Gibbon Posted December 10, 2021 So the icon has been chosen (with a tiny addition) - now committed to the repo and will be used for the icons for the 2.9.1 release. Spoiler Thanks Wavy! I'll be making a Doom Retro esque wiki on Github so everyone will get credit for stuff. And thanks also to all the submissions, you're all way better artists than me! This community really is fantastic. 9 Share this post Link to post
Gibbon Posted December 11, 2021 Ok, I'm not sure if it is just me or if anyone else actually loves GRNROCK? To be honest, everytime I see it I want to pluck my eyes out. I ask because I did this: Spoiler I used FLOOR7_1 for both DOOM1 and DOOM2. I feel it is a lot more neutral and less offensive than GRNROCK.. kinda gives it the '3DO look' too. But I'm not sure if this is considered committing a grievous sin or not. Yay or nay? 2 Share this post Link to post
SilentD00mer Posted December 11, 2021 46 minutes ago, Gibbon said: Ok, I'm not sure if it is just me or if anyone else actually loves GRNROCK? To be honest, everytime I see it I want to pluck my eyes out. I ask because I did this: Hide contents I used FLOOR7_1 for both DOOM1 and DOOM2. I feel it is a lot more neutral and less offensive than GRNROCK.. kinda gives it the '3DO look' too. But I'm not sure if this is considered committing a grievous sin or not. Yay or nay? Is it possible to make this optional and configurable in the menu? 0 Share this post Link to post
Gibbon Posted December 11, 2021 Just now, SilentD00mer said: Is it possible to make this optional and configurable in the menu? That's a good idea, I'll see if I can expose a variable there. But as it's a lump name it would be a choice between GRNROCK and something else. 5 Share this post Link to post
Gez Posted December 11, 2021 The best way to make this an option would be to add a string CVAR. If set, it overrides the game default. If not set (empty string) or invalid (texture name not found) then the game default is used. 0 Share this post Link to post
Gibbon Posted December 11, 2021 (edited) 41 minutes ago, Gez said: The best way to make this an option would be to add a string CVAR. If set, it overrides the game default. If not set (empty string) or invalid (texture name not found) then the game default is used. Yes it would be, only problem is that this is defined as part of gameinfo which demands a flat set in wadsrc/mapinfo/doomcommon.txt so exposing a CVAR is not compatible with an FString. I tried already, it crashes immediately on startup. The exact code is: V_DrawBorder: picnum = TexMan.CheckForTexture (gameinfo.BorderFlat, FTexture::TEX_Flat); Basically it takes the flat defined in borderflat in doom1.txt and doomcommon.txt. The function itself only accepts those items. Edit: So the solution it seems would be to write a CUSTOM_CVAR to override the setting and set the lumpname as an FString. Probably a bit too much for the 2.9.1 release, but I will add it to my list of stuff. Edited December 11, 2021 by Gibbon 0 Share this post Link to post
Hitboi Posted December 11, 2021 2 hours ago, Gibbon said: I used FLOOR7_1 for both DOOM1 and DOOM2. I feel it is a lot more neutral and less offensive than GRNROCK.. kinda gives it the '3DO look' too. But I'm not sure if this is considered committing a grievous sin or not. Yay or nay? Yes. Yes and yes! Personally, GRNROCK looks ugly to me. I'm noticing these green borders on the edge between the FLOOR7_1 graphic and the player camera, is it possible to change the color of those borders so it looks more fitting? I know that these little border sprites are called "BRDR_[XX]" in both Doom 1 and 2, they also appear in the Vanilla Doom save/load game and settings menu but I think ZDoom doesn't use these sprites. 1 Share this post Link to post
Gez Posted December 11, 2021 2 hours ago, Gibbon said: picnum = TexMan.CheckForTexture (gameinfo.BorderFlat, FTexture::TEX_Flat); 2 hours ago, Gibbon said: Yes it would be, only problem is that this is defined as part of gameinfo which demands a flat set in wadsrc/mapinfo/doomcommon.txt so exposing a CVAR is not compatible with an FString. I tried already, it crashes immediately on startup. The exact code is: V_DrawBorder: picnum = TexMan.CheckForTexture (gameinfo.BorderFlat, FTexture::TEX_Flat); Basically it takes the flat defined in borderflat in doom1.txt and doomcommon.txt. The function itself only accepts those items. IIRC, CheckForTexture uses a const char* as its parameter. So you use CVAR.GetChars(). picnum = TexMan.CheckForTexture (r_borderflat.GetChars(), FTexture::TEX_Flat); if (picnum == FTextureID(-1) || picnum == FTextureID(0)) picnum = TexMan.CheckForTexture (gameinfo.BorderFlat, FTexture::TEX_Flat); I think that would be enough? 1 Share this post Link to post
