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PrBoom-Plus, ver. 2.5.1.4

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3 minutes ago, northivanastan said:

Something is going wrong there with the connection to JACK, but normally, apps like PrBoom+ will use PulseAudio for audio playback. So that might not be relevant.

 

Could you provide the output from running prboom-plus in the terminal? Usually the output also includes warnings and errors from fluidsynth, and those might be useful.

this is what i got:

M_LoadDefaults: Load system defaults.
 default file: /home/szabocs/.prboom-plus/prboom-plus.cfg
 found /usr/share/games/doom/prboom-plus.wad

PrBoom-Plus v2.5.1.4 (http://prboom-plus.sourceforge.net/)
 found plutonia.wad
IWAD found: plutonia.wad
PrBoom-Plus (built Jan 13 2021 12:22:46), playing: Final DOOM - The Plutonia Experiment
PrBoom-Plus is released under the GNU General Public license v2.0.
You are welcome to redistribute it under certain conditions.
It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details.
V_Init: allocate screens.
V_InitMode: using 8 bit video mode
I_CalculateRes: trying to optimize screen pitch
 test case for pitch=1920 is processed 51410 times for 100 msec
 test case for pitch=1952 is processed 68077 times for 100 msec
 optimized screen pitch is 1952
I_InitScreenResolution: Using resolution 1920x1080
 found /usr/share/games/doom/prboom-plus.wad
D_InitNetGame: Checking for network game.
W_Init: Init WADfiles.
 adding plutonia.wad
 adding /usr/share/games/doom/prboom-plus.wad
W_InitCache

M_Init: Init miscellaneous info.
SetRatio: width/height parameters 1920x1080
SetRatio: storage aspect ratio 16:9
SetRatio: assuming square pixels
SetRatio: display aspect ratio 16:9
SetRatio: gl_ratio 2.133334
SetRatio: multiplier 3/4
R_Init: Init DOOM refresh daemon - 
R_LoadTrigTables: Endianness...ok.
R_InitData: Textures Flats Sprites 
R_Init: R_InitPlanes R_InitLightTables R_InitSkyMap R_InitTranslationsTables R_InitPatches 
P_Init: Init Playloop state.
I_Init: Setting up machine state.
I_InitSound:  configured audio device with 512 samples/slice
Fluidplayer: Fluidsynth version 2.1.7
fl_init: Couldn't set synth.sample-rate
fl_init: Couldn't set synth.chorus.active
fl_init: Couldn't set synth.reverb.active
fl_init: Couldn't set synth.gain
fl_init: Couldn't set synth.threadsafe-api
fl_init: error loading soundfont TimGM6mb.sf2
portmidiplayer device list:
  ALSA:Midi Through Port-0
portmidiplayer: Opening device ALSA:Midi Through Port-0 for output
I_InitSound: sound module ready
S_Init: Setting up sound.
S_Init: default sfx volume 5
HU_Init: Setting up heads up display.
I_InitGraphics: 1920x1080
I_UpdateVideoMode: 0xe0000000, SDL buffer, direct access
SetRatio: width/height parameters 1920x1080
SetRatio: storage aspect ratio 16:9
SetRatio: assuming square pixels
SetRatio: display aspect ratio 16:9
SetRatio: gl_ratio 2.133334
SetRatio: multiplier 3/4
ST_Init: Init status bar.
vorb_registersong: failed
mad_registersong failed: input buffer too small (or EOF)
Exp_RegisterSongEx: Couldn't find preferred music player dumb tracker player in list
  (typo or support not included at compile time)
Exp_RegisterSongEx: Music player fluidsynth midi player on preferred list but it failed to init
Exp_RegisterSongEx: Using player opl2 synth player
I_ShutdownSound: 
PrBoom-Plus v2.5.1.4 (http://prboom-plus.sourceforge.net/)
 

yeah it does gives errors

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35 minutes ago, flatmodule said:

(log snipped)

 

yeah it does gives errors

These lines are the most interesting to me:

fl_init: error loading soundfont TimGM6mb.sf2
[...]
Exp_RegisterSongEx: Music player fluidsynth midi player on preferred list but it failed to init
Exp_RegisterSongEx: Using player opl2 synth player

So it's trying to load the TimGM6mb (Timidity default) soundfont, and there is an error somewhere.

