Trilby Trillion Posted April 15, 2021 (edited) 8 hours ago, JadingTsunami said: Nice find. Looks like this is because S_ParseMusInfo() called from P_SetupLevel() wipes out the current music structure. Would you like to file an issue? Done and done. EDIT: So it looks like it had already been reported a while back, whoops! Edited April 15, 2021 by Trilby Trillion 0 Share this post Link to post
SiFi270 Posted April 19, 2021 I'm having some strange problems with Cringe. I know it worked fine with earlier versions, but now when I try to launch it there's a seemingly random (but more than half) chance of a signal 11 message before the title screen even appears. If nothing else, it seems I can consistently bypass it by warping directly to the episode via command line. Speaking of, here's my .bat if it helps in any way: Spoiler prboom-plus -iwad .\v1.2\doom.wad -file .\mods\cosmetic\playpal\jovpal\jovpal.wad .\mods\cosmetic\sfx\pk-doom-sfx\pk_doom_sfx_20120224.wad .\mods\cosmetic\full\sprfix\d1spfx19.wad .\maps\doom\cringe\cring666.wad .\maps\doom\cringe\cringfix.wad .\maps\doom\cringe\cringsnd.wad -complevel 0 But I don't suppose it will, because I've already tried changing different parts of it enough to determine that the problem is specifically with cring666.wad, and not the IWAD, the other files, or the complevel. 2 Share this post Link to post
P41R47 Posted April 19, 2021 (edited) 6 minutes ago, SiFi270 said: I'm having some strange problems with Cringe. I know it worked fine with earlier versions, but now when I try to launch it there's a seemingly random (but more than half) chance of a signal 11 message before the title screen even appears. If nothing else, it seems I can consistently bypass it by warping directly to the episode via command line. Speaking of, here's my .bat if it helps in any way: Hide contents prboom-plus -iwad .\v1.2\doom.wad -file .\mods\cosmetic\playpal\jovpal\jovpal.wad .\mods\cosmetic\sfx\pk-doom-sfx\pk_doom_sfx_20120224.wad .\mods\cosmetic\full\sprfix\d1spfx19.wad .\maps\doom\cringe\cring666.wad .\maps\doom\cringe\cringfix.wad .\maps\doom\cringe\cringsnd.wad -complevel 0 But I don't suppose it will, because I've already tried changing different parts of it enough to determine that the problem is specifically with cring666.wad, and not the IWAD, the other files, or the complevel. I experience the same with Cygnus IV an old mapset, too. It crash on Signal11 just when reaching the exit of the first map. In my case, i don't have anything loaded aside from the pwad and it respective deh patch. 1 Share this post Link to post
JadingTsunami Posted April 19, 2021 1 hour ago, P41R47 said: I experience the same with Cygnus IV an old mapset, too. It crash on Signal11 just when reaching the exit of the first map. In my case, i don't have anything loaded aside from the pwad and it respective deh patch. 1 hour ago, SiFi270 said: I'm having some strange problems with Cringe. I tried but couldn't reproduce either of these crashes through multiple attempts. Were any warning or error messages printed? Would you be able to reproduce the issue with verbose messaging (-cout "ICWEFDA") and show us the output? 0 Share this post Link to post
P41R47 Posted April 20, 2021 (edited) 1 hour ago, JadingTsunami said: I tried but couldn't reproduce either of these crashes through multiple attempts. Were any warning or error messages printed? Would you be able to reproduce the issue with verbose messaging (-cout "ICWEFDA") and show us the output? Strangely, i can't seem to reproduce it, and now it works as it never happened :/ Its pretty strange because i didn't even update to a new dev built in a good while, so i'm still using the last official release, v2.6 version i downloaded a few months ago. Not only i didn't update, i don't touched the configs settings since i downloaded the last official release, so sorry for wasting your time. I will continue trying and checking if there is a way to replicate it. 0 Share this post Link to post
