BBQgiraffe Posted October 8, 2021 17 hours ago, Sinshu said: It seems that the top & bottom values in visplanes overflow. In hi-res, since the screen height can be > 255, the type of these values should be 16-bit or greater integer. Here is how Crispy Doom does for this:https://github.com/fabiangreffrath/crispy-doom/blob/a3b7534cfe4b142a0b46180d7edf9b10a5df9e12/src/doom/r_defs.h#L475 thanks, at least it's a different bug now! throws an error in R_DrawColumn but if I disable it, the game looks ok, at least it does if you stand still 2 Share this post Link to post
Dark Pulse Posted October 8, 2021 (edited) 2 hours ago, BBQgiraffe said: l ...So THAT'S how you got the white so white and creamy in Neapolitan Doom. 2 Share this post Link to post
BBQgiraffe Posted October 8, 2021 1 minute ago, Dark Pulse said: ...So THAT'S how you got the white so white in Neapolitan Doom. not exactly vanilla doom 1 Share this post Link to post
BBQgiraffe Posted October 8, 2021 also I must elaborate that the text shown is to test the lua scripting feature 1 Share this post Link to post
Dark Pulse Posted October 8, 2021 (edited) 4 minutes ago, BBQgiraffe said: not exactly vanilla doom I mean, if you're backed-up, sure... 2 minutes ago, BBQgiraffe said: also I must elaborate that the text shown is to test the lua scripting feature Is it defined by a CUMZONE lump? 2 Share this post Link to post
BBQgiraffe Posted October 8, 2021 Just now, Dark Pulse said: Is it defined by a CUMZONE lump? no but that would be really cool 1 Share this post Link to post
Dark Pulse Posted October 8, 2021 (edited) 1 minute ago, BBQgiraffe said: no but that would be really cool I smell an easter egg feature. It totally will give a whole new insight to Hexen whenever you grab a Krater of Might. 1 Share this post Link to post
xdude_gamer Posted October 8, 2021 27 minutes ago, BBQgiraffe said: no but that would be really cool CUMZONE lump could determine when a fatal error occurs, or maybe when the game encounters a problem with visplanes or something along those lines. 0 Share this post Link to post
BBQgiraffe Posted October 8, 2021 ok so using a unsigned 32 bit int for visplanes caused extreme bugs but using 16 bit seems to solve most of the issues, although some issues still remain near the bottom of the screen 0 Share this post Link to post
BBQgiraffe Posted October 8, 2021 ok so it only crashes if I replace the top and bottom arrays with uin32_t,hmm 0 Share this post Link to post
BBQgiraffe Posted October 8, 2021 ok after replacing some uses of 0xff with 0xffffffffu it doesn't have any glitches and hasn't crashed so far 0 Share this post Link to post
BBQgiraffe Posted October 8, 2021 can go to 960x600 before it crashes lol 0 Share this post Link to post
BBQgiraffe Posted October 8, 2021 sprite are almost working once I get that working I'll release 0.03, 0.04 will be more focused on lua and removing map limits 0 Share this post Link to post
BBQgiraffe Posted October 9, 2021 damn I remember getting this exact error when I was first starting out, I do not at all remember how I fixed it 0 Share this post Link to post
xdude_gamer Posted October 9, 2021 4 minutes ago, BBQgiraffe said: damn I remember getting this exact error when I was first starting out, I do not at all remember how I fixed it Oh gosh, this might take a while. 0 Share this post Link to post
Gibbon Posted October 9, 2021 I hate Zone errors. Took me about 1 week to rewrite it so it is always happy. Maybe try and give other source ports a look at what they do. I used quite a bit of PRBoom+ Zone stuff in ReBOOM. 2 Share this post Link to post
BBQgiraffe Posted October 9, 2021 why is mouse look broken again I didn't even touch it!!!!! 1 Share this post Link to post
BBQgiraffe Posted October 9, 2021 oh the mouse code was using a hardcoded 320 for scaling calculations, my bad lmao 2 Share this post Link to post
BBQgiraffe Posted October 9, 2021 increased some static limits and now Hellbound runs fine, huds still broken though 1 Share this post Link to post
BBQgiraffe Posted October 9, 2021 I'm in a super spooky mood does anyone know any good halloween themed wads I could test? 1 Share this post Link to post
xdude_gamer Posted October 9, 2021 1 hour ago, BBQgiraffe said: I'm in a super spooky mood does anyone know any good halloween themed wads I could test? 1 Share this post Link to post
BBQgiraffe Posted October 9, 2021 SIGIL runs fine as well, I set the max visplanes to an incredibly high number so you'd have to do some fuckery to get it to crash 1 Share this post Link to post
xdude_gamer Posted October 9, 2021 22 minutes ago, BBQgiraffe said: SIGIL runs fine as well, I set the max visplanes to an incredibly high number so you'd have to do some fuckery to get it to crash Everything is good but the status bar is the stuff of horror films 1 Share this post Link to post
BBQgiraffe Posted October 9, 2021 1 minute ago, xdude_gamer said: Everything is good but the status bar is the stuff of horror films yeah I still can't figure out what's going on with the status bar, it uses the same draw function as all the other ui items so it should just, be there 1 Share this post Link to post
xdude_gamer Posted October 9, 2021 20 minutes ago, BBQgiraffe said: yeah I still can't figure out what's going on with the status bar, it uses the same draw function as all the other ui items so it should just, be there Idk. Maybe you might find info here https://doom.fandom.com/wiki/Status_bar 0 Share this post Link to post
BBQgiraffe Posted October 9, 2021 fixed the status bar, releasing 0.03 once I figure out how to fix the zone memory fuckery 0 Share this post Link to post
xdude_gamer Posted October 9, 2021 22 minutes ago, BBQgiraffe said: fixed the status bar, releasing 0.03 once I figure out how to fix the zone memory fuckery Yes. Perhaps bugs can be placed in the CUMZONE lump lmao 1 Share this post Link to post
BBQgiraffe Posted October 9, 2021 made it so that zip resources can override iwad entries, tested this by replacing the intro music with a midi from Nitemare 3D 1 Share this post Link to post