VGA Posted July 19, 2017 2 hours ago, 42PercentHealth said: I installed version 2.5.0, since the newer version apparently has some dependencies incompatible with my OS... Thanks! Get a working OS like Windows or fix linux's dependency hell, that prboom+ version is from 2008 according to the changelog :D 0 Share this post Link to post
42PercentHealth Posted July 19, 2017 1 minute ago, VGA said: Get a working OS like Windows or fix linux's dependency hell, that prboom+ version is from 2008 according to the changelog :D Whoa. Real retro gaming experience here, I guess. :-P My OS stopped getting support/updates about a year and a half ago, which probably means the repo is out of date. 0 Share this post Link to post
damerell Posted July 20, 2017 17 hours ago, 42PercentHealth said: Tried it -- it seems that prboom wants freedoom.wad, and nothing else will do unless I specify from the command line. So I'm wondering how it knows to look for that file in that location. Apparently it's not in prboom.cfg... "strace" it and you'll find which configuration files it opens - probably something in /etc - and where it looks after that. 1 Share this post Link to post
42PercentHealth Posted July 20, 2017 @damerell Solved! I just had to name it "doom2.wad" instead of "DOOM2.WAD." Wouldn't have seen that if you hadn't suggested strace... Thanks a bunch! :-D 0 Share this post Link to post
Spectre01 Posted July 31, 2017 Quick question: What is the difference between the various video mode options in PRBoom+? Like the whole 8-bit to 32-bit selections. Do they affect the colours displayed or the distance at which textures "brown out" away from the player? Also, Spectres are green in 16-bit mode for some reason. 0 Share this post Link to post
Diabolución Posted July 31, 2017 (edited) Already (perfectly) answered: https://www.doomworld.com/vb/post/1730688 Edited July 31, 2017 by Litrivin : Fix wrong postid 1 Share this post Link to post
Da Werecat Posted July 31, 2017 (edited) PrBoom+ has subtleties. 8-bit = 8-bit canvas (256 colors), colormapped lighting, translucency table. 16-bit = high color canvas, colormapped lighting, real-time translucency. 32-bit = true color canvas, colormapped lighting, real-time translucency. OpenGL = OpenGL canvas, colormapped lighting, translucency table. Rendering to an OpenGL or otherwise NOT 8-bit canvas may have speed or compatibility benefits on modern systems. Real-time translucency prevents the modder from tinkering with translucency effects, but no one really does that, so it's safe to say that in 99% of cases (and I'm just being cautious here) it's gonna look better than translucency table (which is limited to the 256 colors of the palette). It's also worth noting that even though PrBoom+ always uses colormap (which is, just like the translucency table, limited to the palette) for lighting, there are options to blur the pixels or partially interpolate light diminishing. These options are gonna look better the more colors the canvas is capable of displaying. 15-bit should be similar to 16-bit, but slightly crappier? I'm not sure, maybe the article will help. It didn't work for me on another system, and on my current system it's very slow. Probably has some benefits on very specific systems, otherwise why would it be there. Another thing about 15/16-bit color depth is that it will distort the colors of the palette. This is because 8-bit mode has a greater selection of colors, even though only 256 of them can be displayed at once. Probably what caused spectres to turn green. Edited July 31, 2017 by Da Werecat 1 Share this post Link to post
rehelekretep Posted August 5, 2017 anyone know why this is happening when i play glboom+ 2.5.1.4 with the software renderer (use GL surface is OFF). it seems to happen about 1-2 minutes after i start playing, and then lasts for 5-20 seconds before going back to normal. i had to take a picture with my phone because taking a screenshot just returns a 'normal' picture. 0 Share this post Link to post
Edward850 Posted August 5, 2017 (edited) You are likely running in an 8bit mode in Windows Vista/7. This is a bad combination as background processes will reset the palette. Use the OpenGL surface mode or 24/32bit software mode. Using Win8/10 would also solve it as they emulate 8bit GDI, but it will run slower. Edited August 14, 2017 by Edward850 3 Share this post Link to post
rehelekretep Posted August 5, 2017 cool thanks Edward ill try them both and see if i get a repeat of the problem :) 0 Share this post Link to post
NeedHealth Posted August 5, 2017 I'm going to say thanks too because that error has been bugging me for some time. 1 Share this post Link to post
