ludicrous_peridot Posted August 4 If you are on dosbox_pure core, try switching to dosbox_core or dosbox_svn; I think one of them may have fluidsynth. Sorry, cant fix MIDI playback in liballegro with pure: https://github.com/schellingb/dosbox-pure/issues/71#issuecomment-757910625. Alternatively you could try OPL music. 0 Share this post Link to post
mnb Posted August 5 On 8/4/2024 at 6:15 PM, ludicrous_peridot said: If you are on dosbox_pure core, try switching to dosbox_core or dosbox_svn; I think one of them may have fluidsynth. Sorry, cant fix MIDI playback in liballegro with pure: https://github.com/schellingb/dosbox-pure/issues/71#issuecomment-757910625. Alternatively you could try OPL music. thanks for the reply dosbox core and svn play the music fine but it's the default music of doom, doesn't play the specific midi files of the wad that i load 0 Share this post Link to post
Angel Of Nemesis Posted October 1 (edited) I completed Plutonia Revisited Community Project 2 on this port. Another mod will be added for compatibility with clean DOS :). Edited October 2 by Angel Of Nemesis 0 Share this post Link to post
Doomer1999 Posted October 1 (edited) I successfully ran Doom2. I need to configure more settings. But is there a way to choose which wad to play, to launch each wad from a batch file? Edited October 1 by Doomer1999 0 Share this post Link to post
VGA Posted October 2 17 hours ago, Doomer1999 said: I successfully ran Doom2. I need to configure more settings. But is there a way to choose which wad to play, to launch each wad from a batch file? The OP has a lot of examples. Notice the -file argument 0 Share this post Link to post
Doomer1999 Posted October 8 On 10/2/2024 at 2:39 PM, VGA said: The OP has a lot of examples. Notice the -file argument Yeah, I went through them, I figured it out. 0 Share this post Link to post
Angel Of Nemesis Posted October 11 Once again about the port. I merged I-Wad Plutonia with P-Wad PRCP2 and it became so that the new animations of switches stopped working. They perform the functions of switches, but without animation. Also new waterfalls without animation. I made ANIMATED and SWITCHES lumps separated P-Wad and everything worked as it should. Why might it be that the port is not reading new animation lines from ANIMATED and SWITCHES lumps? Maybe I missed something in the settings? 0 Share this post Link to post
ludicrous_peridot Posted October 11 On 10/8/2024 at 11:01 PM, Angel Of Nemesis said: Will be Legacy of Rust support? Not planned, but I am curious what happens when you try to play it with the current binary? 1 Share this post Link to post
Angel Of Nemesis Posted October 11 2 hours ago, ludicrous_peridot said: but I am curious what happens when you try to play it with the current binary? Well, I mean that the launch is carried out with a file id1.wad. Wad loads, but for some reason dehacked doesn't work, so there are no new monsters and interior. Not all maps load, some, perhaps due to the same dehacked error, complain about a sprite error: Quote 01 - Loads 02 - R_Projectsprite: invalid sprite number 269 03,04,05,06 - Loads 07 - R_Projectsprite: invalid sprite number 273 08 - R_Projectsprite: invalid sprite number 246,247 09 - R_Projectsprite: invalid sprite number 264 10 - R_Projectsprite: invalid sprite number 266 11 - Loads 12 - R_Projectsprite: invalid sprite number 247 13,14 - Loads 15 - R_Projectsprite: invalid sprite number 273 16 - Loads 0 Share this post Link to post
ludicrous_peridot Posted October 12 Hmmm... thanks for sharing. Have read the wiki a bit - so this is because Tartar has zero support for DSDHacked, which turns out to be the baseline for RNR24/ID24. If you still have interest in loading these and testing further I could possibly cook up a test version with inflated number of sprites just to get over this limitation and see what breaks next. With no support for other baseline specifications by Tartar there's little hope the maps end up playable, but who knows ;) WRT your other question re ANIMATED/SWITCHES Tartar would not use those from iwads. I would say that's by design. Frankly speaking I am unaware of the use cases this could create problems with. 1 Share this post Link to post
