GoneAway Posted February 8, 2021 The game logic isn't running faster than 35 fps, but the rendering logic is. It interpolates the motion - if you are getting 2k fps, then it projects the positions of everything based on where you are "in between" the game engine frames. I assume it spends way more time rendering than it does on the game engine if you play uncapped (except for maps with huge amounts of monsters). It's possible the interpolation code is somehow to blame, or that introducing a framerate cap would fix spikes. I'll look into those things eventually. 1 Share this post Link to post
Eric Claus Posted February 9, 2021 This might sound goofy but a work around could be enabling vsync if it doesn't kill your performance in it's own right. While not a performance issue I noticed Crispy Doom on widescreen likes to wobble/warp with an uncapped rate but vsync locking it in made it look fine. That said I don't imagine vsync actually caps the rendering rate like kraf is talking about? Might be worth a try in the meantime. 0 Share this post Link to post
Spectre01 Posted February 9, 2021 I've used RivaTuner previously to cap GLBoom+ FPS to 200. It was giving me issues with a couple other applications and eventually stopped working, but worth a try. Vsync hasn't felt good for me in any FPS games and 35FPS feels too choppy. 1 Share this post Link to post
El Juancho Posted February 12, 2021 (edited) Should i turn on carry fractional tics? It is better? Edit: Mmm, i think it has less input lag. Edited February 12, 2021 by JuanchoES 0 Share this post Link to post
Shepardus Posted February 12, 2021 "Carry fractional tics" changes how small mouse movements are handled when using -shorttics or recording a demo. With it off, small mouse movements are dropped if they are not large enough to turn the player a full turn increment (i.e. 1/256 of a full 360-degree spin). With it on, those "fractional tics" are carried over to future frames so they aren't lost even if they don't immediately result in rotation. You can see the effect of this if you move your mouse to rotate very slowly (and are using shorttics/recording a demo). With the setting on, you'll turn very slowly, as would seem natural for a slow mouse movement like that. Since you're using shorttics, the turning will appear to come in distinct increments because demos can't record smaller turn increments than that, but you will still turn. With the setting off, however, you won't turn at all. The mouse movement during a single time increment is too small to produce a single turn increment, so that fractional turn is dropped and it's as if you didn't turn at all. I would recommend turning the setting on unless you're already used to having it off (which is how PrBoom+ was before this setting was introduced). I've heard of people preferring it switched off to avoid accidentally turning when lining up a glide (as small mouse movements won't result in a turn), but having it on is definitely the more natural behavior. 5 Share this post Link to post
GarrettChan Posted February 12, 2021 30 minutes ago, Shepardus said: You can see the effect of this if you move your mouse to rotate very slowly (and are using shorttics/recording a demo). With the setting on, you'll turn very slowly, as would seem natural for a slow mouse movement like that. Since you're using shorttics, the turning will appear to come in distinct increments because demos can't record smaller turn increments than that, but you will still turn. With the setting off, however, you won't turn at all. The mouse movement during a single time increment is too small to produce a single turn increment, so that fractional turn is dropped and it's as if you didn't turn at all. I would recommend turning the setting on unless you're already used to having it off (which is how PrBoom+ was before this setting was introduced). I've heard of people preferring it switched off to avoid accidentally turning when lining up a glide (as small mouse movements won't result in a turn), but having it on is definitely the more natural behavior. I finally understand what does this do now... and figured out why I left it off while most of people say turning it on is better... 0 Share this post Link to post
Grain of Salt Posted February 12, 2021 imo getting the right angle for glides is harder if you're using longtics 1 Share this post Link to post
Eric Claus Posted February 13, 2021 I know a little late to the party on this but, Heretic and eventually Hexen support?!? https://www.youtube.com/watch?v=Kp56UB8g3vU 0 Share this post Link to post
