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PrBoom-Plus, ver. 2.5.1.4

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On 8/5/2020 at 9:36 PM, maxmanium said:

It's dead? I was under the impression Andrey was making very, very slow additions, but maybe not.

 

Yes, it is, even Andrey himself has started pointing people to the UMAPINFO fork instead a while ago, what the old one is still seeing are some occasional compile fixes and nothing more.

 

He also said a while ago that he considers PrBoom "complete". Can't get closer to "it's dead and you should look elsewhere" than that...

Edited by seed

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Which key is responsible for making screenshots? How to change it? I keep pressing it for some reason.

Spoiler

image.png.8dd78d9ea20f1b877ad4ba86fdb75117.png

 

@Stabbey Go to Options --> Mouse Sensitivity and move Acceleration (and Vertical) bars switch to the left.

Spoiler

image.png.5516c9b26dd7bbf2ed042938ebc84523.png

 

Edited by Dimon12321

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I downloaded this to test compatibility with my WAD. Is there some way to turn off moving the mouse moving your character? It is making it annoying to control, and I can't see a way to tell the port that I only want to move with the movement keys.

 

(My WAD is clearly not compatible with PRBoom+ at this time, but I'm still compiling the list of things to fix.)

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EDIT: seems to be a problem with my nvidia configuration. please disregard.

 

I have encountered an issue with prboom-plus, running ubuntu 16.04 with dual monitor setup.

 

Basically, prboom-plus assumes that I am only using one screen, both when running desktop and fullscreen, so it smears the entire program over 2 screens.

In the config file it says something like: 'resolution = 3840x1080'.

If i set my display to mirror displays or deactivate one of the screens, it works just fine on one screen.

 

I do want to note that this is a VERY SMALL problem, just curious to see if anyone else have encountered similar issues in ubuntu?

 

 

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I have an issue with extreme delay in mouse movements. what I mean is I'll move the mouse and it'll be slightly behind where my cursor should in relation to my mouse physical position, but will get there after a delay.

 

Is there a fix for this or is it just switch to keyboard inputs/different sourceport?

 

Edit:Sorry for necroing a thread.

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9 hours ago, VGA said:

Does it have to do with Vsync?

 

9 hours ago, seed said:

Likely, this sounds like input lag to me.

 

V-Sync is off on all the versions of PRBoom I've tried. Turning on Capped Framerate seems to help with input lag but makes the game look a LOT less smooth. And I believe my issues go for both GL AND PR.

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What version are you using? If it's from before the SDL2 migration (2.5.1.4 or earlier), try a version from after the migration (2.5.1.5 or later), and vice versa.

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18 hours ago, Shepardus said:

What version are you using? If it's from before the SDL2 migration (2.5.1.4 or earlier), try a version from after the migration (2.5.1.5 or later), and vice versa.

2.5.1.4, 2.5.1.5 Test, 2.5.1.7 Umap fork, and a version of 2.5.1.5 with mouse fixes applied. Issue persists on all of these, and even if I reinstall them. Might help that I'm on windows IDK.

Idk if it helps but mouse input is perfectly fine on GZDoom, probably doesn't matter/help though. Sad GZDoom feels bad/looks bad in comparison to prboom.

 

CPU: AMD Ryzen 5 2600x
GPU: Radeon RX 570

Drive: HDD (The one PRBoom would be running on)

Mouse: Logitech G203

Mouse drivers: Logitech G Hub v2020.8.5950. (Changing mouse hz didn't help but I'll test again and edit result when I can)

 

Edit: lowering mouse HZ didn't help much if at all. GLBoom felt the most responsive most of the time, And the 2 best versions are 2.5.1.4 and 2.5.1.7 Umap fork, in the Umap fork there is fuck tons of texture warping though. (UMap fork felt best.)

Edited by Treatz

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Do you have "Enhance pointer precision" turned on in your mouse properties? If so, turn it off.

 

Control Panel: Mouse > Pointer Options > Uncheck 'Enhance pointer precision'

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3 hours ago, Grazza said:

Do you have "Enhance pointer precision" turned on in your mouse properties? If so, turn it off.

 

Control Panel: Mouse > Pointer Options > Uncheck 'Enhance pointer precision'

No, I even have a registry fix running to REMOVE mouse accel. 6/11 as well.

 Edit: MarkC windows fix. is the name of it.

  Edit: if anyone knows how to cap the fps on AMD shit lemme know, i'd like to try playing with that and see if i can achieve anything.

Edited by Treatz

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Hello everyone, is it possible to change the chaingun fire sounds? For some reason it sounds different from the original doom and other sourceports, and i noticed in Zero Master´s channel sounds correctly. 

 

 

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I hear the sound like it has some kind of delay between shots, just like in this video: 

In Vanilla Doom and other sourceports sounds much fast and constant.

 

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I'm not seeing any problem in that video. That's just someone tapping the fire key rather than holding it down, which in turn means there's a delay between shots where they release the fire button. Are you doing the same thing, or perhaps have some weird "turbo" macro configured for your mouse?

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I'm hearing it, specifically at 0:13 when the fire key is being held down. It's a small timing issue, the sounds aren't fired at a perfectly equal pace (every second gap is a fraction longer). Compare it to the pacing of the chaingun in the speedrun video, at 2:45. The difference in timing is tiny, but perceivable.

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Would it be possible to correct it or just deal with it? I know it's a bit fussy of me, but it would be great if it sounded like it should.

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Speaking of the Chaingun sound issues, isn't that related to the long buffer or something like that that someone brought up quite a while ago?

 

There definitely is a difference that can be perceived when playing side-by-side with different ports, I can spot the said delay too.

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Hi again everyone. I asked Zero Master in his last speedrun´s video about that, and he said that´s default settings, so it´s very probably that the cause is some kind of software/hardware conflict, wich is curious, cause i see many "doomtubers" (Zdenda1990, decino, Larzuk06, etc) to have that same sound issue with prboom-plus.

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I'm testing MBF stuff and noticed that sky transfer does not work with glboom+ (random sky behavior)

 

It works fine with prboom+.

 

tested with: 2.5.1.4, 2.5.1.5 and 2.5.1.7UM

 

(screens and a test map)

1- prboom-plus-mbf-sky-transfer-ok.jpg

2- glboom-plus-mbf-sky-transfer-01.jpg
3- glboom-plus-mbf-sky-transfer-02.jpg
4- glboom-plus-mbf-sky-transfer-03.jpg
 

prboom-plus-mbf-sky-transfer-ok.jpg

glboom-plus-mbf-sky-transfer-03.jpg

glboom-plus-mbf-sky-transfer-02.jpg

glboom-plus-mbf-sky-transfer-01.jpg

test-2020.7z

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