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bradharding

DOOM Retro v4.3 (updated October 15, 2021)

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18 hours ago, NieMaMordy said:

I recently started to notice these black lines at points where two flats collide. Is that something that can be fixed somehow?

The problem is that they're using a "multiflat pattern" to represent something larger than 64x64. Same deal with the marbface teleporter in Phobos Anomaly, by the way.

 

What happens is simply that due to precision issues, the flat is tiled just a tiny little bit. With normal flats, that are designed to tile neatly, you wouldn't notice, but those are not designed to tile, they're designed to be placed to different flats that complete the pattern, so the minute tiling looks ugly.

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Posted (edited)

Awesome port (surprised it took me this long to find out about it). I find that the additional visual flare you typically see in GZDoom and what not to be sorta distracting. I'm 100% down with all the visual changes you made though, as they're mostly subtle and complement Doom's aesthetics nicely - game looks fantastic in 640x400, which also happens to be my preferred resolution for dooming. Anyway, I'm sure someone asked this already, but:

 

1- Would you consider adding support for "a secret is revealed" messages akin to prboom or ZDoom? (If there is already, I've compeltely slept on it)

2- Are there any plans for displaying kills/secrets/items stats in the map?

 

Keep up the good work my dude.

Edited by Mike Stu

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Thank you. I'm happy you appreciate the "balance" I've tried to achieve in DOOM Retro, @Mike Stu. As for your 2 questions: yes, these have been asked several times, and are "on the list".

 

(As for the "secret revealed" idea, the main reason I'm holding back on this is the lack of a decent, royalty-free sound effect to play when a secret is revealed. If anyone can produce or suggest such a thing, it would be greatly appreciated!)

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Awesome job on DOOM Retro! It's my favorite ''vanilla-friendly'' source-port so far and I love the visual updates and how in-touch it keeps with the classic feel. It's just the right level of crispyness for me! :D

 

Only problem I have is that I'm unable to alt-tab out of the game and return. Once I alt-tab back there's only a black screen. The game still runs tho, but I cant' see anything.

 

Console.png?width=1119&height=629

 

Funny enough, I can't turn fullscreen off either. Also tried vid_borderlesswindow but same results.

 

6 minutes ago, bradharding said:

Thank you. I'm happy you appreciate the "balance" I've tried to achieve in DOOM Retro, @Mike Stu. As for your 2 questions: yes, these have been asked several times, and are "on the list".

 

(As for the "secret revealed" idea, the main reason I'm holding back on this is the lack of a decent, royalty-free sound effect to play when a secret is revealed. If anyone can produce or suggest such a thing, it would be greatly appreciated!)

There's actually a free sound that I think works quite well with it in this page: https://www.storyblocks.com/audio/stock/futuristic-metallic-flyby-2-swhjmd7fplk8p0zhu0.html but there's also the already known in-game sounds, like the item respawn one, maybe you could use it?

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Hi @Endless. ALT+TABbing and ALT+ENTERing work fine for me, but I suspect it's an issue with SDL. When that's updated to the next version (hopefully soon), this should be fixed. If you manually enter "vid_fullscreen off" in the console, does it work? Also, maybe try changing the vid_scaleapi CVAR to "direct3d".

 

As for the secret notification sound, I want to avoid using any existing SFX.

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10 minutes ago, bradharding said:

Hi @Endless. ALT+TABbing and ALT+ENTERing work fine for me, but I suspect it's an issue with SDL. When that's updated to the next version (hopefully soon), this should be fixed. If you manually enter "vid_fullscreen off" in the console, does it work? Also, maybe try changing the vid_scaleapi CVAR to "direct3d".

 

As for the secret notification sound, I want to avoid using any existing SFX.

CVAR to "direct3d" fixed my issue! I can now alt-tab out and in with ease. Thanks a lot! :D

Odd enough tho, I still can't change vid_fullscreen to off, it's always ON no matter what I do, but personally that's not an issue for me. But thanks anyway!

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17 hours ago, bradharding said:

As for the secret notification sound, I want to avoid using any existing SFX.

 

So I guess that means the Zelda Secret Sound played on the Doot trumpet is out. :D

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On 6/25/2021 at 6:04 PM, bradharding said:

(As for the "secret revealed" idea, the main reason I'm holding back on this is the lack of a decent, royalty-free sound effect to play when a secret is revealed. If anyone can produce or suggest such a thing, it would be greatly appreciated!)