Gibbon Posted December 11, 2021 7 minutes ago, Gez said: IIRC, CheckForTexture uses a const char* as its parameter. So you use CVAR.GetChars(). picnum = TexMan.CheckForTexture (r_borderflat.GetChars(), FTexture::TEX_Flat); if (picnum == FTextureID(-1) || picnum == FTextureID(0)) picnum = TexMan.CheckForTexture (gameinfo.BorderFlat, FTexture::TEX_Flat); I think that would be enough? Hmm.. that could work. I totally overlooked that, I'll implement it and check it. 0 Share this post Link to post
JackBoi Posted December 11, 2021 (edited) 3 hours ago, SilentD00mer said: Is it possible to make this optional and configurable in the menu? i really like this idea, a customizable texture for that, i hate GRNROCK and i cant get my fancy widescreen huds working in rzdoom, so this seems like a fine solution. edit: actually, i can get widescreen huds working by setting up a new resolution (i chose 426x200), making the game think its 4:3 (even though its 16:9), and then setting "force aspect ratio" to 16:9. just wanted to edit this in case anyone else wanted to try out a widescreen hud. no clue if it works outside of strife though, i've only really been testing out strife. 2 Share this post Link to post
Gibbon Posted December 11, 2021 (edited) Well dudes, it is done. Not quite the same, as it may seem obvious but a CVAR has the type F<type>Cvar. So FStringCvar, FIntCvar etc.. so it isn't a const char if it is a configurable option. However, me being me.. I managed to do it by (and I feel really dirty by the way) hardcoding a const char in its place and matching the configurable integer value to what texture is displayed. In total, I will add 4 configurations (one for Doom, Doom 2 and co, Heretic and Hexen) - I don't own strife and have no idea what flats are used. This way, there will be 4 user configurable options for each of the 4 games. If you want, feel free to list down what flats you would love to be able to use. We can vote on the most popular ones and I'll add in the 4 for each game. I'm assuming we all have Heretic and Hexen right? :) Edited December 11, 2021 by Gibbon 1 Share this post Link to post
Gez Posted December 11, 2021 (edited) 7 minutes ago, Gibbon said: In total, I will add 4 configurations (one for Doom, Doom 2 and co, Heretic and Hexen) - I don't own strife and have no idea what flats are used. This way, there will be 4 user configurable options for each of the 4 games. It's possible to have cvars that are saved per-game -- just like key bindings in Doom are not the same as those in Heretic and so on. If they have the CVAR_ARCHIVE flag but not the CVAR_GLOBALCONFIG, they'll be separate for each game. So no need to add four different CVARs. Also I'm not sure what's wrong with GetChars()? 0 Share this post Link to post
Gibbon Posted December 11, 2021 (edited) 8 minutes ago, Gez said: It's possible to have cvars that are saved per-game -- just like key bindings in Doom are not the same as those in Heretic and so on. If they have the CVAR_ARCHIVE flag but not the CVAR_GLOBALCONFIG, they'll be separate for each game. So no need to add four different CVARs. Also I'm not sure what's wrong with GetChars()? Yeah I know :) I've already added those for Extra Gibbing and half weapon bob and no weapon bob configs :P (but I think you're misunderstanding it here). Ok, the non technical speech. <cvar name>.GetChars() <-- not a const char. CVAR (Int, String, Bool) are all F<type>Cvar 'not' a const char *. So that cannot be used at all. It is either the const char * that is found in mapinfo and directed to an FString (which is compatible) or a const char * in the form of hardcoded text. Unless I add a CVAR (Const) value but that'll be a pain in the backside. Short speech - I'm fine with it, so it is done :) 0 Share this post Link to post
drfrag Posted December 11, 2021 But this was already possible in the MAPINFO/GameInfo definition right? 0 Share this post Link to post
Gibbon Posted December 11, 2021 Correct, but it was not exposed as a configurable option in the menudef.txt. 0 Share this post Link to post
JackBoi Posted December 11, 2021 52 minutes ago, Gibbon said: I don't own strife and have no idea what flats are used see if you can get a copy, i wouldnt want strife support to be removed from this port because you cant test it. 0 Share this post Link to post
Gibbon Posted December 11, 2021 Well I can buy the Veteran Edition I guess. I've never once played it. 4 Share this post Link to post
DuckReconMajor Posted December 11, 2021 7 hours ago, Gibbon said: Ok, I'm not sure if it is just me or if anyone else actually loves GRNROCK? It used to absolutely drive me nuts, I hated it so much. But over the years I got used to it. And of course wide status bars are everywhere now! I definitely am in favor of having the option to change the flat that's used, you would be a hero 1 Share this post Link to post