 

I'd first make sure the soundfont exists. You can see what soundfont prboom-plus is trying to use in the config file (usually ~/.prboom-plus/prboom-plus.cfg), line starting with "snd_soundfont." For example:

snd_soundfont             "/usr/share/sounds/sf2/TimGM6mb.sf2"

See if the file exists, and if it doesn't, download or install a soundfont and edit the configuration file to point it to that soundfont. If it does, then something else is wrong with either the soundfont or Fluidsynth, not sure what it would be.

Edited by northivanastan

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21 hours ago, northivanastan said:

These lines are the most interesting to me:


fl_init: error loading soundfont TimGM6mb.sf2
[...]
Exp_RegisterSongEx: Music player fluidsynth midi player on preferred list but it failed to init
Exp_RegisterSongEx: Using player opl2 synth player

So it's trying to load the TimGM6mb (Timidity default) soundfont, and there is an error somewhere.

 

I'd first make sure the soundfont exists. You can see what soundfont prboom-plus is trying to use in the config file (usually ~/.prboom-plus/prboom-plus.cfg), line starting with "snd_soundfont." For example:


snd_soundfont             "/usr/share/sounds/sf2/TimGM6mb.sf2"

See if the file exists, and if it doesn't, download or install a soundfont and edit the configuration file to point it to that soundfont. If it does, then something else is wrong with either the soundfont or Fluidsynth, not sure what it would be.

thank you! this was the problem. i didn't have the good .sf2 file and the path was only the file name, not the "/usr/share/something". although i downloaded this .sf2 file from a webpage made in 2004 and the music still sounds a little bit off. probably an older version or something.

 

a remark: it's quite funny experimenting with doom music with different soundfonts. :)

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A historical question. I recently found out that an old DOS sourceport called TASDOOM utilized game saves as savepoints in movie making, just like in re-recording emulators. Why this feature was dropped in PrBoom and PrBoom+? recordfromto is a good thing, but operating F5-F9 to replay a bad moment is more practical.

I'm aware of DSDA-Doom and the keyframes features, but it's not the topic for now.

Edited by Dimon12321

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Someone else may be able to provide historical insight, but from a technical standpoint there were drastic changes made to the code in boom & mbf that necessitated changes to the save logic. Pr+ save games don't have enough state information to restore the game state in a way that syncs. So it wouldn't be a matter of not dropping such a feature but of maintaining it.

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I can't seem to find a thread for the 2.5.1.5 version, so I'll pose my question here. Hope that's okay.
Does anyone know if there's a correct blood colors WAD for PrBoom, or GLBoom I guess, Plus v2.5.1.5? I saw that Fabian did one for this version so, I assume that one was developed for this version as well.

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5 minutes ago, fabian said:

Not a WAD, but there is a palette switch hack available in the 2.6um release. 

I just found out about the UMAPINFO fork and the colored blood option. It's looking great. But, since that option is already present there, why did Da Werecat post this: 

https://drive.google.com/file/d/1Fsr47v977bJYPYJdnuQqdv7uezZV9ihK/view?
Anyway, I was just curious if you did something like that for version 2.5.1.5, since that's the one I've been using until now. And thanks for the speedy reply.

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2 hours ago, fabian said:

 

I think this WAD provides alternative color translation tables for some better looking blood sprites.

I see.
Also do you, per chance, know of any simple mod that makes the spheres bob up and down, as seen in the Doom Retro source port or as a feature of some gameplay mods? 

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Hi all

 

I've been playing prboom-plus on Debian 10, but for some reason my Spectres (fuzzy pinky demons) instead of being a fuzzy effect, are actually invisible, or very nearly so.