Angel Of Nemesis Posted October 12 (edited) 3 hours ago, ludicrous_peridot said: I could possibly cook up a test version with inflated number of sprites just to get over this limitation and see what breaks next. Thank you very much for the explanations, and I also want to thank you for the excellent work on the port. Yes, I'm interested, I like to play in pure DOS. Please, you can write in private messages or here, I will test. When all the errors are corrected, I will go through the entire Wad for quality control. 0 Share this post Link to post
ludicrous_peridot Posted October 12 (edited) I am curious what happens if you try with the attached binary. EDIT: removed faulty build Edited October 16 by ludicrous_peridot : removed faulty build 1 Share this post Link to post
tomojin Posted October 13 I've been testing Tartar quite a bit and I'm surprised and impressed by how many modern Boom/MBF-compatible wads it can seemingly run without crashing like Boom and MBF do. (well, at least with a quick check warping to every map - I haven't been doing thorough playthroughs) I've only found a few problems that surprised me (outside of the obvious stuff like MBF21 that won't work) - all in the DBP series, which are supposed to be LR wads. I don't know if it's necessarily a goal to try to be compatible with every wad out there, or if the problems could be more on the wads' side, but still thought I'd report my findings. DBP04: Xenomorph Base For some reason MAP03 fails to load. It opens the console with the error "Not a Level: MAP03". Screenshot MBF (specifically the SNM fork I've been using) does briefly load the level before crashing with a segmentation violation. And PrBoom+ can load it. DBP13: Alien Bastards! In this one, the difficulty menu is displayed off the bottom of the screen. Screenshot Interestingly it does actually display correctly in Boom and MBF. There are also graphical problems in MAP07. (but Boom/MBF outright crash here) DBP17: Alone MAP09 crashes with a segmentation violation - first time I've seen that in Tartar, while it's much more common in Boom/MBF. DBP28: Fear and Loathing MAP01, 06, and 10 will seemingly freeze Tartar in this one. 1 Share this post Link to post
ludicrous_peridot Posted October 13 (edited) Thanks for extensive testing and accurate reporting @tomojin. I am curious if you are documenting you effort and keeping notes for PWAD-s compatibility with MBF, BOOM and other ports that you try anywhere, as I think that would be very nice to have. Out of the issues above, I can suggest copying REKKR.WAD as DBP13.WAD in SHIMS directory to see if this fixes the menu rendering problem. Also for DBP_04 it seems Tartar can be updated fairly easily to ignore cases when REJECT and BLOCKMAP are not included at all with the MAP, as opposed to being empty, so could do that in the next testing build. Others would require investigation for which I cannot make any commitments at the moment, although I admit these findings could be pointing to bugs in Tartar. Finally, even though this is not material for WAD compatibility, I recommend using latest testing build from project's github page. There was a new one under tartar-stage5m2-preview1 I published yesterday. Edited October 16 by ludicrous_peridot : corrected WAD name 1 Share this post Link to post
Angel Of Nemesis Posted October 13 15 hours ago, ludicrous_peridot said: I am curious what happens if you try with the attached binary. TAR500CL.zip IWAD found: ./doom2.wad DOOM II version Segmentation Violation and hangs... 0 Share this post Link to post