SiFi270 Posted April 20, 2021 8 hours ago, JadingTsunami said: -cout "ICWEFDA" Was I supposed to add this to the command line? Because it doesn't look like it's produced anything. As I said before, but maybe not clearly enough, the program doesn't really get a chance to start. 0 Share this post Link to post
fabian Posted April 20, 2021 Is this the 2.6um release or a development snapshot? In the past, we had some issues on Windows with WADs containing empty DEHACKED or music lumps, but these have been fixed meanwhile. 0 Share this post Link to post
SiFi270 Posted April 20, 2021 It's the last version that Never_Again shared on the previous page. I've had another look inside the wad itself and the only empty lumps are the map headers, which I know is normal. 0 Share this post Link to post
fabian Posted April 20, 2021 (edited) So, I just tried to run ./build/prboom-plus -file ~/CRING666.WAD -iwad ~/cd/src/doom.wad with the Doom v1.9 IWAD and the latest sources compiled locally in an MSYS2 environment and it worked without any problems. Edit: Another test, this time @Never_Again's latest binary release with all the DLLs it shipped in an otherwise empty directory with an empty config, dragged CRING666.wad onto the executable, it worked. Edited April 20, 2021 by fabian 0 Share this post Link to post
SiFi270 Posted April 20, 2021 I tried moving my config into another folder so a new one would be made, and now it's starting pretty consistently. I guess the problem is in here somewhere: Spoiler # Doom config file # Format: # variable value # System settings process_priority 0 # Misc settings default_compatibility_level -1 realtic_clock_rate 100 menu_background 1 max_player_corpse 32 flashing_hom 0 demo_insurance 2 endoom_mode 0x5 level_precache 1 demo_smoothturns 0 demo_smoothturnsfactor 6 boom_autoswitch 1 # Files wadfile_1 "" wadfile_2 "" dehfile_1 "" dehfile_2 "" # Game settings default_skill 4 weapon_recoil 0 doom_weapon_toggles 1 player_bobbing 1 weapon_attack_alignment 0 monsters_remember 1 monster_infighting 1 monster_backing 0 monster_avoid_hazards 1 monkeys 0 monster_friction 1 help_friends 0 allow_pushers 1 variable_friction 1 player_helpers 0 friend_distance 128 dog_jumping 1 colored_blood 1 sts_always_red 1 sts_pct_always_gray 0 sts_traditional_keys 0 sts_armorcolor_type 1 show_messages 1 autorun 1 # Dehacked settings deh_apply_cheats 1 # Compatibility settings comp_zombie 1 comp_infcheat 0 comp_stairs 0 comp_telefrag 0 comp_dropoff 0 comp_falloff 0 comp_staylift 0 comp_doorstuck 0 comp_pursuit 0 comp_vile 0 comp_pain 0 comp_skull 0 comp_blazing 0 comp_doorlight 0 comp_god 0 comp_skymap 0 comp_floors 0 comp_model 0 comp_zerotags 0 comp_moveblock 0 comp_sound 0 comp_666 0 comp_soul 0 comp_maskedanim 0 # PrBoom-plus compatibility settings comp_ouchface 0 comp_maxhealth 0 comp_translucency 0 comp_skytransfers 0 # Sound settings snd_pcspeaker 0 sound_card -1 music_card -1 pitched_sounds 0 samplerate 22050 sfx_volume 8 music_volume 8 mus_pause_opt 1 snd_channels 32 snd_midiplayer "portmidi" snd_soundfont "Rolandv3.7.sf2" snd_mididev "" lowpass_filter 0 full_sounds 0 mus_extend_volume 0 mus_fluidsynth_chorus 0 mus_fluidsynth_reverb 0 mus_fluidsynth_gain 50 mus_opl_gain 50 # Video settings videomode "8bit" screen_resolution "640x400" use_fullscreen 1 exclusive_fullscreen 0 render_vsync 1 translucency 1 tran_filter_pct 66 screenblocks 10 usegamma 2 uncapped_framerate 1 test_interpolation_method 0 filter_wall 1 