 

I've loaded up gzdoom on win10 to check the degree of visibility was still what I remembered it being, e.g. that you can see a fuzzy pinky-shaped creature wandering around, and it was.

 

Does anyone know which video setting controls this, or if it's a bug? I've tried playing with the Translucency setting, but it's had no effect, and from further reading it apparently alters some of the fireballs.

 

edit- from playing some more, it seems the map creator has done something really screwy with multiple overlapping shadows in that part of the map that prboom handles by making the Spectres invisible. In Gzdoom on the same map, the shadows are handled differently and the Spectres appear as they normally do.

 

Later on in the same map, there are more Spectres which appear in their normal fuzzy format.

Edited by GHORG

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It's hard to tell without knowing what map/WAD it is and where the trouble spot is. The simplest guess would be that it's a map designed for GZDoom, then it's a minor miracle that you get no crashes, just some visual anomalies.

 

I recall reading about translucent things rendered invisible behind certain structures (see-through doors or was it the linedef special 260?) on Boom maps, perhaps this is the case here. Hard to say without more info: port version, renderer and video settings used, and of course WAD/map and the location of the trouble spot.

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I built a mini computer just for Doom recently. It's running ubuntu and I can't seem to get prboom-plus (or dsda-doom) to produce any results when selecting portmidi. I have the requisite packages installed and soundfonts set up in the cfg but when selecting portmidi there is no music at all. 

 

There's no crashes and the logs don't produce anything of relevance. Anyone else have this issue?

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Total noob helpline request here.  

 

Installed PrBoom-Plus 2.6um on Big Sur.  All the prereqs and build have gone seemingly fine.

Launcher opens and locates the IWads (located in correct library folder and selectable in launcher)

When i click launch i get the attached message.

As far as i can tell the .cfg file hasn't been created yet....

I feel it's something really straightforward like the locations etc.

Any guidance would be really appreciated. Ta.

 

 

Spoiler

I just wanna play OG like it was '95 again

Screenshot 2021-03-31 at 09.41.01.png

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12 minutes ago, waftlord said:

Total noob helpline request here.  

 

Installed PrBoom-Plus 2.6um on Big Sur.  All the prereqs and build have gone seemingly fine.

Launcher opens and locates the IWads (located in correct library folder and selectable in launcher)

When i click launch i get the attached message.

As far as i can tell the .cfg file hasn't been created yet....

I feel it's something really straightforward like the locations etc.

Any guidance would be really appreciated. Ta.

 

  Hide contents

I just wanna play OG like it was '95 again

Screenshot 2021-03-31 at 09.41.01.png

I'm far from being any kind of expert but, you could just try and place one of the IWADs say, Doom II, into the same folder as PrBoom-plus and start it. That should start the game on Doom 2 and create your configuration file.
Then, when that's settle, I think you could either specify paths to the IWAD you want to play (assuming you have more than one) or just create a bat file in PrBoom's folder, like this: prboom-plus.exe -iwad DOOM.wad

Hope that's helpful

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8 minutes ago, Adamast0r said:

prboom-plus.exe -iwad DOOM.wad

thanks, running from terminal works.  

however the.cfg still wasn't created (after changing some settings, perhaps another command needed?)

i'd prefer to use the utility of the launcher in the long run.

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50 minutes ago, waftlord said:

thanks, running from terminal works.  

however the.cfg still wasn't created (after changing some settings, perhaps another command needed?)

i'd prefer to use the utility of the launcher in the long run.

No problem.
Although that's weird. Try to change settings in game, change levels, save, etc. When you quit after running it for the first time, prboom-plus.cfg should be generated.

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I saved a game and changed settings, .cfg didn't write on exit to game folder.  however the saved game and settings changes are stored when reloaded....  not sure where?

 

I also tried loading without wad params from within the launcher package, results in:

PrBoom-Plus v2.6um (https://github.com/coelckers/prboom-plus)

2021-03-31 11:25:13.226 PrBoom-Plus[1996:64755] *** Illegal NSComboBox data source (<NSObject: 0x7fc3b2e24c80>).  Must implement numberOfItemsInComboBox: and comboBox:objectValueForItemAtIndex:

IdentifyVersion: IWAD not found

 

so i imagine there is a line somewhere i need to change, but not sure which file.