You could do what Eternity does and just play DSGETPOW from the IWAD, or maybe play DSITMBK instead.

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Posted (edited)

While playing Sunlust MAP08, I stumbled upon two non-functional linedefs triggered by a voodoo dolls on conveyor belts. It appears that triggering a switch that allows them to move is functional, so the problem is with the linedefs they move through. I am attaching screenshots of triggers that allow the dolls to move and trigger the linedefs. Can you look into it?

Linedef 2.png

Linedef 1.png

Edited by NieMaMordy

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Hey Brad, would you mind to make the "You found a secret" message Ignore other messages? You know like "No clipping mode on", or at least make it longer

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9 hours ago, NieMaMordy said:

While playing Sunlust MAP08, I stumbled upon two non-functional linedefs triggered by a voodoo dolls on conveyor belts. It appears that triggering a switch that allows them to move is functional, so the problem is with the linedefs they move through. I am attaching screenshots of triggers that allow the dolls to move and trigger the linedefs. Can you look into it?

Thanks @NieMaMordy, I will!

6 hours ago, lokbustam257 said:

Hey Brad, would you mind to make the "You found a secret" message Ignore other messages? You know like "No clipping mode on", or at least make it longer

Sure! :)

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Posted (edited)

I just started using this port and really really like it! It's like having a better Crispy with a console. I was testing my new Doom I map in Crispy, but have now switched to Doom Retro. I need to read more about the port, because I'm sure there are other advantages I have not figured out yet.


Edit: I just noticed the way liquid moves in this port. So much cooler than normal!

Edited by TheGreenZap

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Posted (edited)

Hey brad! Loving Doom Retro so far. My #1 vanilla-friendly mod and just a joy to play with. Was wondering if you could take this suggestions for some future updates:

  • When capturing screenshots, the png file should also save the MAP# (I think it is pretty awesome that it saves the title of the map, but it would be even better if it also saved the # of the map. This is very helpful for people that take screenshots for archives and reviews)
  • Map overlay.
  • Map option to show linedef actions (like doors with their respective key color)
  • Message fade slightly faster on alternative HUD.
  • Option to bind Mouse4 and Mouse5 (I tried binding the Plasma Rifle to M4 and the BFG to M5 but did not work)
  • Faster Zoom in and out in the automap (I feel like I scroll just a tad too much in big maps lol)
  • A total time counter at the end of the level. (there's a timer for each level, but not for your entire playthrough, I think it would be neat to know how much it took me to finish a megawad and the like)
  • Option to change the color palette when under Invulnerability and Rad Suit effect.

 

I've read that you're already planning on adding info/stats like monster count, time and secrets count. That would just make this perfect! Wish you the best. Loving this <3

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Thanks @Endless. Some great suggestions here.

 

I think initially when I implemented use of the map title for the screenshot filenames, I wanted to include the "MAPxx" so the filename would appear exactly as it does in the automap, (eg. "MAP01: Entryway"), but didn't because a colon can't be used in a filename. And picky as it is, consistency above all. :) What I may do instead, which may be helpful to you, is use subfolders like I do with the savegames (eg. "screenshots\doom2\Entryway.png").
 

I've been thinking about doing an overlay for a while now. Toggled using the 'o' key, and perhaps be able to have it at any size/position on screen.

 

The look of the automap won't change by default, but I could introduce am_lockedbluedoor, etc. CVARs.

 

By "alternative", do you mean the messages just the widescreen HUD? Or the actual alternate widescreen HUD when r_althud CVAR is on? Either way, I'll look at maybe speeding both up.

 

Currently the +weaponx actions can't be bound to the mouse. This is something I haven't got around to doing yet. Thanks.

 

I'll look at improving the scroll speed. Is SHIFT + mousewheel fast for you?

 

I see other source ports have implemented total time on the intermission screen. I'll look into it. (In the meantime, check the playerstats CCMD.)

 

I think to change the color palette when under Invulnerability and Rad Suit effect is more for a PWAD to take care us. Unless you're referring to accessibility discussed on another thread.

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Is it possible to center the pickup messages? I think it would make them look a bit more pleasing.

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I just noticed that menu runs in higher framerate when you set VID_FPSCAP cvar to 35. Is that intended?

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On 8/2/2021 at 9:33 PM, NieMaMordy said:

Is it possible to center the pickup messages? I think it would make them look a bit more pleasing.