filter_floor 1 filter_sprite 1 filter_z 1 filter_patch 1 filter_threshold 49152 sprite_edges 0 patch_edges 0 # OpenGL settings gl_compatibility 0 gl_arb_multitexture 1 gl_arb_texture_compression 1 gl_arb_texture_non_power_of_two 1 gl_ext_arb_vertex_buffer_object 1 gl_arb_pixel_buffer_object 1 gl_arb_shader_objects 1 gl_ext_blend_color 1 gl_ext_framebuffer_object 1 gl_ext_packed_depth_stencil 1 gl_ext_texture_filter_anisotropic 1 gl_use_stencil 1 gl_use_display_lists 0 gl_finish 1 gl_clear 0 gl_ztrick 0 gl_nearclip 5 gl_colorbuffer_bits 32 gl_depthbuffer_bits 24 gl_texture_filter 0 gl_sprite_filter 0 gl_patch_filter 0 gl_texture_filter_anisotropic 0 gl_tex_format_string "GL_RGBA" gl_sprite_offset 0 gl_sprite_blend 0 gl_mask_sprite_threshold 50 gl_skymode 3 gl_sky_detail 16 gl_use_paletted_texture 0 gl_use_shared_texture_palette 0 # Mouse settings use_mouse 1 mouse_sensitivity_horiz 20 mouse_sensitivity_vert 0 mouseb_fire 0 mouseb_strafe 1 mouseb_forward 2 mouseb_backward -1 mouseb_turnright -1 mouseb_turnleft -1 mouseb_use -1 mb_weapon1 -1 mb_weapon2 -1 mb_weapon3 -1 mb_weapon4 -1 mb_weapon5 -1 mb_weapon6 -1 mb_weapon7 -1 mb_weapon8 -1 mb_weapon9 -1 # Key bindings key_right 0xae key_left 0xac key_up 0x77 key_down 0x73 key_mlook 0x0 key_novert 0x0 key_menu_right 0xae key_menu_left 0xac key_menu_up 0xad key_menu_down 0xaf key_menu_backspace 0x7f key_menu_escape 0x1b key_menu_enter 0xd key_menu_clear 0xc8 key_setup 0xff key_strafeleft 0x61 key_straferight 0x64 key_flyup 0x7a key_flydown 0x0 key_fire 0x9d key_use 0x20 key_strafe 0xb8 key_speed 0xb6 key_savegame 0xbc key_loadgame 0xbd key_soundvolume 0xbe key_hud 0xbf key_quicksave 0xc0 key_endgame 0xc1 key_messages 0xc2 key_quickload 0xc3 key_quit 0xc4 key_gamma 0xd7 key_spy 0xd8 key_pause 0x0 key_autorun 0xba key_chat 0x74 key_backspace 0x2f key_enter 0xd key_map 0x9 key_map_right 0xae key_map_left 0xac key_map_up 0xad key_map_down 0xaf key_map_zoomin 0x3d key_map_zoomout 0x2d key_map_gobig 0x30 key_map_follow 0x66 key_map_mark 0x6d key_map_clear 0x63 key_map_grid 0x67 key_map_rotate 0x72 key_map_overlay 0x6f key_map_textured 0x0 key_reverse 0x7f key_zoomin 0x3d key_zoomout 0x2d key_chatplayer1 0x67 key_chatplayer2 0x69 key_chatplayer3 0x62 key_chatplayer4 0x72 key_weapontoggle 0x30 key_weapon1 0x31 key_weapon2 0x32 key_weapon3 0x33 key_weapon4 0x34 key_weapon5 0x35 key_weapon6 0x36 key_weapon7 0x37 key_weapon8 0x38 key_weapon9 0x39 key_nextweapon 0xec key_prevweapon 0xeb key_screenshot 0x2a # Joystick settings use_joystick 0 joy_left 0 joy_right 0 joy_up 0 joy_down 0 joyb_fire 0 joyb_strafe 1 joyb_strafeleft 4 joyb_straferight 5 joyb_speed 2 joyb_use 3 # Chat macros chatmacro0 "No" chatmacro1 "I'm ready to kick butt!" chatmacro2 "I'm OK." chatmacro3 "I'm not looking too good!" chatmacro4 "Help!" chatmacro5 "You suck!" chatmacro6 "Next time, scumbag..." chatmacro7 "Come here!" chatmacro8 "I'll take care of it." chatmacro9 "Yes" # Automap settings mapcolor_back 0xf7 mapcolor_grid 0x68 mapcolor_wall 0xb0 mapcolor_fchg 0x40 mapcolor_cchg 0x40 mapcolor_clsd 0xe7 mapcolor_rkey 0x70 mapcolor_bkey 0x70 mapcolor_ykey 0x70 mapcolor_rdor 0x0 mapcolor_bdor 0x0 mapcolor_ydor 0x0 mapcolor_tele 0x0 mapcolor_secr 0x0 mapcolor_exit 0x0 mapcolor_unsn 0x63 mapcolor_flat 0x61 mapcolor_sprt 0x70 mapcolor_item 0x70 mapcolor_hair 0xd0 mapcolor_sngl 0xd0 mapcolor_me 0x70 mapcolor_enemy 0x70 mapcolor_frnd 0x70 map_secret_after 1 map_point_coord 0 map_level_stat 1 automapmode 0x8 map_always_updates 1 map_grid_size 128 map_scroll_speed 32 map_wheel_zoom 1 map_use_multisamling 1 map_textured 0 map_textured_trans 100 map_textured_overlay_trans 66 map_lines_overlay_trans 100 map_overlay_pos_x 0 map_overlay_pos_y 0 map_overlay_pos_width 320 