GoneAway Posted February 13, 2021 Updated to v0.12.1 (see download in first post) What's new: - Heretic is now playable (beta) Heretic info: - demo-compatible (all the demos stored on dsda are in sync). - Not everything is a 1 to 1 match with vanilla heretic (similar to doom in prboom+) - some of this will be fixed and refined. The game should be identical mechanically. - Heretic game logic should be set automatically if you use HERETIC.WAD as the iwad. If it doesn't work for some reason, please use the "-heretic" commandline option. This flips a switch in the engine that determines all the core game data. - You do not need to (and can't) set the complevel when playing heretic. It is implicitly set to 0, since heretic is based on doom v1.2. - Setting the "Status Bar and Menu Appearance" option to "not adjusted" will have no effect for heretic (it will default instead to "Doom format"). - The "Apply multisampling" automap option is disabled for heretic. - The automap is partially supported. It's functional but does not have, for example, the parchment background. That being said, many of the extra features added in prboom+ also apply to the heretic automap. Automap colors are not configurable for heretic. - Some of the more advanced port features are not implemented for heretic yet, and using them may cause crashes or other odd behaviour. This includes ghost players, key frames (working but not always in sync), and the analysis code. - Heretic cheats aren't implemented yet, but you should be able to use the corresponding doom ones (i.e., iddt works but ravmap does not). - Dehacked support for heretic isn't implemented / investigated yet. - At the end of E2, one of the images requires palette swapping. This is not implemented yet, so the image will look wrong. - There isn't a separate heretic configuration file - if you'd like to keep different key configurations for each game, you'll have to keep two config files (for now). - Save files are not compatible with the original. - Advanced hud is not implemented for heretic. - Extended hud colors are different due to heretic's different palette and the existing color translation tables. This can be improved eventually. - The heretic font does not have all the characters that the doom font does. As a result, the prboom+ hud font has been extended to the full character set and is used in various menus instead of using heretic's own font. - Some menus extend over the hud. This will be cleaned up later. - Any number of things may be broken...please let me know on dw or discord if you run into a problem. General info: - since the structure of internal data has changed to accommodate heretic, save files are now completely incompatible with pr+ and with old versions of dsda-doom. - pr+ allowed you to set mp3 files to be played in place of music lumps. This feature is currently disabled due to some changes made to support heretic. - since the hud font has been expanded, I added a % sign to the kill% on the extended hud - there is only one executable now instead of two (also in pr+) - mouse wheel as a key binding has been fixed (also in pr+) - more mouse buttons can be used now (also in pr+) - fix for windows alt-tab focus issue (also in pr+) - fix for odd strafe values (also in pr+) (I'll be making a separate thread about this topic if you don't know what it means.) - umapinfo (also in pr+) - various other small fixes from pr+ - The executable, wad, and config file are now "dsda-doom". You can copy your config file over if you'd like, as the format isn't different. - Mal aka @129thVisplane has designed a new icon for the port (it's embedded for windows but I still need to update the mac build process). --- It's always been an idea to do this but I never felt like I understood enough about pr+ to take it on. At the end of 2020 though I had some time off of work and said, why not just go for it? 