago. polyobject checker have to be much more strict for the new 3d pobj feature, and raven's maps are as buggy as id's ones. ;-) sorry, there is no workaround for now, it will be fixed in the next public build.

 

p.s.: btw, there is conlog.log file the engine creates automatically, with all the text it printed into the console. i'm ok with screenshots, no problems, just thought that you might not notice it. ;-)

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On 2/9/2022 at 11:09 PM, Gunrock said:

Im a little late....but thanks for the new build Ketmar!!!

thank you! text editor project is going fine (i'm already using the new editor for development of the new editor), so i hope to return to k8vavoom soon.

 

(whispers) after i play all new wads i missed… from the last summer, oops… ;-)

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@Kenon fixed, should work in the next build. as i am still working on SXED (around 2 mb of C sources, at least twice as much rewritten, and i'm not done yet ;-), i think i will fix some more small bugs, and release a maintenance build around… March, i hope. ;-)

Edited by ketmar

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Ketmar: nice port!  Very fun to use.

 

I was playing ftp://mirrors.syringanetworks.net/idgames/levels/doom2/Ports/m-o/ma_val.zip (yes, because Decino just played it ;), and found that there is an irritating repeating sound (which seems to be associated from the ceiling/floor fan near the entrance, see screenshot).  Repro'd in today's master and the build561231 tag, Debian 11 / x64.

 

Not entirely sure why this sound it is being triggered by the fan -- no similar sounds play here in gzdoom.  Just in case other sounds from the mod were involved, I unpacked the zip+pk3, removed all the sounds and sndinfo.lmp, and the sound remained. 

 

I did some logging and it seems to be from sound 207 (lump 65929) (plats/pt1_mid: dsstnmov). 

 

I can work around it in source for now (faking an error) and all else is fine.  File with related logs attached (using the original .pk3 and "Warning: sound" logging and my hack active).

 

edit: I realized there is a gzdoom feature to show a "video feed" near this area, which isn't in this port -- not that I'd expect all those things to work here.  But that feed seems to refresh at the same rate as the sound does.  Maybe that's related?

screenshot-20220219-191806.jpg

log.zip

Edited by pramenid : possible reason

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5 hours ago, pramenid said:

Ketmar: nice port!  Very fun to use.

thank you!

 

5 hours ago, pramenid said:

and found that there is an irritating repeating sound (which seems to be associated from the ceiling/floor fan near the entrance, see screenshot)

this is thing #168 (ambient sound #7). the engine somehow choose the wrong ambient sound for that: it should be "ambient 2", but the engine took something completely different. ;-) looks like a bug, i will take a look, thank you!

 

btw, you can use "mypos" console command to tell the engine to show your exact position, sector number, and even console commands to warp to that place. ;-)

 

and thank you for trying k8vavoom, and for your investigation!

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@pramenid and i was totally wrong, lol. everything is ok with ambient sounds, it was invalid detection of insta-moving ceilings. that trick is used to create fan shadows, but the engine failed to detect that it is insta-move, and started ceiling move sequence each time. of course, on the next frame it aborts the sequence, because the ceiling arrived at its destination, so all you could hear is farting. ;-)

 

fixed in master, thank you!

Edited by ketmar : wording, as usual…

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Quote

fixed in master, thank you!

 

Works, thanks!

 

And thanks for the tip about `mypos`... I was trying to find some way to get that to appear on the automap but gave up, lol.  Must remember the Quake influences :)

 

While I've got your attention... this issue might be a little deeper. 

 

In that same wad, at map start, after you go through the first available door and land at "695 648 0", then shoot the lone zombieman, the horde of enemies hidden outside the map all make a lot of noise and you hear them making noise for the rest of the level.  This also doesn't happen in gzdoom (where they stay silent and you're none the wiser about them until they teleport in after hitting a switch at "423 522 0").  Something something sound-blocking linedefs?

 

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Ketmar: another report from "playing WADs in different engines".  I see in Hurt (https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hurt) that the smashing columns seem to have a miscalculation of their texture coords.  Right outside the entrance ("4594 -3740 -260").

 

Not sure if this is related to the warning: "Warning: /home/ejs/Downloads/games/Hurt.wad:decorate:104: Empty state detected; this may not work as you expect!"  This WAD is pretty but full of suspicious log messages...

 

 

Spoiler

master of today:

texture-oddness.gif.09eff3b5f590299d788d90bf845dad6b.gif

 

and gzdoom:

texture-gzdoom.gif.c7e906fa00960fc339fea2e94a611b23.gif

 

(Ignore the blood on the columns, it's meant to flow up... and both ports show odd along inside the border inside the bottom of the columns.)  

 

hurt-log.zip

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Also, sorry to report that in Hurt.wad, this elevator doesn't work (I hear the sound effects but nothing changes):  at "3809 -4148 -223".  (Also, the "leaking sounds from monsters" issue affects this WAD too.)

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10 hours ago, pramenid said:

the smashing columns seem to have a miscalculation of their texture coords

thank you! UDMF texture coords calculations are completely fucked up: they aren't properly documented (especially when some scaling is used), and allow negative scales (which is complete nonsence). each time i'm fixing something in one map, some another map breaks. ;-) i'll take a look, thank you!