map_overlay_pos_height 200 map_things_appearance 2 # Heads-up display settings hudcolor_titl 5 hudcolor_xyco 3 hudcolor_mapstat_title 6 hudcolor_mapstat_value 2 hudcolor_mapstat_time 2 hudcolor_mesg 6 hudcolor_chat 5 hudcolor_list 5 hud_msg_lines 1 hud_list_bgon 0 health_red 25 health_yellow 50 health_green 100 armor_red 25 armor_yellow 50 armor_green 100 ammo_red 25 ammo_yellow 50 ammo_colour_behaviour 2 hud_num 2 hud_displayed 0 # Prboom-plus key bindings key_speedup 0x12b key_speeddown 0x12d key_speeddefault 0x12a speed_step 0 key_demo_skip 0xd2 key_level_restart 0x5b key_nextlevel 0x5d key_demo_jointogame 0x71 key_demo_endlevel 0xcf key_walkcamera 0x130 key_showalive 0x12f # Prboom-plus heads-up display settings hudadd_gamespeed 0 hudadd_leveltime 1 hudadd_demotime 1 hudadd_secretarea 1 hudadd_smarttotals 0 hudadd_demoprogressbar 1 hudadd_timests 0 hudadd_crosshair 0 hudadd_crosshair_scale 0 hudadd_crosshair_color 6 hudadd_crosshair_health 0 hudadd_crosshair_target 0 hudadd_crosshair_target_color 9 hudadd_crosshair_lock_target 0 # Prboom-plus mouse settings mouse_acceleration 0 mouse_sensitivity_mlook 20 mouse_doubleclick_as_use 0 mouse_carrytics 0 # Prboom-plus demos settings demo_extendedformat 1 demo_demoex_filename "" getwad_cmdline "" demo_overwriteexisting 1 quickstart_window_ms 0 # Prboom-plus game settings movement_strafe50 0 movement_shorttics 0 interpolation_maxobjects 0 # Prboom-plus misc settings showendoom 1 screenshot_dir "" health_bar 0 health_bar_full_length 1 health_bar_red 50 health_bar_yellow 99 health_bar_green 0 # Video capture encoding settings cap_soundcommand "oggenc2 -r -R %s -q 5 - -o output.ogg" cap_videocommand "x264 -o output.mp4 --crf 22 --muxer mp4 --demuxer raw --input-csp rgb --input-depth 8 --input-res %wx%h --fps 35 -" cap_muxcommand "mkvmerge -o %f output.mp4 output.ogg" cap_tempfile1 "output.ogg" cap_tempfile2 "output.mp4" cap_remove_tempfiles 1 cap_fps 60 # Prboom-plus video settings sdl_video_window_pos "center" palette_ondamage 1 palette_onbonus 1 palette_onpowers 1 render_wipescreen 1 render_screen_multiply 3 integer_scaling 0 render_aspect 0 render_doom_lightmaps 0 fake_contrast 1 render_stretch_hud 1 render_patches_scalex 0 render_patches_scaley 0 render_stretchsky 1 sprites_doom_order 1 movement_mouselook 0 movement_mousenovert 0 movement_maxviewpitch 90 movement_mousestrafedivisor 4 movement_mouseinvert 0 # Prboom-plus OpenGL settings gl_allow_detail_textures 1 gl_detail_maxdist 0 render_multisampling 0 render_fov 90 gl_spriteclip 2 gl_spriteclip_threshold 10 gl_sprites_frustum_culling 1 render_paperitems 0 gl_boom_colormaps 1 gl_hires_24bit_colormap 0 gl_texture_internal_hires 1 gl_texture_external_hires 0 gl_hires_override_pwads 0 gl_texture_hires_dir "" gl_texture_hqresize 0 gl_texture_hqresize_textures 0 gl_texture_hqresize_sprites 0 gl_texture_hqresize_patches 0 gl_motionblur 0 gl_motionblur_min_speed "21.36" gl_motionblur_min_angle "20.0" gl_motionblur_att_a "55.0" gl_motionblur_att_b "1.8" gl_motionblur_att_c "0.9" gl_lightmode 3 gl_light_ambient 20 gl_fog 1 gl_fog_color 0x0 useglgamma 4 gl_color_mip_levels 0 gl_shadows 0 gl_shadows_maxdist 1000 gl_shadows_factor 128 gl_blend_animations 0 # Prboom-plus emulation settings overrun_spechit_warn 0 overrun_spechit_emulate 1 overrun_reject_warn 0 overrun_reject_emulate 1 overrun_intercept_warn 0 overrun_intercept_emulate 1 overrun_playeringame_warn 0 overrun_playeringame_emulate 1 overrun_donut_warn 0 overrun_donut_emulate 0 overrun_missedbackside_warn 0 overrun_missedbackside_emulate 0 # Prboom-plus 'bad' compatibility settings comperr_zerotag 0 comperr_passuse 0 comperr_hangsolid 0 comperr_blockmap 0 comperr_allowjump 0 comperr_freeaim 0 # Prboom-plus launcher settings launcher_enable 0 launcher_history0 "doom2.wad" launcher_history1 "" launcher_history2 "" launcher_history3 "" launcher_history4 "" launcher_history5 "" launcher_history6 "" launcher_history7 "" launcher_history8 "" launcher_history9 "" # Prboom-plus demo patterns list. Put your patterns here demo_patterns_mask "demo_pattern" demo_pattern0 "DOOM 2: Hell on Earth/((lv)|(nm)|(pa)|(ty))\d\d.