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entryway

PrBoom-Plus, ver. 2.5.1.4

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entryway said:

How you get it?

your - my (software 640x480)

It was 320x240 with screen multiply 2.

Filtering gets progressively worse below 800x600 so now in widescreen mode it only looks clean when the Bar\Boom HUD are not affected by the change in aspect ratio. A simple toggle to allow the HUD to decouple from the aspect ratio would kind of solve the problem for those who wish to toggle it off... Or maybe you could make filtering work as well as Choco Doom at all resolutions and aspect ratios however difficult that might be to implement.


@Mike.Reiner

I don't know why I didn't remember it earlier. AutoHotKey couldn't bind weapons to the mouse wheel back when I was trying that, and still can't. However, copying Spacebar to middle and right click is a snap. I can even set it to act only when PrBoom-Plus is the focused program.

#IfWinActive PrBoom-Plus,
MButton::Space
RButton::Space

#IfWinActive GlBoom-Plus,
MButton::Space
RButton::Space
AutoHotKey even lets me make an exe out of it so I don't have to have AutoHotKey installed. Nice.

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Mike.Reiner said:

Edit: Found another issue. Setting Sky Mode to: Screen will cause that texture to show up on the left and right side when looking at the sky. Not an issue with either skybox or standard.

Fixed.

Mike.Reiner said:

New bug, entryway: http://img168.imageshack.us/img168/6422/statusbarbug.jpg

Specific spots in levels tend to cause that. I've seen it in quite a few levels now.

Can't reproduce. Do not see any possibility for such. Does it disappear after save/load?

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entryway said:

Can't reproduce. Do not see any possibility for such. Does it disappear after save/load?


http://www.megaupload.com/?d=HVLAO81Q

Run that demo using ultimate doom (doom.wad). I can reproduce it in 1280x720 (16:9), 1280x800 and 1680x1050 (16:10)

Saving and then loading does not make it disappear.

Also, the issue does not appear to happen in software rendering mode.

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Mike.Reiner said:

http://www.megaupload.com/?d=HVLAO81Q

Run that demo using ultimate doom (doom.wad). I can reproduce it in 1280x720 (16:9), 1280x800 and 1680x1050 (16:10)

Works fine for me with my and default cfg. I am using the latest version from history page.

glboom-plus -geom 1280x800w -iwad doom.wad -playdemo STATBAR.LMP

Give me your cfg.

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entryway said:

Works fine for me with my and default cfg. I am using the latest version from history page.

glboom-plus -geom 1280x800w -iwad doom.wad -playdemo STATBAR.LMP

Give me your cfg.

Strange.
http://www.megaupload.com/?d=YD0ZMGCX

Edit: AH! Set your texture filter to 'none'.

The issue does not appear for me when I set it to Linear.

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Mike.Reiner said:

Edit: AH! Set your texture filter to 'none'.

The issue does not appear for me when I set it to Linear.

Heh, yes. That CLAMPXY hack for 64x64 sectors aligned to 64x64 grid should not be applied for 2D graphics.

Fixed.

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Alright i've found one more issue. For some reason I don't really see it very well when I take a screen shot.

Basically, at the very bottom of the status bar, there is a very thin line that behaves kinda like a HOM.

If you go into the options menu, where the entire screen changes to another texture, then out of it, you'll see the thin line at the bottom changed to what that texture was.

Also, when the doom face changes when you hold down the fire button long enough, the bottom of his chin is imprinted down there. Same if you put the screen at full size (removing the status bar) and then bringing it back, you'll see a bottom line of whatever gun you were holding.

Hope that made some sense.

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Mike.Reiner said:

Basically, at the very bottom of the status bar, there is a very thin line that behaves kinda like a HOM.

Classic roundoff error.

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Gez said:

Classic roundoff error.


Yeah I've seen it in the past, but the build before the one I just downloaded didn't have it.. atleast I don't think it did..

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Mike.Reiner said:

Yeah I've seen it in the past, but the build before the one I just downloaded didn't have it.. atleast I don't think it did..

Yes

Do you have it with or without status bar, at wide or 4:3 resolutions, full screen or windowed?

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entryway said:

Yes

Do you have it with or without status bar, at wide or 4:3 resolutions?


Only with, at 16:10 1680x1050. I didn't see it at 4:3 640x480.

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entryway said:

Yes. Thanks.

Edit: I read a little bit on that page you always link for downloading latest versions, and decided to give a time demo a try.

Hell Quickly Revealed.

