Trov Posted August 11 (edited) How much RAM does it have? I think the ND port loads all versions of the music for all official levels into memory because they are all in extras.wad, so you may be out of RAM and using swap. The menu may be due to the video playback next to each game description. Your laptop might predate common video hardware decoding. 0 Share this post Link to post
plums Posted August 11 3 hours ago, Scuba Steve said: Hay everyone! If you're browsing the community wad store and see anything by Doomkid- or Doomkid92, our very own @Doomkid is painstakingly uploading as many great works as possible ensuring each one works properly and includes correct attribution... Make sure you like every one! It's cool that Doomkid is doing this. It sucks that the solution to such a terrible system is more free community labour. 5 Share this post Link to post
Edward850 Posted August 11 3 minutes ago, Trov said: I think the ND port loads all versions of the music for all official levels into memory because they are all in extras.wad, so you may be out of RAM and using swap. You would be quite mistaken, that's not how wads work. We only keep a single track in memory at a time. 6 minutes ago, star345 said: This port runs fine on my gaming pc, but my laptop from 2008 only runs good at 640 x 480 60fps. Menu's on the laptop were very choppy, audio stuttering. Any resolution higher than 640x480 on laptop and the game plays slowly with skipped frames. Why does a game this old have to run like crap on older hardware in this 2024 release? 2019's Unity version works just fine on my laptop at 1440 x 900 60fps. What video mode ate you running on? You are posting as though you think everyone has performance like this which is obviously false, if you want proper help you need to assume this issue is solely on your end and report information relevant to that to be diagnosed. 0 Share this post Link to post
Trov Posted August 11 (edited) 6 minutes ago, Edward850 said: You would be quite mistaken, that's not how wads work. We only keep a single track in memory at a time. What video mode ate you running on? You are posting as though you think everyone has performance like this which is obviously false, if you want proper help you need to assume this issue is solely on your end and report information relevant to that to be diagnosed. How come the game uses 663MB of ram in Doom 2 then? That's coincidentally a bit bigger than extras.wad. EDIT: Well you are right, I deleted the music tracks from extras.wad and it still has high RAM use. But that is still a lot of RAM for this game. 0 Share this post Link to post
Edward850 Posted August 11 (edited) GameFace allocates a chunk for html5 rendering, and the multithreaded renderer needs a bunch as well for per thread context task allocation. Vulkan also uses fixed memory buffer pools that change where allocation occurs depending on your hardware. 0 Share this post Link to post
AmethystViper Posted August 11 A consistency error with BTSX IWADs with the KEX (and also Unity) version. 0 Share this post Link to post
Edward850 Posted August 12 If you are talking about the menus, you can't mod those as they need to be fonts stored in the UI for localisation. 0 Share this post Link to post
Afterglow Posted August 12 (edited) 2 hours ago, Trov said: So the ND port is ignoring the patch Y offset, but also overlapping that offset amount of rows at the bottom. It has fixed https://doomwiki.org/wiki/Vertical_offsets_are_ignored_in_texture_patches (heading "Negative offsets") so negative patch offsets are now applied instead of having a guardrail starting from 0. Gez's link above for ZDoom's hardcoded backfill fixes only cover doom.wad IWAD patches of BIGDOOR7 & SKY1. There are another dozen or so other IWAD textures with negative patch offsets that I fixed in Eternity Engine: https://github.com/team-eternity/eternity/pull/579 & UDB. They're more subtle, only off by a pixel or 4 so they only affect obsessed level designers like myself that tightly bind geometry to texture material edges. I was going to submit the same PR to different ZDoom ports but we have 20yr+ of PWAD history now applying texture alignments to the negative offsets. Fixing that in ZDoom-derived ports could cause bug reports in the other direction. 1 Share this post Link to post
AmethystViper Posted August 12 (edited) 1 hour ago, Edward850 said: If you are talking about the menus, you can't mod those as they need to be fonts stored in the UI for localisation. It's not the menu font that I'm referring to, the BTSX 1 WAD is missing the M_DOOM lump entirely, while BTSX 2 WAD still has its M_DOOM lump and it is still using the original Back to Saturn X name which looks inconsistent, that and it goes against trying to avoid referencing Guided by Voices' music for this version. Edited August 12 by AmethystViper 0 Share this post Link to post
Lord of all demons Posted August 12 Hello there, I haven't posted anything on here in ages but here you go After hearing about the announcement of Doom + Doom 2, I was excited, more content than before like new weapons, new monsters, a new deathmatch map set and more, I might get a hold of it someday, what are your thoughts on Doom + Doom 2 0 Share this post Link to post
DRX10 Posted August 12 This new port somehow managed to warp a Pinkie up there 0 Share this post Link to post