 

15 hours ago, pramenid said:

the horde of enemies hidden outside the map all make a lot of noise and you hear them making noise for the rest of the level.  This also doesn't happen in gzdoom (where they stay silent and you're none the wiser about them until they teleport in after hitting a switch at "423 522 0").  Something something sound-blocking linedefs?

there couldn't be any sound blocking linedefs, because they will block shooting sounds, and the enemies in those closets will never awake... unless it is done with joined sectors, and then the sound propagates through all joined parts, of course.

 

but sure, thank you, i'll take a look at what exactly is happening there. maybe i fucked up some condition again. ;-)

 

9 hours ago, pramenid said:

sorry to report that

why, it's great that you're reporting bugs! this is the only way to have them fixed after all. ;-)

 

9 hours ago, pramenid said:

in Hurt.wad, this elevator doesn't work (I hear the sound effects but nothing changes):  at "3809 -4148 -223"

and even more thanks! will take a look too.

 

i created tickets for all your reports, so don't worry, they won't be lost. thank you for your patience and willingness (is it a right word?) to report bugs!

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as we have a fuckin' war here, the project is on hold now. sorry. have to play real-life CoD/Battlefield for a little. not my favorite type of games, tbh.

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4 minutes ago, ketmar said:

as we have a fuckin' war here, the project is on hold now. sorry. have to play real-life CoD/Battlefield for a little. not my favorite type of games, tbh.

Please stay safe :(  DM me if there's anything I can do for you and K8 for now.

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7 minutes ago, Remilia Scarlet said:

Please stay safe :(  DM me if there's anything I can do for you and K8 for now.

thank you! sadly, you can't do anything now (neither can i), only wait and hope for the best. or at least for something not really bad. ;-)

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Just now, ketmar said:

thank you! sadly, you can't do anything now (neither can i), only wait and hope for the best. or at least for something not really bad. ;-)

Well for now I'll make sure to keep extra backups of the Fossil repo just in case your computer gets broken ^_^

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14 minutes ago, Remilia Scarlet said:

Well for now I'll make sure to keep extra backups of the Fossil repo just in case your computer gets broken ^_^

yeah, that would be great! sure, there is git mirror, but Fossil also has tickets, and such. tbh, that's what i hoped people will do — clone my fossil to make backups for me. ;-)

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2 hours ago, pramenid said:

All the best!  Enjoying Ancient Aliens this week :)

yay. i didn't finished it, too hard for me. and i'm happy to read that at least other people are ok, and living their normal lives. it's the best support. just don't report bugs for now, please, 'cause they may be missed. ;-)

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Posted (edited)

Hey man! Hope you're doing alright, good luck out there.

 

I've recently tried to compile and run k8v on Puppy Slacko 8.3.2 beta, which was shockingly, really easy! Didn't expect the only requirement to be SDL2, that's awesome.
But I've run into an issue. While shadowmaps work fine,  neither stencil shadows nor lightmaps work. Stencil shadows just behave as if dyn lights had been disabled, and lightmapping looks like... this:

Spoiler

Screenshot.png.691414db51994342f5223ba8981bfe14.png

 

I assume that's due to this:

Init: OpenGL: Intel Open Source Technology Center / Mesa DRI Intel(R) G41 (ELK) / 2.1 Mesa 21.1.1
Error: OpenGL: your GPU drivers are absolutely broken.
Error: OpenGL: reported OpenGL version is NOTHING, which is a nonsense.
Error: OpenGL: expect crashes and visual glitches (if the engine will run at all).

Any workaround for that? (and, I'd stick with shadowmapping, but performance decays really, REALLY quick on this old iGPU)

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Posted (edited)
41 minutes ago, TDRR said:

Any workaround for that?

alas, there is only one way to fix it: throw away that crappy intel gpu emulator. the engine says the exact reason why nothing will work as expected. the hardware is perfectly capable to do everything k8vavoom needs, but the drivers are FUBARed.

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p.s.: as i can't actively work on k8vavoom now, i wanted to upload the maintenance build with some small bugfixes, but sadly, catbox.moe upload server is down. if it will start accepting uploads again, i'll make a release.

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1 hour ago, ketmar said:

alas, there is only one way to fix it: throw away that crappy intel gpu emulator. the engine says the exact reason why nothing will work as expected. the hardware is perfectly capable to run everything k8vavoom needs, but the drivers are FUBARed.

Fair enough, that's reasonable. Either way I just decided to lower the resolution and played around with some of the shadowmap and light filtering features, and squeezed some more performance out. Looks pretty and runs acceptably, so I'm happy! :p

I wonder, though- are there any other options? Going back to Windows for this PC is an absolute no for me, those drivers are horrible and crash exceedingly often. And in Linux, well the other ones I know are practically ancient Mesa versions under a different name, AFAICT. Either way, I'll stick with this, so thanks anyways.

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Posted (edited)
34 minutes ago, TDRR said:

I wonder, though- are there any other options?

sadly, i don't think so. intel drivers cannot even report OpenGL version — so don't expect anything to work there. they have broken shaders, broken stencil buffer, broken FBO, broken scissoring, broken multitexturing… basically, everything is completely broken. it's not a kind of "not quite right" situation, all those things are completely broken, and cannot be workarounded with any hacks. i spent a lot of time trying, but then simply gave up; mission impossible.

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