\d\d\d\.lmp/doom2.wad" demo_pattern1 "DOOM 2: Plutonia Experiment/p(c|f|l|n|p|r|s|t)\d\d.\d\d\d\.lmp/doom2.wad|plutonia.wad" demo_pattern2 "DOOM 2: TNT - Evilution/((e(c|f|v|p|r|s|t))|(tn))\d\d.\d\d\d\.lmp/doom2.wad|tnt.wad" demo_pattern3 "The Ultimate DOOM/(((e|f|n|p|r|t|u)\dm\d)|(n\ds\d)).\d\d\d\.lmp/doom.wad" demo_pattern4 "Alien Vendetta/a(c|f|n|p|r|s|t|v)\d\d.\d\d\d\.lmp/doom2.wad|av.wad|av.deh" demo_pattern5 "Requiem/r(c|f|n|p|q|r|s|t)\d\d.\d\d\d\.lmp/doom2.wad|requiem.wad|req21fix.wad|reqmus.wad" demo_pattern6 "Hell Revealed/h(c|e|f|n|p|r|s|t)\d\d.\d\d\d\.lmp/doom2.wad|hr.wad|hrmus.wad" demo_pattern7 "Memento Mori/mm\d\d.\d\d\d\.lmp/doom2.wad|mm.wad|mmmus.wad" demo_pattern8 "Memento Mori 2/m2\d\d.\d\d\d\.lmp/doom2.wad|mm2.wad|mm2mus.wad" # Weapon preferences weapon_choice_1 6 weapon_choice_2 9 weapon_choice_3 4 weapon_choice_4 3 weapon_choice_5 2 weapon_choice_6 8 weapon_choice_7 5 weapon_choice_8 7 weapon_choice_9 1 # Music mus_e1m1 "e1m1.mp3" mus_e1m2 "e1m2.mp3" mus_e1m3 "e1m3.mp3" mus_e1m4 "e1m4.mp3" mus_e1m5 "e1m5.mp3" mus_e1m6 "e1m6.mp3" mus_e1m7 "e1m7.mp3" mus_e1m8 "e1m8.mp3" mus_e1m9 "e1m9.mp3" mus_e2m1 "e2m1.mp3" mus_e2m2 "e2m2.mp3" mus_e2m3 "e2m3.mp3" mus_e2m4 "e2m4.mp3" mus_e2m5 "e1m7.mp3" mus_e2m6 "e2m6.mp3" mus_e2m7 "e2m7.mp3" mus_e2m8 "e2m8.mp3" mus_e2m9 "e3m1.mp3" mus_e3m1 "e3m1.mp3" mus_e3m2 "e3m2.mp3" mus_e3m3 "e3m3.mp3" mus_e3m4 "e1m8.mp3" mus_e3m5 "e1m7.mp3" mus_e3m6 "e1m6.mp3" mus_e3m7 "e2m7.mp3" mus_e3m8 "e3m8.mp3" mus_e3m9 "e1m9.mp3" mus_inter "e2m3.mp3" mus_intro "intro.mp3" mus_bunny "bunny.mp3" mus_victor "victor.mp3" mus_introa "intro.mp3" mus_runnin "runnin.mp3" mus_stalks "stalks.mp3" mus_countd "countd.mp3" mus_betwee "betwee.mp3" mus_doom "doom.mp3" mus_the_da "the_da.mp3" mus_shawn "shawn.mp3" mus_ddtblu "ddtblu.mp3" mus_in_cit "in_cit.mp3" mus_dead "dead.mp3" mus_stlks2 "stalks.mp3" mus_theda2 "the_da.mp3" mus_doom2 "doom.mp3" mus_ddtbl2 "ddtblu.mp3" mus_runni2 "runnin.mp3" mus_dead2 "dead.mp3" mus_stlks3 "stalks.mp3" mus_romero "romero.mp3" mus_shawn2 "shawn.mp3" mus_messag "messag.mp3" mus_count2 "countd.mp3" mus_ddtbl3 "ddtblu.mp3" mus_ampie "ampie.mp3" mus_theda3 "the_da.mp3" mus_adrian "adrian.mp3" mus_messg2 "messag.mp3" mus_romer2 "romero.mp3" mus_tense "tense.mp3" mus_shawn3 "shawn.mp3" mus_openin "openin.mp3" mus_evil "evil.mp3" mus_ultima "ultima.mp3" mus_read_m "read_m.mp3" mus_dm2ttl "dm2ttl.mp3" mus_dm2int "dm2int.mp3" 0 Share this post Link to post
fabian Posted April 20, 2021 @SiFi270 copied your config over, still couldn't reproduce. Could you try using a different snd_midiplayer? 0 Share this post Link to post
SiFi270 Posted April 20, 2021 It seems to work when set to "SDL", but a lot of tracks don't sound quite right. 0 Share this post Link to post
fabian Posted April 20, 2021 Looks like we could nail it down to the "portmidi" music backend. Could you confirm @P41R47? 0 Share this post Link to post
SiFi270 Posted April 20, 2021 It's not just portmidi, I tried all the others as well. SDL was the only one that made a difference. 0 Share this post Link to post
Andromeda Posted April 20, 2021 (edited) Could be a problem with that specific soundfont (Rolandv3.7.sf2) perhaps? 0 Share this post Link to post