At this stage, no, but I'll consider it as an option. Thanks!

 

6 hours ago, NieMaMordy said:

I just noticed that menu runs in higher framerate when you set VID_FPSCAP cvar to 35. Is that intended?

The fps is meant to cap at 35 whenever the menu is open, regardless of what the vid_capfps CVAR is set to. And just testing that now, it's what I get. If you enable the vid_showfps CVAR, are you getting something different?

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5 hours ago, bradharding said:

The fps is meant to cap at 35 whenever the menu is open, regardless of what the vid_capfps CVAR is set to. And just testing that now, it's what I get. If you enable the vid_showfps CVAR, are you getting something different?

I captured a video of how it works on my end. It turns out, that VID_SHOWFPS always shows 60/61 FPS, no matter what the current value of VID_FPSCAP is.
Moreover, you can observe, that menu's framerate is uncapped, when VID_FPSCAP is set to 35. I guess it is not a big issue, but uncapped menu looks kinda nice, so I was wondering if it would be possible to get it with other VID_FPSCAP values.

 

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18 hours ago, NieMaMordy said:

I captured a video of how it works on my end. It turns out, that VID_SHOWFPS always shows 60/61 FPS, no matter what the current value of VID_FPSCAP is.
Moreover, you can observe, that menu's framerate is uncapped, when VID_FPSCAP is set to 35. I guess it is not a big issue, but uncapped menu looks kinda nice, so I was wondering if it would be possible to get it with other VID_FPSCAP values....

Ah! So vsync is affecting it. I'll look into this further. Thanks.

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Hi all! Version 4.2 of DOOM Retro has been released. There are a lot of changes, including improvements to the dithered lighting effect and corpse physics. Please visit www.doomretro.com to download. Here's the release notes:

  • DOOM Retro is now compiled using v16.11.0 of Microsoft Visual Studio Community 2019.
  • DOOM Retro now uses SDL v2.0.16.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The following changes have been made to the dithered lighting cast when the r_ditheredlighting CVAR is on:
    • The dithered lighting cast on textures is now more consistent regardless of the player’s viewing angle.
    • Dithered lighting is now also cast on sprites.
    • Dithered lighting is now cast when the r_detail CVAR is low.
    • Dithered lighting is now cast on BOOM-compatible translucent wall textures if the r_translucency CVAR is off.
  • The text in the console has been brought in from the left and right edges of the screen when the vid_widescreen CVAR is on.
  • Minor changes have been made to the character set used in the console.
  • Several changes have been made to text that is output to the console.
  • Minor improvements have been made to the console’s autocomplete feature.
  • The following changes have been made to the support for REKKR:
    • rekkrsa.wad is now treated as an IWAD (that is, DOOM.WAD will no longer be automatically loaded with it).
    • The correct monster and weapon names are now used in obituaries in the console when the con_obituaries CVAR is on.
    • Sorrows and skelly bellies will now only bleed red blood.
    • Gamepads will no longer vibrate when the axe is equipped and idle, and the gp_vibrate_weapons CVAR is on.
  • A bug has been fixed whereby any palette effects wouldn’t be restored when unpausing a game by pressing the ESC key rather than PAUSE key.
  • The alwaysrun CVAR can now be toggled by pressing the CAPSLOCK key while on the title screen.
  • The fading of player messages onto and off of the screen is now smoother in some instances when the fade CVAR is on.
  • A fade transition will now be applied when changing the r_brightmaps CVAR, or any CVARs that change a color, when the fade CVAR is on.
  • Corpses and dropped items will no longer perpetually slide back and forth on the floor in some rare instances.
  • The maximum number of blood splats that can be spawned when a corpse slides on the floor and the r_corpses_slide CVAR is on, has now been reduced.
  • The number of monsters killed due to infighting is now displayed by the playerstats CCMD.
  • The colors of doors in the automap that are unlocked using a keycard or skull key can now be changed using the new am_reddoorcolor, am_yellowdoorcolor and am_bluedoorcolor CVARs. These CVARs are 160 by default (such that there is no apparent difference until one of them is changed), and 231 when vanilla mode is enabled.
  • Minor improvements have been made to rendering the automap when the player has a computer area map power-up.
  • The following changes have been made to the external automap when the am_external CVAR is on:
    • When the F key is pressed to turn follow mode off, the player may now pan around the external automap as intended.
    • The mouse wheel will no longer zoom in/out of the external automap, and instead only cycle through the player’s weapons.
  • A bug has been fixed whereby the player’s weapon wouldn’t always be lit correctly when fired.
  • A previously implemented feature that caused monsters to not be fullbright when firing and facing away from the player now works correctly.
  • Spectres will now always be rendered correctly when freeze mode is on.
  • More fixes have been applied to certain maps when the r_fixmaperrors CVAR is on.
  • Minor changes have been made to the positioning of some elements in the widescreen HUD.
  • Changing the r_screensize CVAR in the console will now also change the vid_widescreen CVAR as necessary.
  • The following changes have been made when on the intermission screen:
    • The playerstats and mapstats CCMDs will now work.
    • Pressing the ENTER key while the menu or console are also open will no longer trigger the intermission screen.
  • The +weapon1 to +weapon7 actions can now be bound to a mouse button using the bind CCMD.
  • The effect applied when the player is in a damaging sector and the r_shake_damage CVAR is greater than 0% is now no longer applied when god mode is enabled.
  • A bug has been fixed whereby the “Damage received” stat viewed using the playerstats CCMD would continue to update when god mode was on.
  • The toggle CCMD now supports CVARs that accept multiple values. The value of these CVARs will increment by 1, and if their maximum value is reached, will wrap to their minimum.