 

 

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bottom line is i can finally launch and run OG doom from the command line.  who needs the launcher anyway.

so thanks @Adamast0r alot!

 

finally got to try: prboom-plus -iwad doom2.wad -file sunlust.wad -fast 

 

my respect for the doom hardcore just went up 5000%, i can't get past the first fight....  time to practise.

 

 

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1 hour ago, waftlord said:

bottom line is i can finally launch and run OG doom from the command line.  who needs the launcher anyway.

so thanks @Adamast0r alot!

 

finally got to try: prboom-plus -iwad doom2.wad -file sunlust.wad -fast 

 

my respect for the doom hardcore just went up 5000%, i can't get past the first fight....  time to practise.

 

You're welcome waftlord, and I'm glad you worked it out.
Also, if you're interested in getting started in slaughtermaps, check this out:

Also, the great Doom 2 Minor Sprite Fixing Project has a compatibility patch specificcally for Sunlust so, you might be interested in that as well.

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8 minutes ago, a.a.i. said:

Is there a way to disable demo playback on loading up the game?

You could load 4 empty lumps called DEMO1 to DEMO4.

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And is there a way to change the default demos of the IWADs to other demos? Preferably without editing the IWADs themselves.

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7 hours ago, Adamast0r said:

And is there a way to change the default demos of the IWADs to other demos? Preferably without editing the IWADs themselves.

Put the demos you want in a wad with lump names DEMO1 through DEMO4 and load that as a PWAD.

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9 hours ago, Shepardus said:

Put the demos you want in a wad with lump names DEMO1 through DEMO4 and load that as a PWAD.

What an easy solution. Thanks a lot, Shepardus.

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Not sure if I asked a while back (can't be bothered to check right now anyways), but how do you remove keybinds? Trying to make it where moving the mouse forward/backward doesn't make you move.

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22 minutes ago, Quagsire said:

Not sure if I asked a while back (can't be bothered to check right now anyways), but how do you remove keybinds? Trying to make it where moving the mouse forward/backward doesn't make you move.

That's not a key bind given the physical movement of the mouse is not a key, you need to disable vertical mouse movement. This will be in the mouse options.

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21 hours ago, Edward850 said:

That's not a key bind given the physical movement of the mouse is not a key, you need to disable vertical mouse movement. This will be in the mouse options.

Huh, thought I might've had it disabled already. Apparently not, I guess. Thanks!

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Using Fluidsynth 2.2.0 reliably crashes PrBoom+ (and dsda-doom) because of an ABI change in Fluidsynth due to a security flaw unless -nomusic is used, regardless of whether -DWITH_FLUIDSYNTH=OFF is used with cmake. GDB logs with backtrace provided:

 

GNU gdb (Gentoo 10.2 vanilla) 10.2
Copyright (C) 2021 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.
Type "show copying" and "show warranty" for details.
This GDB was configured as "x86_64-pc-linux-gnu".
Type "show configuration" for configuration details.
For bug reporting instructions, please see:
<https://bugs.gentoo.org/>.
Find the GDB manual and other documentation resources online at:
    <http://www.gnu.org/software/gdb/documentation/>.

For help, type "help".
Type "apropos word" to search for commands related to "word"...
Reading symbols from dsda-doom...
(gdb) run
Starting program: /usr/local/bin/dsda-doom 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib64/libthread_db.so.1".
M_LoadDefaults: Load system defaults.
 default file: /home/dean/.dsda-doom/dsda-doom.cfg
 found /usr/local/share/games/doom/dsda-doom.wad