🤠 The code footprint of heretic in isolation is ~47k lines (based on crispy), to give you an idea of the scale. PR+ has all the logic for doom v1.2 already implemented, since it supports those demos, so much of the common code from doom was already in place, but integrating the heretic logic into all the places where PR+ diverged from doom was quite a task. There's still a lot to do as listed above, but I'm releasing as a beta now after a month and a half because it has finally achieved the heretic feel and is complete enough to be enjoyed by both runners and casual players. Also, we can finally viddump heretic demos! The original code is based on crispy heretic, so a huge thanks goes out to Fabian and all the contributors there and in chocolate heretic who kept the love for heretic alive. This release wouldn't be possible without KD, who verified all the demos (multiple times) and helped investigate various issues and desyncs. Special thanks also goes out to Shock, ZM, Elim, and various folks who helped out either directly or indirectly on discord. What's next? - Right now I'm completely rewriting the way the port handles key bindings so that (a) all inputs are bindable to key / mouse / joy and (b) we can have multiple sets of bindings in one config file and cycle through them in the game. - All of the stuff still missing from heretic mentioned above. - Most likely fixing a lot of bugs that people find. Thanks and enjoy! :^) 26 Share this post Link to post
GarrettChan Posted February 14, 2021 Thanks for the updates! Didn't check thoroughly, but just a quick reply. Heretic works pretty good, but the sound effect of using a menu item is wrong IIRC? Also, the launcher doesn't support Heretic.wad was an IWAD (it seems I can't pick in the launcher, and I have to use command for now). Besides this, it works great. The little polishes can be done slowly. 1 Share this post Link to post
Shepardus Posted February 14, 2021 Wasn't mentioned here, but I thought I'd note that there's now a dedicated button for toggling vertical mouse movement, so you don't have to do the weird thing with toggling mouselook to achieve that. (This is also in PrB+) 2 Share this post Link to post
CorianderCastor Posted February 14, 2021 Sweet, the more raven ports the better. 1 Share this post Link to post
tmorrow Posted February 14, 2021 13 hours ago, kraflab said: - fix for windows alt-tab focus issue (also in pr+) *weeps with joy* - this used to drive me mad in prboom+ 2.5.1.4 (and earlier) 6 Share this post Link to post
rehelekretep Posted February 14, 2021 yeah this is the fix that will make me upgrade lol 2 Share this post Link to post
GarrettChan Posted February 14, 2021 17 hours ago, Shepardus said: Wasn't mentioned here, but I thought I'd note that there's now a dedicated button for toggling vertical mouse movement, so you don't have to do the weird thing with toggling mouselook to achieve that. (This is also in PrB+) Nice, this is alternative way to fix the skybox problem (probably only in GLBoom+), which is nice to me. I hate that warped skybox... 5 hours ago, tmorrow said: *weeps with joy* - this used to drive me mad in prboom+ 2.5.1.4 (and earlier) TBH... I didn't think this is a problem for somebody else, so just dealt with it and never mentioned it. Somehow this made me feel better because it's not only my problem, lol. 3 Share this post Link to post
Eric Claus Posted February 14, 2021 Excellent! It's awesome to see the dedicated development and the rapid pace of features. I am feeling pretty spoiled. 3 Share this post Link to post
Redneckerz Posted February 14, 2021 DSDA-Doom is branching far ahead of its PrBoom underpinings with the amount of work Kraflab has been doing. Even when you are not a speedrunner, DSDA-Doom becomes increasingly more enticing as a regular playing port. The work done by @kraflab and consorts is astounding. And because of it i am going to nominate it for a Cacoward. 5 Share this post Link to post
CorianderCastor Posted February 14, 2021 It was funny to see the fuzz effect in Heretic. I also had the chaos device sprite not appear in the inventory bar. The different border texture feels so weird to me. But hey, the claw's powered version actually works, unlike EE. And acid rain! Both engines are somewhat off, but living in a world with multiple Boomy Heretic choices is excellent. And I can easily live with this until EE is gameplay complete. Also, I love that binding artifacts is in the menu. Just like Hexen II. 0 Share this post Link to post
Gez Posted February 15, 2021 On dimanche 14 février 2021 at 12:28 AM, kraflab said: - You do not need to (and can't) set the complevel when playing heretic. It is implicitly set to 0, since heretic is based on doom v1.2. Can we hope to eventually get Heretic complevels for the various versions of Heretic? @NY00123's work here can be a starting point. 1 Share this post Link to post