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Ooooh yeah baby! Updating right now. Going to playtest the crap of out this. Thank you big time for also including my suggestions! Awesome work.

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I have been waiting for this release!

 

I can't exactly figure out how the dithering is different here than in previous versions (Is it rendered separately on each color channel now?), but it is certainly better. The dithering stuck to the viewscreen artifact is still there. But somehow, instead of getting rid of it, you seem to have made it a lot less annoying. I can see it when I'm looking for it, but for the most part it just fades from my notice pretty quickly. I would still prefer it to be entirely removed if possible, but again, this is a major improvement and makes playing with the dithered lighting on much more enjoyable!

 

And man! What an improvement over vanilla doom. It still feels authentic, but it brings out so much more detail that was hidden before. I absolutely love it, and am excited to play though my favorite vanilla mods again!

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Posted (edited)

@bradharding thank you for the new version!

 

 

Just a "heads up" regarding the win32 release: MS Windows Defender blocked the download, due to "midiproc.exe" being identified as infected by "Trojan:Win32/Wacatac.B!ml"

however the majority of av engines over at virustotal.com consider the file as safe

https://www.virustotal.com/gui/file/5d92d67acb56ed056b50da0561952d863e5d500958c386011801b15a2da23e57/detection

 

the file shipping with the 64 bit release is also being detected as malicious by few minor av engines, but MS Defender considers it safe

https://www.virustotal.com/gui/file/74818dca98f6370382bf811140d73d61f6f71e52ac2621c4b047ecc231f5871a/detection

 

I'm sure this should prove to be a false positive, however a bunch of users might still be scared away by what MS Defender tells them.

Would it be possible to submit the file to MS for whitelisting?

 

Edited by Delfino Furioso

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16 hours ago, MrDowntempo said:

I have been waiting for this release!

 

I can't exactly figure out how the dithering is different here than in previous versions (Is it rendered separately on each color channel now?), but it is certainly better. The dithering stuck to the viewscreen artifact is still there. But somehow, instead of getting rid of it, you seem to have made it a lot less annoying. I can see it when I'm looking for it, but for the most part it just fades from my notice pretty quickly. I would still prefer it to be entirely removed if possible, but again, this is a major improvement and makes playing with the dithered lighting on much more enjoyable!

 

And man! What an improvement over vanilla doom. It still feels authentic, but it brings out so much more detail that was hidden before. I absolutely love it, and am excited to play though my favorite vanilla mods again!

 

I'll try to explain the change. The dither pattern is drawn from left to right on each horizontal span of floor or ceiling. In previous versions of DR, if a span continued off screen to the left of the player's view, the start of the dither pattern would be affected, such that as the player turned, the dither pattern would be inconsistent (and that's probably what you were noticing before). DR v4.2 now fixes that, so regardless of where the player is facing, the dither pattern is fixed.

 

The dither pattern is fixed as it is because it's just applying a gradient to DOOM's existing diminished lighting. To change this would involve a complete revamp (perhaps radial lighting?) To get a better idea of how the dithering works, turn off the r_textures CVAR in the console and go for a walk.