dsda-doom v0.18.0 (https://github.com/kraflab/dsda-doom/)
I_SetAffinityMask: manual affinity mask is 1
 found /usr/share/doom/doom2.wad
IWAD found: /usr/share/doom/doom2.wad
dsda-doom (built Apr 25 2021 01:27:49), playing: DOOM 2: Hell on Earth
dsda-doom is released under the GNU General Public license v2.0.
You are welcome to redistribute it under certain conditions.
It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details.
V_Init: allocate screens.
V_InitMode: using 32 bit video mode
I_CalculateRes: trying to optimize screen pitch
 test case for pitch=2560 is processed 155002 times for 100 msec
 test case for pitch=2592 is processed 220238 times for 100 msec
 optimized screen pitch is 2592
I_InitScreenResolution: Using resolution 640x480
 found /usr/local/share/games/doom/dsda-doom.wad
D_InitNetGame: Checking for network game.
W_Init: Init WADfiles.
 adding /usr/share/doom/doom2.wad
 adding /usr/local/share/games/doom/dsda-doom.wad
W_InitCache
G_ReloadDefaults: Checking OPTIONS.

M_Init: Init miscellaneous info.
SetRatio: width/height parameters 640x480
SetRatio: storage aspect ratio 4:3
SetRatio: assuming square pixels
SetRatio: display aspect ratio 4:3
SetRatio: gl_ratio 1.600000
SetRatio: multiplier 1/1
R_Init: Init DOOM refresh daemon - 
R_LoadTrigTables: Endianness...ok.
R_InitData: Textures Flats Sprites 
R_Init: R_InitPlanes R_InitLightTables R_InitSkyMap R_InitTranslationsTables R_InitPatches 
P_Init: Init Playloop state.
I_Init: Setting up machine state.
[New Thread 0x7ffff556c640 (LWP 27994)]
I_InitSound: [New Thread 0x7ffff4d5b640 (LWP 27995)]
 configured audio device with 1024 samples/slice
I_InitSound: sound module ready
S_Init: Setting up sound.
S_Init: default sfx volume 3
HU_Init: Setting up heads up display.
I_InitGraphics: 640x480
[New Thread 0x7fffeeabd640 (LWP 27998)]
[New Thread 0x7fffee2bc640 (LWP 27999)]
[New Thread 0x7fffedabb640 (LWP 28000)]
[New Thread 0x7fffed2ba640 (LWP 28001)]
[New Thread 0x7fffecab9640 (LWP 28002)]
[New Thread 0x7fffe3c44640 (LWP 28003)]
[New Thread 0x7fffe3443640 (LWP 28004)]
[New Thread 0x7fffe2c42640 (LWP 28005)]
[New Thread 0x7fffe2441640 (LWP 28006)]
[New Thread 0x7fffe1c40640 (LWP 28007)]
[New Thread 0x7fffe143f640 (LWP 28008)]
[New Thread 0x7fffe0c3e640 (LWP 28009)]
[New Thread 0x7fffabfff640 (LWP 28010)]
[New Thread 0x7fffab7fe640 (LWP 28011)]
[New Thread 0x7fffa2ffd640 (LWP 28012)]
[New Thread 0x7fffaaffd640 (LWP 28013)]
[New Thread 0x7fffaa7fc640 (LWP 28014)]
[New Thread 0x7fffa9ffb640 (LWP 28015)]
[New Thread 0x7fffa97fa640 (LWP 28016)]
[New Thread 0x7fffa8ff9640 (LWP 28017)]
[New Thread 0x7fffa3fff640 (LWP 28018)]
[New Thread 0x7fffa37fe640 (LWP 28019)]
[New Thread 0x7fffa27fc640 (LWP 28020)]
I_UpdateVideoMode: 0x1001, SDL buffer, direct access
SetRatio: width/height parameters 640x480
SetRatio: storage aspect ratio 4:3
SetRatio: assuming square pixels
SetRatio: display aspect ratio 4:3
SetRatio: gl_ratio 1.600000
SetRatio: multiplier 1/1
ST_Init: Init status bar.
[New Thread 0x7fffa1ffb640 (LWP 28021)]
[New Thread 0x7fffa17fa640 (LWP 28022)]
[New Thread 0x7fffa0ff9640 (LWP 28023)]
[New Thread 0x7fff792fb640 (LWP 28024)]
[New Thread 0x7fff78afa640 (LWP 28025)]
[New Thread 0x7fff782f9640 (LWP 28026)]
[New Thread 0x7fff77af8640 (LWP 28027)]
[New Thread 0x7fff772f7640 (LWP 28028)]
[New Thread 0x7fff76af6640 (LWP 28029)]
[New Thread 0x7fff762f5640 (LWP 28030)]
[New Thread 0x7fff75af4640 (LWP 28031)]
[New Thread 0x7fff752f3640 (LWP 28032)]
[New Thread 0x7fff74af2640 (LWP 28033)]
[New Thread 0x7fff742f1640 (LWP 28034)]
[New Thread 0x7fff73af0640 (LWP 28035)]

