Lingyan203 Posted December 7, 2012 Where do I put that in when I open the cfg file under "Sound settings"? Also, when I tried to put it in and then run the program, it doesn't do anything. After I quit the program and open the cfg file again, "mus_opl_gain" is gone. 0 Share this post Link to post
entryway Posted December 7, 2012 LingtheDoomGuy said:After I quit the program and open the cfg file again, "mus_opl_gain" is gone. You need beta version of prboom-plus. http://prboom-plus.sourceforge.net/history.html 0 Share this post Link to post
TimeOfDeath Posted December 30, 2012 Feature request: What do you think about programming pr+ to make maps33-99 playable? After exiting map30 (and the intermission screen and story), it goes to map33 (if map33 exists) instead of "our hero" victory screen? And map33 goes to 34, then 35, etc? And allow idclev and -warp for 33-99? 0 Share this post Link to post
Rizera Posted December 30, 2012 Feature request: Be able to switch fast monsters on and off while in game. It is annoying to have to set up a a batch file just for that, unless there is some other way of turning it on that I'm not aware of. 0 Share this post Link to post
printz Posted December 30, 2012 Does PrBoom+ for Mac use an outdated SDL framework? I can't run it as fullscreen in Lion. The latest SDL is 1.2.15 and it has been described that 1.2.14 wouldn't do full screen on Lion, on this thread. Note that you'd drop PowerPC support if you put 1.2.15 in the package. 0 Share this post Link to post
entryway Posted December 30, 2012 printz said:Does PrBoom+ for Mac use an outdated SDL framework? I can't run it as fullscreen in Lion. The latest SDL is 1.2.15 and it has been described that 1.2.14 wouldn't do full screen on Lion, on this thread. Note that you'd drop PowerPC support if you put 1.2.15 in the package. I do not know what is using on Mac. I do not know anything about Mac. Ask Neil about that. 0 Share this post Link to post
shoober Posted December 31, 2012 Does PrBoom+ support music playback via MP3 or FLAC files? I have the Doom Soundtrack in FLAC, played threw a Roland SoundCanvas SC-55 and want to use them while I play Doom. I have the files named according to this wiki page. Is there a way I can play them back while using PrBoom+? Also, if I use the -complevel 3 command-line parameter, will it make Doom behave like it does in Ultimate Doom while I'm playing? Or just this setting only effect demo playback? Do I even need to change the compatibility settings in the options menu if I use the -complevel parameter? 0 Share this post Link to post
TimeOfDeath Posted December 31, 2012 It does support mp3, not sure about flac. One way to do it would be to download XWE from one of the mirrors, go to File->New, write a name for your music wad, then Entry->Load, and select all your music files, then close. Drag and drop the music wad file on to prboom+ for the new music. Yes, -complevel 3 emulates ultimate doom. If you used the -complevel 3 parameter, your game will play in that complevel (you don't have to go to the menu to change it). You could also change the default compatibility in prboom-plus.cfg to 3 and then just double-click prboom-plus to start. 0 Share this post Link to post
shoober Posted December 31, 2012 Okay cool, its a big relief that I don't have to mess around with the compatibility settings if I use the -complevel parameter. I just found out that PrBoom+ supports MP3 and OGG formats. I already have them in OGG format so I'll use that. Thank you very much for the quick response TimeOfDeath. I was wondering why PrBoom+ is so much brighter then other source ports I have used. Is there a reason PRBoom+ is so bright? Is it supposed to look this bright? 0 Share this post Link to post
printz Posted December 31, 2012 entryway said:I do not know what is using on Mac. I do not know anything about Mac. Ask Neil about that. Where do I contact him? 0 Share this post Link to post
Dragonsbrethren Posted December 31, 2012 shoober said:I was wondering why PrBoom+ is so much brighter then other source ports I have used. Is there a reason PRBoom+ is so bright? Is it supposed to look this bright? Its gamma correction is set to 3 by default. Like tempun said, hit F11 a couple times or set usegamma to 0 in your config. 0 Share this post Link to post
Memfis Posted December 31, 2012 Maybe entryway should set it to 0 by default. I wonder how many players were scared away by overly bright levels. :) 0 Share this post Link to post
Dragonsbrethren Posted December 31, 2012 0 is too dark for the GL renderer with the default light mode, but I agree for prboom-plus.cfg. 0 Share this post Link to post
shoober Posted December 31, 2012 Wow, that looks a lot better. Thanks guys. PrBoom+ is awesome. 0 Share this post Link to post
abyrvalg Posted December 31, 2012 i'd personally like it to go higher than it allows now. Like, to 8 at least, it's the darkest opengl port ever. 0 Share this post Link to post
Donce Posted January 1, 2013 Rizera said:Feature request: Be able to switch fast monsters on and off while in game. It is annoying to have to set up a a batch file just for that, unless there is some other way of turning it on that I'm not aware of. There is: a cheat code TNTFAST works since DOS Boom. 0 Share this post Link to post