Gibbon Posted December 11, 2021 Ok, so this is how it looks Spoiler Heretic and Hexen have only 4 choices at the moment. Once I get Strife I'll make sure they all get 6 each (Doom has 6). All textures are based on the Shareware versions so there are no missing flats for any version. Each game is separated in the scripts with its own integer values so they never affect each other and each game saves its own state. 6 Share this post Link to post
Gibbon Posted December 12, 2021 So GOG has now made me 8 euro's poorer. Guess I'll play some strife now. 3 Share this post Link to post
Dusty_Rhodes Posted December 12, 2021 Honestly a good game. I've been playing on Steam a lot lately. I think I'll make a review post after beating it. 1 Share this post Link to post
Gibbon Posted December 12, 2021 58 minutes ago, Dusty_Rhodes said: Honestly a good game. I've been playing on Steam a lot lately. I think I'll make a review post after beating it. Definitely, I quite like it. Though one villager who stole my 5 gold got turned into extra gibbing :D I tried the Veteran Edition from Nightdive but it made my Macbook heat up like Chernobyl. So I used RZDoom and Sprinkled instead :P Spoiler So that's all the games supported. I've pushed it all to the repository. I'll get those brdr edges done too. 1 Share this post Link to post
Biodegradable Posted December 12, 2021 Hey Gibb, I tried running the windows version, but I got this error: It's missing a sound thingy of sorts? 0 Share this post Link to post
Gibbon Posted December 12, 2021 1 hour ago, Biodegradable said: Hey Gibb, I tried running the windows version, but I got this error: It's missing a sound thingy of sorts? Depends which platform. Windows and Mac detect OpenAL but Windows uses System Sound and doesn't use MS Wavetable by default. So switch to that in the options and it'll be fine. 0 Share this post Link to post
Biodegradable Posted December 12, 2021 (edited) 42 minutes ago, Gibbon said: Depends which platform. Windows and Mac detect OpenAL but Windows uses System Sound and doesn't use MS Wavetable by default. So switch to that in the options and it'll be fine. It won't let me access the menu to do so. It just immediately crashes to this screen after booting. EDIT: Okay nevermind, I got it to work now. I guess my computer just had a brain-fart. I've got music going, but not sound fx. Edited December 12, 2021 by Biodegradable 1 Share this post Link to post
Gibbon Posted December 12, 2021 (edited) 15 minutes ago, Biodegradable said: It won't let me access the menu to do so. It just immediately crashes to this screen after booting. EDIT: Okay nevermind, I got it to work now. I guess my computer just had a brain-fart. I've got music going, but not sound fx. For SoundFX, Redneckerz mentioned this too. Delete OpenAL32.dll. I wasn't sure if it is needed on Windows so I included it, but he said renaming it or deleting it solved that problem. If that works, I won't include the DLL for further releases. Its just that I have all development libraries in my Windows path and so I cannot easily test what works with or without something. 0 Share this post Link to post
Biodegradable Posted December 12, 2021 4 minutes ago, Gibbon said: Delete OpenAL32.dll. I wasn't sure if it is needed on Windows so I included it, but he said renaming it or deleting it solved that problem. If that works, I won't include the DLL for further releases. Terribly sorry but have no idea how to do that, mate. 0 Share this post Link to post
Gibbon Posted December 12, 2021 14 minutes ago, Biodegradable said: Terribly sorry but have no idea how to do that, mate. I've just thrown up a bundle for Windows (same download). This one includes OpenAL32.dll (the initial version did not). 0 Share this post Link to post
SilentD00mer Posted December 12, 2021 18 hours ago, Gibbon said: Ok, so this is how it looks Hide contents Heretic and Hexen have only 4 choices at the moment. Once I get Strife I'll make sure they all get 6 each (Doom has 6). All textures are based on the Shareware versions so there are no missing flats for any version. Each game is separated in the scripts with its own integer values so they never affect each other and each game saves its own state. Very cool! These textures look very natural to me! If I'm not mistaken, wads/mods can specify a custom texture for the border too, right? 0 Share this post Link to post
Gibbon Posted December 12, 2021 46 minutes ago, SilentD00mer said: Very cool! These textures look very natural to me! If I'm not mistaken, wads/mods can specify a custom texture for the border too, right? Yes they still can via mapinfo lumps etc.. Just set it to 'default' and it'll be overidden by the wad/mod. 0 Share this post Link to post