Thread 1 "dsda-doom" received signal SIGSEGV, Segmentation fault.
0x00007ffff6f5ed94 in ?? () from /usr/lib64/libfluidsynth.so.3
(gdb) bt
#0  0x00007ffff6f5ed94 in ?? () from /usr/lib64/libfluidsynth.so.3
#1  0x00007ffff6f8324f in ?? () from /usr/lib64/libfluidsynth.so.3
#2  0x00007ffff7dcc043 in ?? () from /usr/lib64/libSDL2_mixer-2.0.so.0
#3  0x00007ffff7dc773a in Mix_FreeMusic () from /usr/lib64/libSDL2_mixer-2.0.so.0
#4  0x000055555566e529 in I_UnRegisterSong (handle=0) at /home/dean/src/dsda-doom/prboom2/src/SDL/i_sound.c:974
#5  0x000055555565fb95 in S_StopMusic () at /home/dean/src/dsda-doom/prboom2/src/s_sound.c:650
#6  S_StopMusic () at /home/dean/src/dsda-doom/prboom2/src/s_sound.c:638
#7  0x000055555565fc4e in S_ChangeMusic (musicnum=<optimized out>, looping=1) at /home/dean/src/dsda-doom/prboom2/src/s_sound.c:549
#8  0x00005555556015da in P_SetupLevel (episode=1, map=1, playermask=playermask@entry=0, skill=<optimized out>) at /home/dean/src/dsda-doom/prboom2/src/p_setup.c:2636
#9  0x00005555555c1ae0 in G_DoLoadLevel () at /home/dean/src/dsda-doom/prboom2/src/g_game.c:1000
#10 0x00005555555c5666 in G_InitNew (skill=<optimized out>, episode=<optimized out>, map=<optimized out>) at /home/dean/src/dsda-doom/prboom2/src/g_game.c:3011
#11 0x00005555555c842a in G_DoNewGame () at /home/dean/src/dsda-doom/prboom2/src/g_game.c:2793
#12 G_Ticker () at /home/dean/src/dsda-doom/prboom2/src/g_game.c:1197
#13 0x000055555566b387 in TryRunTics () at /home/dean/src/dsda-doom/prboom2/src/d_client.c:530
#14 0x00005555555bccb5 in D_DoomLoop () at /home/dean/src/dsda-doom/prboom2/src/d_main.c:501
#15 D_DoomMain () at /home/dean/src/dsda-doom/prboom2/src/d_main.c:2003
#16 0x00005555555aa78c in main (argc=<optimized out>, argv=0x7fffffffe528) at /home/dean/src/dsda-doom/prboom2/src/SDL/i_main.c:580

 

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7 hours ago, deathz0r said:

Using Fluidsynth 2.2.0 reliably crashes PrBoom+ (and dsda-doom) because of an ABI change in Fluidsynth due to a security flaw unless -nomusic is used, regardless of whether -DWITH_FLUIDSYNTH=OFF is used with cmake. GDB logs with backtrace provided:

 

Honestly, I don't think this is due to the ABI break. Since it fails in SDL2_Mixer's Mix_FreeMusic() it rather appears to be this:

https://www.fluidsynth.org/news/2021/01/23/sdl2-mixer-bug/

 

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