Michael92 Posted August 6, 2017 (edited) If you still want to stay at 8-bit mode, turn off Windows Explorer at the time you play (via .bat file, for example). This works basically for every game with 8-bit color depth. 2 Share this post Link to post
kb1 Posted August 8, 2017 On 8/6/2017 at 1:31 PM, rehelekretep said: interesting Yeah, some crazy MS hack place to put it, if you ask me. It's almost as if they purposely wanted to kill of 8-bit video modes, which makes sense with their Aero efforts. I am left asking "Why, oh why?" 0 Share this post Link to post
ZeMystic Posted August 9, 2017 Is there a version that runs on Windows 95? 0 Share this post Link to post
Diabolución Posted August 9, 2017 This release is for Windows 95, supposedly. https://www.doomworld.com/vb/post/1165161 0 Share this post Link to post
valkiriforce Posted August 21, 2017 This is a minor thing, but is there a way to reduce the sprite-size of the attacks? I noticed this recently between playing on Chocolate Doom and PrBoom-Plus: Seems that the attacks for the Plasma gun and rocket launcher take up more screen. I know this isn't due to actually making the sprites themselves larger...but I was curious if there was a way to make it take up less of the screen. 0 Share this post Link to post
wallabra Posted August 21, 2017 Well @valkiriforce I could bet that you took the screenshots in different times from the shooting time. But maybe that should be investigated - what if the projectiles were indeed spawned at different distances? 0 Share this post Link to post
valkiriforce Posted August 21, 2017 I noticed it was closer just playing the game, but I also recorded both then went frame-by-frame in an editor to see if they were indeed closer. Those are the closest both weapons get when fired in both ports from what I observe. 0 Share this post Link to post
Memfis Posted August 21, 2017 Does it still happen with uncapped framerate OFF? It sounds like an interpolation problem. 0 Share this post Link to post
kb1 Posted August 21, 2017 1 hour ago, Memfis said: Does it still happen with uncapped framerate OFF? It sounds like an interpolation problem. So, do you think PrBoom-Plus, when running uncapped, shows the missle too soon? I guess it can't be too soon, but, rather, it's like the interpolation code does not get initialized until the second frame, or something ??? Any ideas? 0 Share this post Link to post
Edward850 Posted August 21, 2017 (edited) 5 hours ago, Gustavo6046 said: what if the projectiles were indeed spawned at different distances? Vanilla Demo compatibility is kind of a thing prboom does, in case you forgot. @kb1 interpolation means that the object will be logically interpolated between frames when drawn, so it'll appear further behind for longer the more subframes drawn. Thus is obscuring the player view in a place it's not normally seen. Edited August 21, 2017 by Edward850 1 Share this post Link to post
Da Werecat Posted August 21, 2017 (edited) The projectile spawns at your center. I guess when it's at the same x and y as the camera, it's not shown. Then it is shown at some discrete places: With a more smooth framerate the amount of appearances is increased: As you can see, the closest one is closer to the camera. Then again, maybe there's something else, I dunno. Edited August 21, 2017 by Da Werecat 4 Share this post Link to post
Edward850 Posted August 21, 2017 (edited) 2 hours ago, Da Werecat said: Then again, maybe there's something else, I dunno. Nope, that's exactly it. Edited August 21, 2017 by Edward850 0 Share this post Link to post
kb1 Posted August 24, 2017 On 8/21/2017 at 4:14 PM, Edward850 said: Vanilla Demo compatibility is kind of a thing prboom does, in case you forgot. @kb1 interpolation means that the object will be logically interpolated between frames when drawn, so it'll appear further behind for longer the more subframes drawn. Thus is obscuring the player view in a place it's not normally seen. Thanks, makes sense. 0 Share this post Link to post
Spectre01 Posted September 1, 2017 Is anyone familiar with the following bug? I've had it happen a few times while playing in PRBoom+, and never in GLBoom+. Just recently, I was hosing down some dudes at the end of Alien Vendetta map04 with Plasma. Then suddenly, my Plasma started passing through the monsters and both myself and the enemies were under something like a ghost monster/noclip effect and could phase through walls. I quickly made a save, reloaded, and everything went back to normal, aside from a bunch of enemies being stuck on top of each other and near walls. So what's the deal with this? 0 Share this post Link to post