SiFi270 Posted April 20, 2021 (edited) Seems it was. There wasn't actually a file by that name in any directory I knew of, and deleting it so there's nothing between the quotation marks seems to have done the trick. EDIT: Dang it. Spoke too soon, it's still happening. EDIT: It seems to work when I have a valid .sf2 file in there, even though it's not actually being used. Edited April 20, 2021 by SiFi270 0 Share this post Link to post
fabian Posted April 20, 2021 The soundfont is only ever read by the fluidsynth backend. 0 Share this post Link to post
P41R47 Posted April 20, 2021 (edited) 7 hours ago, fabian said: Looks like we could nail it down to the "portmidi" music backend. Could you confirm @P41R47? Nope, i can't reproduce it nor in portmidi nor in sdl. Cringe666.wad and cignusiv.wad with cignusiv.deh work without problem...at least the first map of both mapsets. Strange as it happened to me two time in a row and now i doesn't happend at all :/ Edited April 20, 2021 by P41R47 0 Share this post Link to post
Daerik Posted April 20, 2021 13 hours ago, SiFi270 said: Was I supposed to add this to the command line? Because it doesn't look like it's produced anything. As I said before, but maybe not clearly enough, the program doesn't really get a chance to start. Does it work if you use the same config file that was having issues, and passing -nomusic as a parameter? Seen a few reports of people having issues with music depending on their midi player. 0 Share this post Link to post
Demion Posted April 21, 2021 Hey! Is there a way to add the number of map you're playing to the stats or automap info? I see the name of the map but it'd be great to have which number it is. Sometimes I can't remember in which map I'm at. This often happens when I stop playing a megawad for a while, or when I play many maps in a row. I know, maybe it's kinda silly to ask for this, but I would be very greatful if you do it. Thank you, and keep up the good work for this fork! 0 Share this post Link to post
JadingTsunami Posted April 21, 2021 1 hour ago, Demion said: Hey! Is there a way to add the number of map you're playing to the stats or automap info? I see the name of the map but it'd be great to have which number it is. Sometimes I can't remember in which map I'm at. This often happens when I stop playing a megawad for a while, or when I play many maps in a row. I know, maybe it's kinda silly to ask for this, but I would be very greatful if you do it. Thank you, and keep up the good work for this fork! Typing "idclev" will show the current map number. See this issue for background. 1 Share this post Link to post
Demion Posted April 22, 2021 6 hours ago, JadingTsunami said: Typing "idclev" will show the current map number. See this issue for background. Oh, I didn't know about this. Thank you! 1 Share this post Link to post
Daerik Posted April 28, 2021 (edited) In the interest of making this port friendlier for new users, one of the biggest things I've seen people mess up is complevels. Instead of deferring to the default complevel setting, how about throwing a prompt that lets them choose one when they to launch without specifying one, or links to a resource on how to use parameters? Basically anything other than the current implementation, where someone can be playing through a set on the wrong settings and never know because it defaulted to -1. 10 Share this post Link to post
fabian Posted April 29, 2021 I don't think that throwing a prompt each time you start up prboom-plus without a -complevel parameter will help anyone, mostly because starting it without a -complevel parameter probably means that you don't care. Let's not forget about the occasional players who just want to play a round of Doom and don't even know (or care) about the differences between the different emulated engines. The expectation is pretty much that as soon as you care about complevels, you learn how to use them. I agree, however, that this is unfriendly to new users and that the README.compat document should get more advertising. 1 Share this post Link to post