DogsRNice Posted August 12 45 minutes ago, roadworx said: sitting around going oh we can't criticize them because so-and-so did this and that is fuckin stupid. gee, maybe two things can be bad at once! it's extremely difficult to see the implementation of the wad uploader as anything other than a poorly thought out mess due to its rampant plagiarism, and with it currently being reliant on community reports alone, that's likely to be followed by terry wads, porn, and gore. it needs to be changed, not only because it's the right thing to do (plagiarism is bad, who knew), but people would prefer not to be exposed to a bunch of extremely nsfw shit because the official mod browser lets tons of it slip through the cracks. there's plenty of reasons to criticize it, and attempting to shut them down with goofy-ass arguments like that isn't gonna help anyone on either side of the aisle. the devs need to know what the community would be okay with so they can take appropriate action. It feels like a Bethesda corporate thing, trying to take control of the modding community for themselves like they're trying to do with their own games. 0 Share this post Link to post
SMG_Man Posted August 12 (edited) sorry to butt in with this, but I'm having a very hard time getting this to run smoothly. all three graphic renders run at a similarly choppy rate at 1920x1080 (regardless of FPS option) - lowering the resolution had no noticeable affect, and disabling v-sync made all three renders run worse. I cross-compared this with the nightdive remaster of Doom64, which I recall never having problems with, and noticed that my graphics renderer there was set to OpenGL 3.2. Changing it to Vulkan or DirectX caused the same choppy framerate issues I'm seeing now. am I SOL on this, since Doom 1 + 2 doesn't have an OpenGL option? any help would be appreciated 0 Share this post Link to post
Edward850 Posted August 12 (edited) 16 minutes ago, DogsRNice said: It feels like a Bethesda corporate thing, trying to take control of the modding community for themselves like they're trying to do with their own games. Repeating this from other users doesn't make it true. Id software is allowed to be involved in the community. Edited August 12 by Edward850 8 Share this post Link to post
Edward850 Posted August 12 1 minute ago, SMG_Man said: sorry to butt in with this, but I'm having a very hard time getting this to run smoothly. all three graphic renders run at a similarly choppy rate at 1920x1080 (regardless of FPS option), and disabling v-sync makes them all run worse. I cross-compared this with the nightdive remaster of Doom64, which I recall never having problems with, and noticed that my graphics renderer there was set to OpenGL 3.2. Changing it to Vulkan or DirectX caused the same framerate issues I'm seeing now. am I SOL on this, since Doom 1 + 2 doesn't have an OpenGL option? any help would be appreciated Everything is software rendered, the video option is just the output path. Check that your CPU isn't being bogged down, notably the renderer is aggressively multithreaded now so make sure nothing is interfering with that. 0 Share this post Link to post
SMG_Man Posted August 12 1 minute ago, Edward850 said: Check that your CPU isn't being bogged down, notably the renderer is aggressively multithreaded now so make sure nothing is interfering with that. The CPU usage part I'm pretty sure I can check in task manager, right? as far as "multithreading" goes though, I'm not sure the exact meaning of that 0 Share this post Link to post
DogsRNice Posted August 12 (edited) 7 minutes ago, Edward850 said: Repeating this from other users doesn't make it true. Definitely not going to get into an argument with one of the literal developers over this, but I do think this myself, I don't really pay enough attention to the internet to copy people lol 0 Share this post Link to post
Edward850 Posted August 12 Just now, SMG_Man said: The CPU usage part I'm pretty sure I can check in task manager, right? as far as "multithreading" goes though, I'm not sure the exact meaning of that Modern CPUs are like 4 or more CPUs. Sometimes people (or even OEMs) like to install software that try to override CPU core scheduling for games that actually just makes things far worse. 0 Share this post Link to post
JadingTsunami Posted August 12 Is there a way to browse the community WAD section if you are not able to run the game? Is there any way outside the game itself for WAD authors to check that their works are not being uploaded without their permission? 0 Share this post Link to post
Kinsie Posted August 12 3 minutes ago, JadingTsunami said: Is there a way to browse the community WAD section if you are not able to run the game? Is there any way outside the game itself for WAD authors to check that their works are not being uploaded without their permission? The website, probably. 1 Share this post Link to post
Midway64 Posted August 12 Okay. So I found out while taking a look at the console commands that there IS a command to change HUD size named "sizedown" and "sizeup". I bound them to the usual keybinds of [-] and [+] and it partially works! "sizedown" seems to work fine except when you go below the intended size values, basically an underflow of some sorts. "sizeup" is busted and doesn't seem to do anything, so that sucks. Just wanted to point out this functionality. 0 Share this post Link to post