tempun Posted January 1, 2013 jongo said:i'd personally like it to go higher than it allows now. Like, to 8 at least, it's the darkest opengl port ever. Switch to GZDoom light mode 0 Share this post Link to post
blob1024 Posted January 5, 2013 sry for stupid question probably, but all of a sudden (i guess ia ctually pressed something weird accidentally while playing or the likes) the glboom.exe doesnt ask me anymore what wad to launch, so I cant decide what to play or to -for example- start a demorecording session. double clicking on my usual glboom link ""C:\Users\Admin\Desktop\Doom II\PrBoom 2.5.1.4\glboom-plus.exe" -complevel x -skill 4 -warp xx -record xxx" doesnt start anything beside original doom2 wad level demorecording (and also in a strange resolution I never used actually oO) how to switch this back to normality? 0 Share this post Link to post
Coolster Posted January 5, 2013 tempun said:Switch to GZDoom light mode or Fog Based (that's what im using and it looks great) 0 Share this post Link to post
Memfis Posted January 5, 2013 blob: did you reset all the settings to default? For the launcher try going to glboom-plus.cfg and setting "launcher_enable" to 1. 0 Share this post Link to post
blob1024 Posted January 6, 2013 Memfis said:blob: did you reset all the settings to default? For the launcher try going to glboom-plus.cfg and setting "launcher_enable" to 1. no idea why, but yea thats what happened thanks 0 Share this post Link to post
shoober Posted January 6, 2013 I have just got around to trying out PrBoom+ with the OGG files, and I ran into a problem. They play faster then they normally do. I even put the frame rate cap on and the music was still running too fast. I made my own WAD file of the music. What could have gone wrong? EDIT: Nevermind, I figured it out. I had to change the sound frequency from 48000 to 44100. But there is another problem. The music will stutter when I pick up items. It will also stutter at random times. What could be causing this? EDIT2: I found a remedy to the problem. If I change the priority to "Above Normal", it stops the music from stuttering. I also downloaded the new 2.5.1.4 test release, which adds FLAC support. I'm currently using the Roland SoundCanvas SC-55 FLAC music pack and its working great. PrBoom+ is awesome, I love it. 0 Share this post Link to post
entryway Posted January 7, 2013 shoober said:But there is another problem. The music will stutter when I pick up items. It will also stutter at random times. What could be causing this? process_affinity_mask should be 0 in cfg if you are not using "sdl" music player (you should not) 0 Share this post Link to post
Platinum Shell Posted January 14, 2013 What sound player is the best for me? All the other ones (SDL, FluidSynth, PortMIDI) stutter and get choppy a bit in the music, but mostly sound. OP2 works the best it seems, eliminating those problems, but it occasionally plays a tiny fragment of a sound that recently played at approx. 1/2-1 second after it occured. Any way I can stamp out these issues? Thanks. 0 Share this post Link to post
Xeriphas1994 Posted January 17, 2013 printz said:Where do I contact him? I emailed him a bug report using the DW profile link, and he replied. 0 Share this post Link to post
Sp00kyFox Posted January 21, 2013 I don't know if this is normal behaviour but I noticed some palette issues on bonus pickups with the following demo file: http://doomedsda.us/lmps/1258/2/30sdx2556.zip http://www.doomworld.com/idgames/index.php?id=16040 I disabled palette changes on damage and powers. The problem occurs a few times in the demo but the first one is right at the beginning in map1 where the doom marine pick ups the berserk powerup right at the start. The palette brightens up but stays at this level for nearly the rest of the map. This happens both in software and opengl mode. Here is my config: http://pastebin.com/NNDyc2Ua Also got a question regarding the viddump feature. Is it possible to set another framerate than 35? At the moment I have do drop frames from the output afterwards to get the standard 30fps, which of course results in little stuttering. edit: noticed this issue in a few other demos also. can anyone confirm this problem? 0 Share this post Link to post
wildweasel Posted January 31, 2013 I'm having some pretty horrible sound stuttering issues on 2.5.1.3. Settings are fresh defaults from a clean install, though I did try setting the music device to OPL2. PC's hardware (where relevant) is the following: Windows 7 Ultimate 64-bit AMD Phenom II X4 955 Black (3.2 GHz) NVIDIA High Definition Audio (device manager gives no further details about it) Logitech USB headset StarTech PEXHDCAP PCI Express video capture card (probably not relevant but including it anyway) NVIDIA GeForce GTX 460 SE I'm running PRBoom Plus in 32-bit color software. 0 Share this post Link to post
Platinum Shell Posted January 31, 2013 WildWeasel said:sound troubles You're not the only one, man. Not quite sure what the deal is. 0 Share this post Link to post