Spectre01 Posted April 29, 2021 37 minutes ago, fabian said: mostly because starting it without a -complevel parameter probably means that you don't care. I always use the launcher to pick a wad and then change the complevel using the menu. 0 Share this post Link to post
fabian Posted April 29, 2021 7 minutes ago, Spectre01 said: I always use the launcher to pick a wad and then change the complevel using the menu. So it should rather be possible to set the complevel from the launcher, right? 1 Share this post Link to post
Daerik Posted April 29, 2021 1 hour ago, fabian said: I don't think that throwing a prompt each time you start up prboom-plus without a -complevel parameter will help anyone, mostly because starting it without a -complevel parameter probably means that you don't care. Let's not forget about the occasional players who just want to play a round of Doom and don't even know (or care) about the differences between the different emulated engines. The expectation is pretty much that as soon as you care about complevels, you learn how to use them. I agree, however, that this is unfriendly to new users and that the README.compat document should get more advertising. I heavily disagree with the notion that it's because they don't care. Atleast from what I've seen and who I've talked to, it is more often than not simply because they don't know better, or don't know how to launch it using a command line/write a bat file to pass the required parameters. Launchers help, but why do people need to rely on external methods to? I have recently watched @Austinado try and play through sunder using prboom-plus, didn't specify a complevel, and ran into obvious issues with pain elementals hitting a lost soul limit, but didn't know why. He knew enough to know it was broken, but not why it was happening, and then had to be walked through using a batch file to launch the game properly. 3 Share this post Link to post
Spectre01 Posted April 29, 2021 52 minutes ago, fabian said: So it should rather be possible to set the complevel from the launcher, right? That would certainly be convenient. 1 Share this post Link to post
fabian Posted April 29, 2021 18 minutes ago, Daerik said: I have recently watched @Austinado try and play through sunder using prboom-plus, didn't specify a complevel, and ran into obvious issues with pain elementals hitting a lost soul limit, but didn't know why. He knew enough to know it was broken, but not why it was happening, and then had to be walked through using a batch file to launch the game properly. Hm, I have mostly seen it from an occasional player vs. demo recording player perspective. But if you can run into problems even as an occasional player because you didn't set the complevel right, I agree that's a problem. 0 Share this post Link to post
HackNeyed Posted April 29, 2021 (edited) Hi @fabian While playing around with Woof (really digging it!) I noticed the Ouch Face was fixed as well as the SSG flash animation and since the transparency settings have been decoupled from the complevels in PrBoom-Plus anyway I think it makes sense to do the same for the Ouch Face. There is already a compat menu option for using 'buggy Ouch Face code' that could be used to toggle this if people don't like it. But seeing as every other port I use (Crispy, Woof, Eternity, GZDoom, Unity!) seems to have a working Ouch Face and a fixed SSG flash it feels like PrBoom-Plus is missing out a bit. Just a thought/wish. Thanks! 0 Share this post Link to post