tomojin Posted October 13 7 hours ago, ludicrous_peridot said: I am curious if you are documenting you effort and keeping notes for PWAD-s compatibility with MBF, BOOM and other ports that you try anywhere, as I think that would be very nice to have. Sure, I don't know if this will entirely make sense outside of the context of what I was doing, but here's what I tested so far: https://docs.google.com/spreadsheets/d/15qg2eMks05zwM6W5NFDwmWcCkFA3GEwS8PS3iDZ3LOo/edit?usp=sharing Basically I was just trying to find the "minimal" setup for each wad out of these "tiers": 0. EXE already provided in the distribution, like Alien Vendetta 1. Vanilla - Doom32/UDoom32/FDoom32 always used, so it's not like pure vanilla. DeHackEd/DeuSF sometimes needed. This is basically already tested by Doomkid in his big vanilla wad collection 2. Boom 3. MBF - specifically the SNM fork since I like that it specializes in Sigil etc. (don't know if v2.04 or v2.03 might have different compatibility otherwise) 4. Tartar Of course there are many other source ports for DOS, but it gets overwhelming to test and I didn't know where to start besides those. The point was just to see what wads might be playable for RetroAchievements if it adds DOS support. Anyway I tried renaming REKKR.WAD and putting it in shims, and it did actually fix the menu - thanks for that! 0 Share this post Link to post
ludicrous_peridot Posted October 16 @tomojin sharing an update on my part; I have new testing build up on github now which loads all of the above DBP WAD-s you've previously reported; can't guarantee they will play as per the mappers intentions, but at least would load. If you are curious about the causes of the issues I have included them below. Spoiler DBP 04 MAP03 - missing REJECTS/BLOCKMAP lumps altogether; i.e. no lumps at all rather then empty lumps DBP 17 MAP09 - referencing a flat lump that is not present in the WAD DBP 28 MAP01, MAP06, MAP10 - uses music tracks in OGG format Glad that Tartar could cope with menu rendering of DBP13.WAD - apologies my suggestion above was referring to a different WAD! Editing this... With regards to glitches in MAP07, would you be able to check the same with "Wiggly walls fix" set to On in Options > Eternity Options > Tartar Options?@Angel Of Nemesis, my bad with the previously shared build; I am attaching to this post a new one derived from the latest testing build with the same intention. If you still have time or interest would be happy to see where it goes! TAR500CL.zip 1 Share this post Link to post
tomojin Posted October 16 All the maps are indeed loading now, thank you! I didn't realize DBP28 was using OGG music, sorry, that would've been an expected problem. Now I see it is mentioned in the readme... The wiggly walls fix also resolves what I was seeing in MAP07 (some flickering around the stairs at the beginning), thanks again! 0 Share this post Link to post
Angel Of Nemesis Posted October 17 (edited) On 10/16/2024 at 8:33 PM, ludicrous_peridot said: attaching to this post Thanks for your work, I'm interested. I checked all the maps and found the following errors: Quote map 01 R_ProjectSprite:invalid frame 1 for sprite CLER map 02 R_ProjectSprite:invalid frame 1 for sprite 045@ map 03 R_ProjectSprite:invalid frame 1 for sprite 039@ map 04 R_ProjectSprite:invalid frame 1 for sprite 056@ map 05 R_ProjectSprite:invalid frame 1 for sprite 045@ map 06 R_ProjectSprite:invalid frame 1 for sprite 047@ map 07 R_ProjectSprite:invalid frame 1 for sprite 049@ map 08 R_ProjectSprite:invalid frame 1 for sprite 022@ map 09 R_ProjectSprite:invalid frame 1 for sprite 040@ map 10 R_ProjectSprite:invalid frame 1 for sprite 056@ map 11 - (the only one without error) map 12 R_ProjectSprite:invalid frame 1 for sprite 023@ map 13 R_ProjectSprite:invalid frame 1 for sprite 049@ map 14 R_ProjectSprite:invalid frame 1 for sprite 051@ map 15 R_ProjectSprite:invalid frame 1 for sprite 049@ map 16 R_ProjectSprite:invalid frame 1 for sprite 056@ -Some maps loaded, but errors occurred later Edited October 18 by Angel Of Nemesis 0 Share this post Link to post
ludicrous_peridot Posted October 18 Just a heads up - since the latest Tartar builds are based on yet-slightly-more-modified-version of liballegro, I have updated source code on github for that as well, and produced new Bernewfie testing builds too. The latter also include same platform code updates as Tartar. 1 Share this post Link to post
Angel Of Nemesis Posted October 22 Here is the specification DSDhacked with source codes for the ports if that's helpful. 0 Share this post Link to post