Eevee Posted August 12 (edited) On 8/10/2024 at 2:50 AM, Gez said: Because it's full of third-party code. Devastated to hear that someone forced them to put that there edit to be more explicit: On 8/10/2024 at 2:50 AM, Gez said: The Doomnity source couldn't be opened because of third-party code from Unity, Steam, GOG, console manufactures, etc.; and the Doomkex source cannot be opened because of third-party code from Nightdive, Steam, GOG, console manufacturers, etc. This is ridiculous. And you know it's ridiculous. I don't know why you're concocting an excuse for them, as if they be helplessly held hostage by their own decisions, instead of just saying "because they don't care". I can't even believe I'm spelling this out, but: you can release the source for a Unity game without releasing the source for Unity. Using the GOG and Steam SDKs is not third-party code, it's function calls to publicly documented APIs. And I thought the whole point of the Unity/KEX stuff was to insulate the codebase from caring too much about what it was running on so I don't know why there's console code in there at all. But also, you can just remove that stuff! Even if p_mobj.c is somehow polluted by secrets mankind is not yet ready to know, you can delete those before releasing the file! It's literally just text! You can do whatever you want! Edited August 12 by Eevee 4 Share this post Link to post
Edward850 Posted August 12 (edited) 34 minutes ago, Eevee said: Devastated to hear that someone forced them to put that there If you want to make multi platform games in any reasonable amount of time, yes that is a requirement. We have GameFace for UI which is extremely necessary for RTL languages, and PlayFab for networking so people don't have to jump through technical hoops (assuming they even can, CGNAT says hi) to be able to play multiplayer online. Edited August 12 by Edward850 6 Share this post Link to post
Eevee Posted August 12 13 minutes ago, Edward850 said: If you want to make multi platform games in any reasonable amount of time, yes that is a requirement. We have GameFace for UI which is extremely necessary for RTL languages, and PlayFab for networking so people don't have to jump through technical hoops (assuming they even can, CGNAT says hi) to be able to play multiplayer online. These are dependencies, not code. They're also publicly documented, so I'm skeptical that code using their APIs would be somehow unreleasable. And not to put too fine a point on it but Microsoft Azure PlayFab is first-party. I don't even know what's going on here. We're way out beyond "practical reasons the code can't be released" and into just, what, naming... things? Like, you can release code even if everyone else can't build it because of a missing dependency. That's still code. Linux was one big missing dependency for people not running it, but they still managed to make use of linuxdoom back in the day. 1 Share this post Link to post
Edward850 Posted August 12 (edited) 6 minutes ago, Eevee said: These are dependencies, not code. They're also publicly documented, so I'm skeptical that code using their APIs would be somehow unreleasable. And not to put too fine a point on it but Microsoft Azure PlayFab is first-party. I'm not sure how you've missed this, but GameFace is explicitly a licensed API, it costs serious cash, in no way shape or form could we release it. As for playfab, while some of it is an open library, it's party system is not and cannot be linked to GPL code. The party system is how it does any and all game packet communication. 7 Share this post Link to post
Cacodemon345 Posted August 12 Is it not an option to do an alternate release without multiplayer and with a PrBoom-style UI? 0 Share this post Link to post
Edward850 Posted August 12 2 minutes ago, Cacodemon345 said: Is it not an option to do an alternate release without multiplayer and with a PrBoom-style UI? That would basically just be Rum & Raisin. 3 Share this post Link to post
Eevee Posted August 12 1 minute ago, Edward850 said: I'm not sure how you've missed this, but GameFace is explicitly a licensed API, in no way shape or form could we release it. ??? 2 minutes ago, Edward850 said: As for playfab, while some of it is an open library, it's party system is not and cannot be linked to GPL code. What? Then don't accept anyone else's GPL contributions. Hell, who said you have to release as GPL? The issue with linking GPL code to proprietary libraries is when it's other people's GPL code, because your permission to use their code is contingent on also releasing a buildable project. If it's entirely your code then you are not beheld to the license you put on it; you can do whatever you want. The license is for giving other people more permissions than they would have by default, which is none. You have to know this, because it's why Bethesda is allowed to release a new version of Doom without the source code in the first place. Otherwise it would be violating the GPL on the previous release. Has there just never been any real conversation about this and you're tossing out reasons it's impossible off the top of your head? 0 Share this post Link to post
Edward850 Posted August 12 (edited) You found the public documentation, but you'll notice there's no permanent library for you to download. A free trial at best. Sorry but I feel as though you're making this conversation hostile and I'm not entirely sure why. But if you continue then I'll have to exit it, no good can come from that. 6 Share this post Link to post