Alaux Posted May 13, 2023 1 hour ago, DRON12261 said: In addition to the blue flash sprites (which also appear after a bfg kill), the BFG does not work correctly. Tracers are released not in the direction the ball itself flew, but in the direction the player is looking (which is itself erroneous behavior), regardless of where and what is with the ball. If it matters, I had it on Ultimate Doom with PWAD ADO2022. I don't think that's related to SD21. As far as I'm concerned, MBF21 itself doesn't support different BFG spray behaviors, so it's probably a Doom Retro thing. 1 Share this post Link to post
AmethystViper Posted May 13, 2023 (edited) Speaking of MIDI, is it possible to implement fluidsynth for MIDI playback for DOOM Retro, along with an options menu to change things like video settings, resolutions, etc. natively while the source port is running? 0 Share this post Link to post
Dweller Dark Posted May 18, 2023 I don't know if it's been changed, but is Doom Retro supposed to use VirtualMidiSynth if it's available? I remember it doing that in previous versions, but it seems like the current version of Doom Retro I have is using Microsoft MIDI Mapper and not VMS, even though I have it installed and working. 0 Share this post Link to post
NieMaMordy Posted May 18, 2023 4 hours ago, Dweller said: I don't know if it's been changed, but is Doom Retro supposed to use VirtualMidiSynth if it's available? I remember it doing that in previous versions, but it seems like the current version of Doom Retro I have is using Microsoft MIDI Mapper and not VMS, even though I have it installed and working. VirtualMidiSynth works fine on my end with doom retro, as it always did. 1 Share this post Link to post
Dweller Dark Posted May 18, 2023 1 hour ago, NieMaMordy said: VirtualMidiSynth works fine on my end with doom retro, as it always did. Does the console say that it's using VMS? 0 Share this post Link to post
Alaux Posted May 22, 2023 (edited) @bradharding @Dweller @DRON12261 Regarding Smooth Doom MBF21, the Chaingun sprite bug was because the mod attempts to use the POB1A sprite at times, which is not present in Doom 1. I can't check the blue fog bug, though, because I'm currently working on an update for the mod and I've transitioned it to DSDHacked, which doesn't seem to be supported in Doom Retro. Sorry. 2 Share this post Link to post
bradharding Posted May 22, 2023 21 minutes ago, Alaux said: @bradharding @Dweller @DRON12261 Regarding Smooth Doom MBF21, the Chaingun sprite bug was because the mod attempts to use the POB1A sprite at times, which is not present in Doom 1. I can't check the blue fog bug, though, because I'm currently working on an update for the mod and I've transitioned it to DSDHacked, which doesn't seem to be supported in Doom Retro. Sorry. Thanks @Alaux. I've looked into this issue and I can't for the life of me find the cause. (I have been able to fix issues with the blood floating upwards, enemies freezing on death, though.) As for DSDHacked, I actually plan to support this soon. 2 Share this post Link to post
NieMaMordy Posted May 22, 2023 On 5/19/2023 at 12:41 AM, Dweller said: Does the console say that it's using VMS? It says it's using Microsoft MIDI Mapper, but I am positive that Virtual Midi Synth is used, since its soundfont and volume options are applied. Sorry for late response btw 1 Share this post Link to post
Dweller Dark Posted May 22, 2023 47 minutes ago, NieMaMordy said: It says it's using Microsoft MIDI Mapper, but I am positive that Virtual Midi Synth is used, since its soundfont and volume options are applied. Sorry for late response btw That's what it says for me, so it's probably fine if you're seeing and hearing the same. 0 Share this post Link to post
DRON12261 Posted May 22, 2023 @bradharding Well, I came with a big bug report with a couple of critical bugs. This weekend there was an ADO2022 stream on Doom Retro from streamer Hellknight1390 on my request. (funny that he actually works as a QA engineer himself, lol) 1) PISTOLSTART resets after VANILLA mode (and I still insist on permament CVAR, I really don't understand the reason not to do it). 2) There was a moment when the music disappeared completely. 3) IDCLIP keyboard cheat on Ultimate Doom doesn't work. 4) After passing ExM10 level the game crashes. 5) When trying to load a save, made during the game ExM10 game crashes. 6) UMAPINFO action fails on the 666 sector trigger when killing BaronOfHell, which leads to a softlock. (I'm assuming it can be not only with barons and not only with the 666 tag). 7) As I understand the game allows you to make a save after the moment of death, which led to softlock on the map. There was a moment where he saved right after the shotgunguy shot him. Although I admit that there may have been a moment when he made a save on the exact tick when shotgunguy was just about to shoot. I will leave it here (stream records), but perhaps later will attach timecodes where the bugs were found, now I do not have time to search unfortunately. Spoiler 1 Share this post Link to post