 

The other significant change to the dithered lighting is on sprites, but it is subtle. The change is ineffective on translucent and fullbright sprites. Barrels in relatively dark areas are a good example though.

 

I'd also like to apply dithered lighting to the player's weapon, but am not sure if this is feasible just yet.

 

11 hours ago, Delfino Furioso said:

@bradharding thank you for the new version!

 

 

Just a "heads up" regarding the win32 release: MS Windows Defender blocked the download, due to "midiproc.exe" being identified as infected by "Trojan:Win32/Wacatac.B!ml"

however the majority of av engines over at virustotal.com consider the file as safe

https://www.virustotal.com/gui/file/5d92d67acb56ed056b50da0561952d863e5d500958c386011801b15a2da23e57/detection

 

the file shipping with the 64 bit release is also being detected as malicious by few minor av engines, but MS Defender considers it safe

https://www.virustotal.com/gui/file/74818dca98f6370382bf811140d73d61f6f71e52ac2621c4b047ecc231f5871a/detection

 

I'm sure this should prove to be a false positive, however a bunch of users might still be scared away by what MS Defender tells them.

Would it be possible to submit the file to MS for whitelisting?

 

 

Thanks for letting me know. Windows Defender bitched about it on my PC too. Definitely a false positive. There are no actual code changes to midiproc.exe since the last version, so the update to SDL would be the cause. I've submitted it here, but hopefully one of the regular Defender updates will remedy this soon.

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Hey, do you know that the small text on the splash screen is very pixelated and blurry? Have you considered making it a higher resolution?

 

Keep up the great work!!

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Any chance that supersampling to be togglable independent of the detail setting? I'd really like to see how impressive it'd look with supersampling turned on while in high detail mode. I'd also like to see how low detail looks without it, and if the dithering and other graphical tricks makes the low (original) res doom look good without supersampling, especially since at those low resolutions, supersampling makes the image softer/blurier, and I'd like a chunkier low-detail experience without it.

 

I'd really appreciate support for surround sound speaker setups (2.1, 4.0, 5.1, 7.1 etc.) That feels like a modernization that isn't entirely unfaithful to the doom retro vision.

 

I would really LOVE to play Strife in this engine, but realize that's probably not even on the long term horizon. But perhaps Hexen support? I'm just a big fan of the way this engine looks, and would love to run some more of the older classics with it.

 

I've noticed that in big rooms with flat floors with semi-detailed textures, movement has an ugly swimming effect with the pixels. It's the kind of problem I think that either mipmapping or anisotropic filtering is supposed to resolve, but I could certainly be wrong. And, while I tried to force AF, I can't be sure it worked, as I didn't notice any change. I wonder if you might experiment with different mipmapping or AF options? I tried switching from nearest to nearest_linear but that didn't seem to effect it either. It might be related to the dithering, but I don't think that's it? It's only a minor annoyance.

 

Thanks again for this wonderful port! It's truly my favorite way to play most classic style doom maps.

 

 

 

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On 8/17/2021 at 9:24 PM, ZigfriedYoshimitsu said:

Hey, do you know that the small text on the splash screen is very pixelated and blurry? Have you considered making it a higher resolution?

 

Keep up the great work!!

 

The splash screen uses the same resolution as the rest of the game (640x400 when not widescreen). In order to display all the copyright text without it looking shite and/or appearing huge, yes, it is a bit blurry. You're not meant to necessarily read it while the splash screen is up anyway. The same text is also available on the website, wiki, and (in part) in every source file.

 

On 8/19/2021 at 12:02 PM, MrDowntempo said:

Any chance that supersampling to be togglable independent of the detail setting? I'd really like to see how impressive it'd look with supersampling turned on while in high detail mode. I'd also like to see how low detail looks without it, and if the dithering and other graphical tricks makes the low (original) res doom look good without supersampling, especially since at those low resolutions, supersampling makes the image softer/blurier, and I'd like a chunkier low-detail experience without it.

 

I'd really appreciate support for surround sound speaker setups (2.1, 4.0, 5.1, 7.1 etc.) That feels like a modernization that isn't entirely unfaithful to the doom retro vision.

 

I would really LOVE to play Strife in this engine, but realize that's probably not even on the long term horizon. But perhaps Hexen support? I'm just a big fan of the way this engine looks, and would love to run some more of the older classics with it.

