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ludicrous_peridot

Tartar (EE-fork, DOS) - testing build available 20.10.24

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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

 

 

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Posted (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 by Doomer1999

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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

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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.

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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?

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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? 

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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

 

 

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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.

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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.

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I am curious what happens if you try with the attached binary.

EDIT: removed faulty build

Edited by ludicrous_peridot : removed faulty build

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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.

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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 by ludicrous_peridot : corrected WAD name

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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!

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@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

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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!

 

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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 by Angel Of Nemesis

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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.

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