Timed 100147 gametics in 2802 realtics - 1250.9 frames per second

Command line I used: .\engines\PrBoom+\batch\glboom-plus.exe -iwad .\engines\vanilla\doom2\doom2.wad -file .\pwads\hr.wad .\pwads\hrmus.wad -timedemo .\pwads\demos\hr\HQR-4339.LMP -geom 640x480 -window -nosound


It really is amazing how quickly that went through a 40+ minute demo..

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you have to downgrade your sdl_mixer to get it interface with prboom/+.


entryway said:

Does old SDL help?



As far as I can tell, the problem is non-existent if you go back far enough. 2.2.6.19 seems to have no hanging issue for me. (The entire prboom+ package I mean, with all the SDL's that come with it.) 2.2.6.24 does have the problem.

The music also hangs on re-loop in Chocolate doom.

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Version: PrBoom-Plus 2.5.0.4.Test-Win32
OS: Windows Vista with Service Pack 2

Problem:
MP3s and/or OGGs will mute all sounds on the designated level. This has been verified on my Core2Duo Laptop and my i7-920 PC, both of which have Vista and the above PrBoom-Plus independently downloaded.

The following WADs used as testing:
http://students.washington.edu/hp1985/MP3.wad
http://students.washington.edu/hp1985/OGG.wad

The Results were the same whether MP3s or OGGs were used.

Results - Core2Duo:
Title Screen: Doom2 music starts playing
Map01 - no music, no sfx, no sound
Map02 - MIDI, sound, everything works

Results - i7-920:
Title Screen: Doom2 music starts playing
Map01 - no music, no sfx, no sound
Map02 - MIDI, sound, everything works

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Doom Marine said:

OS: Windows Vista with Service Pack 2

WindowsXP, Realtek High Definition Audio

No issues with music and sfx, both wads work fine.

Can you hear mp3, ogg music on Vista with another SDL_mixer based ports?

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entryway said:

WindowsXP, Realtek High Definition Audio

No issues with music and sfx, both wads work fine.

Can you hear mp3, ogg music on Vista with another SDL_mixer based ports?


It was I who sent him those files just to test it out. I run XP and it plays back fine, it appears to be Vista related.

What other SDL ports are there that can playback MP3 and OGG?

There is Kaiser's Doom 64 EX..

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The same issue with Eternity and odamex. Both use SDL_mixer and both do not work with Windows7 with mp3.wad and ogg.wad from above.

So, ask SDL_mixer guys.

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After some debugging I still can't understand why SDL_mixer can't play MP3 and OGG in Vista. There are few strange things.

playmus.c -> playmus.exe from sources of SDL_mixer plays OGG fine.

This simple function also works: http://pastebin.com/m2d09cc5a

If I call that simple function before SDL_Init(SDL_INIT_VIDEO) - it works fine (I hear OGG), but does not work after SDL_Init(SDL_INIT_VIDEO)

Following code works also:
SDL_Init(SDL_INIT_AUDIO)
Mix_OpenAudio(22050, AUDIO_S16, 2, 4096);
SDL_Init(SDL_INIT_VIDEO)
.. the rest of test function ..

Weird thing: all code above works not always. Just randomly.

When it works I have: http://prboom-plus.sourceforge.net/a1.png
When it does not work: http://prboom-plus.sourceforge.net/a2.png

No more ideas.

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entryway, does your version of Windows 7 have XP mode? If so, can you see if you run into these problems when you run on XP mode?

I've been hoping once I upgrade to windows 7 professional (or ultimate) this fall that these issues will go away at least in the XP mode.

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emailking said:

entryway, does your version of Windows 7 have XP mode? If so, can you see if you run into these problems when you run on XP mode?

I've been hoping once I upgrade to windows 7 professional (or ultimate) this fall that these issues will go away at least in the XP mode.

"XP Mode" Is essentially Windows XP running in a virtual environment iirc.

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Another problem: The sound adjustment of 2.5.0.4.test-win32 doesn't work. The SFX slider has no effect, and the Music slider changes both the music and sound effect.

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Doom Marine said:

Another problem: The sound adjustment of 2.5.0.4.test-win32 doesn't work. The SFX slider has no effect, and the Music slider changes both the music and sound effect.

You wanted to say: "the sound adjustment of any SDL_mixer based ports doesn't work in Vista/7 for me"

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Mike.Reiner said:

Well, this is a problem. While some of us run XP, we won't forever..

Is there possibility for using fmod with GPL application? Something like "do not distribute dll with app"

What's with OpenAL? Is it a shit?

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entryway said:

Is there possibility for using fmod with GPL application? Something like "do not distribute dll with app"

What's with OpenAL? Is it a shit?


I really wish I could give you advice regarding this.

As far as I understand, OpenAL would be the better option between the two, as far as cross platform goes.

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