GoneAway Posted February 15, 2021 11 minutes ago, Gez said: Can we hope to eventually get Heretic complevels for the various versions of Heretic? @NY00123's work here can be a starting point. Could you explain a bit what the point would be? All the heretic demos on dsda are in sync already, so I'm not seeing any value. If you're looking for an exact authentic experience of heretic, this is already the wrong place - let alone seeing the different old versions. 1 Share this post Link to post
Andromeda Posted February 15, 2021 1 minute ago, kraflab said: Could you explain a bit what the point would be? All the heretic demos on dsda are in sync already, so I'm not seeing any value. If you're looking for an exact authentic experience of heretic, this is already the wrong place - let alone seeing the different old versions. The only scenario where I can see that being useful is if one wants to run a PWAD that requires an older version of Heretic to work correctly. I'm not aware of any though, much less if there's any behaviour difference between versions. 1 Share this post Link to post
SiFi270 Posted February 15, 2021 Complevels for earlier versions of Heretic would at least allow the demos built into the IWAD to run properly. 0 Share this post Link to post
ReaperAA Posted February 15, 2021 Firstly i would like to congratulate kraflab for implementing Heretic. We now finally have a "PrBoom for Heretic". This can open up new opportunities for more vanilla centric Heretic wads. Now regarding the Heretic complevel discussion, I am personally against implementing more complevels into the port, unless there are any speedrun demos that depend on older versions of Heretic (Heretic's demo loop/attract mode demos don't count) . There are already enough Doom complevels and I don't want to see Heretic having many (obscure) complevels. 2 Share this post Link to post
Gez Posted February 15, 2021 1 minute ago, ReaperAA said: (Heretic's demo loop/attract mode demos don't count) I don't agree with that. 2 Share this post Link to post
ReaperAA Posted February 15, 2021 (edited) 8 minutes ago, Gez said: I don't agree with that. I mean if there is an actual speedrun that depends on older version of Heretic than sure, do implement it. But is implementing complevel for Heretic 1.0 just for the sake of Demo loops really worth the hassle? 1 Share this post Link to post
seed Posted February 15, 2021 3 hours ago, ReaperAA said: I mean if there is an actual speedrun that depends on older version of Heretic than sure, do implement it. But is implementing complevel for Heretic 1.0 just for the sake of Demo loops really worth the hassle? I'm sure someone out there cares enough to have this right. Congrats on the release indeed, never thought I'd see Heretic support in PrBoom, woah there. I suppose Hexen will be next? 1 Share this post Link to post
Dimon12321 Posted February 15, 2021 (edited) DSDA-Doom is a speedrun-oriented port, first of all. Nobody would give an elder version of Heretic/Hexen a try or some unknown custom WAD that somehow isn't compatible with the latest version, let alone speedrun it. Edited February 15, 2021 by Dimon12321 0 Share this post Link to post
dew Posted February 15, 2021 46 minutes ago, Dimon12321 said: DSDA-Doom is a speedrun-oriented port, first of all. I would actually disagree with that definition - as a fork of prboom-plus, there's a bredth of complevels for fantastically exotic historic versions of Doom, including 1.2. No one would ever seriously play or record on them unless you have an extremely specific goal, but they're still supported and sometimes they allow like 5 rare demos to be played back. This is, imo, the main mission and all the speedrunning features and popularity with speedrunners stem from it, not the other way. That said, exotic Heretic complevels do seem like a hell of a stretch goal to me and probably aren't high on kraflab's todo list. 4 Share this post Link to post
CorianderCastor Posted February 15, 2021 I would 💯 expect a PrBoom Heretic to support complevels since it's essentially the mission statement of the port. But this is a separate engine. Although It would be nice to not have to load Heretic 1.0 in a DOS environment to view the damn attract mode. 1 hour ago, Dimon12321 said: Nobody would give an elder version of Heretic/Hexen a try or some unknown custom WAD that somehow isn't compatible with the latest version You underestimate people, you really do. I patched a copy of Serpent Rider to 1.0 just to view the attract mode. I patch doom stuff all the time just for curiosities. I can't be the only one, since these patches are extremely easy to come by. This makes me want to see just how broken 1.0 of Hexen truly is. 0 Share this post Link to post