 

I've noticed that in big rooms with flat floors with semi-detailed textures, movement has an ugly swimming effect with the pixels. It's the kind of problem I think that either mipmapping or anisotropic filtering is supposed to resolve, but I could certainly be wrong. And, while I tried to force AF, I can't be sure it worked, as I didn't notice any change. I wonder if you might experiment with different mipmapping or AF options? I tried switching from nearest to nearest_linear but that didn't seem to effect it either. It might be related to the dithering, but I don't think that's it? It's only a minor annoyance.

 

Thanks again for this wonderful port! It's truly my favorite way to play most classic style doom maps.

 

SSAA can be disabled in low detail mode using the r_supersampling CVAR. It was an easy implementation due to how low detail mode is handled in DR. For it to be done in high detail mode, I'd need to render everything at twice the resolution (that is, 1280x800 when not widescreen) and then apply the SSAA in post processing, which would be very taxing for a software port.

 

As for surround sound, I guess I'd need to completely overhaul the sound code and use something other than SDL_mixer to achieve that.

 

If I completely run out of things to do to the port, I would move onto Heretic support. And then Hexen. And then Strife. :)

 

The moire effect you see with some textures is a result of software rendering. To use mipmapping or anisotropic filtering to help with that in a software renderer would be very costly, if not impossible. Such things are for OpenGL ports only. (BTW "nearest_linear" merely blurs between each individual pixel when scaling the display up.)

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Posted (edited)
7 hours ago, bradharding said:

SSAA can be disabled in low detail mode using the r_supersampling CVAR. It was an easy implementation due to how low detail mode is handled in DR. For it to be done in high detail mode, I'd need to render everything at twice the resolution (that is, 1280x800 when not widescreen) and then apply the SSAA in post processing, which would be very taxing for a software port.

 

Ah, that makes sense. Would it be that heavy of a load for even modern PCs?

 

7 hours ago, bradharding said:

 

As for surround sound, I guess I'd need to completely overhaul the sound code and use something other than SDL_mixer to achieve that.

 

Oh, didn't expect it to require an overhaul. I thought SDL Mixer 2.0 support more channels, but I've never had to code with it.

 

7 hours ago, bradharding said:

The moire effect you see with some textures is a result of software rendering. To use mipmapping or anisotropic filtering to help with that in a software renderer would be very costly, if not impossible. Such things are for OpenGL ports only. (BTW "nearest_linear" merely blurs between each individual pixel when scaling the display up.)

 

I thought I remember MipMapping in some early software titles, but that's a long time ago and I could be mistaken. Shame there's not a faster/easier/different way to combat Moire effects.

Edited by MrDowntempo

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Hey Brad, I wanted to ask you something about the version 4.1.3 release and above where this particular change applies:

 

Quote

The framerate will now be properly capped at 35 frames per second, rather than just interpolation being disabled, when the vid_capfps CVAR is 35.

 

Would it be possible for that same disabled interpolation to be a config option so it can replicate previous DOOM Retro releases? I'm still using 4.1.2, as the current 35 fps feels a bit too choppy on my end, and raising the framerate ventures too much into the dead zone inputs I tend to experience. Or, if there's any other way to replicate how it felt previously I'd be happy to know what options are available besides relying on an older release.

 

One other issue I experienced with the newer Retro release is I had an odd instance of a keyboard input that wouldn't register if I switched too quickly between strafing left and right. Either one of those keys would fail to input and the player would stop in place. I've tested this again on the latest release just to be sure, and I get the same results.

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On 8/21/2021 at 3:53 AM, valkiriforce said:

Hey Brad, I wanted to ask you something about the version 4.1.3 release and above where this particular change applies:

 

 

Would it be possible for that same disabled interpolation to be a config option so it can replicate previous DOOM Retro releases? I'm still using 4.1.2, as the current 35 fps feels a bit too choppy on my end, and raising the framerate ventures too much into the dead zone inputs I tend to experience. Or, if there's any other way to replicate how it felt previously I'd be happy to know what options are available besides relying on an older release.

 

One other issue I experienced with the newer Retro release is I had an odd instance of a keyboard input that wouldn't register if I switched too quickly between strafing left and right. Either one of those keys would fail to input and the player would stop in place. I've tested this again on the latest release just to be sure, and I get the same results.

 

I may just roll back that change altogether rather than have an option for it, as I'm not that attached to it. :)

 

As for the keyboard issue, I haven't experienced myself, but figure it might be an issue with the new SDL version. I'll look into it. Thanks!

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