Vermil Posted May 22, 2023 (edited) 15 minutes ago, DRON12261 said: 3) IDCLIP keyboard cheat on Ultimate Doom doesn't work. Vanilla Doom1 and Doom2 have different cheats for noclipping. Doom1: IDSPISPOPD Doom2: IDCLIP Various source ports have changed this behavior, so that both cheats work in both games. 0 Share this post Link to post
DRON12261 Posted May 22, 2023 Just now, Vermil said: Vanilla Doom1 and Doom2 have different cheats for noclipping. Various source ports have changed this behavior, so that both cheats work in both games. In any case, I see no reason not to implement IDCLIP for Doom 1 as a long-established given. 0 Share this post Link to post
bradharding Posted May 24, 2023 On 5/23/2023 at 2:29 AM, DRON12261 said: PISTOLSTART resets after VANILLA mode Vanilla mode turns off pistolstart because pistolstart isn't a feature in vanilla DOOM. What I have done though is changed the behavior of the IDCLEV cheat when vanilla mode is on so it behaves like it does in vanilla DOOM. On 5/23/2023 at 2:29 AM, DRON12261 said: (and I still insist on permament CVAR, I really don't understand the reason not to do it) Again, this will stay as is. However, I have made a change to allow .cfg files to be autoloaded in the autoload folder. Create a .cfg file containing the text "pistolstart on" and pistolstart will then always be turned on at startup, regardless of how you launch DR. On 5/23/2023 at 2:29 AM, DRON12261 said: IDCLIP keyboard cheat on Ultimate Doom doesn't work. As @Vermil has indicated, IDCLIP is for DOOM 2 only. The reason for this is I like to keep some differences between DOOM and DOOM 2 as a nod to vanilla DOOM, and this is one of them. (FYI, the noclip CCMD works for both, as I do understand IDSPISPOPD isn't the easiest string of characters to enter on a keyboard.) On 5/23/2023 at 2:29 AM, DRON12261 said: 4) After passing ExM10 level the game crashes. 5) When trying to load a save, made during the game ExM10 game crashes. 6) UMAPINFO action fails on the 666 sector trigger when killing BaronOfHell, which leads to a softlock. (I'm assuming it can be not only with barons and not only with the 666 tag). Thanks. I'll look into these when I can. On 5/23/2023 at 2:29 AM, DRON12261 said: As I understand the game allows you to make a save after the moment of death, which led to softlock on the map. There was a moment where he saved right after the shotgunguy shot him. Although I admit that there may have been a moment when he made a save on the exact tick when shotgunguy was just about to shoot. I can't replicate this. When dead, the player can't save. TBH I haven't watched the vids, but I suspect it is as you have stated: he happened to save the very tic the shotgunguy had shot his shot. 2 Share this post Link to post
SilentMRG Posted May 24, 2023 (edited) Hi Brad, I don't know if this has already been reported here, but I think exist a bug with the music in the second map of TNT: Evilution. The song just ends and doesn't loop, and instead there's a radio-out-of-tune type sound. I tested the same iwad on LZDoom 3.88b without add-ons and the music looped normally. I'm using the latest version of DOOM Retro. Cheers! Edit: I replayed the map and loop was there. It's probably a random bug. Edited May 24, 2023 by SilentMRG 0 Share this post Link to post
RastaManGames Posted June 15, 2023 To open game w/o monsters I can just use -nomonsters parameter? Also... Is there any keybind or CCMD for clean screenshot? 0 Share this post Link to post
indigotyrian Posted June 15, 2023 (edited) 10 hours ago, RastaManGames said: To open game w/o monsters I can just use -nomonsters parameter? Also... Is there any keybind or CCMD for clean screenshot? 1. Yes. 2. You may bind "screenshot" to any key. Screenshots are saved to the "screenshots" directory wherever you put Doom Retro. Edited June 15, 2023 by segfault 1 Share this post Link to post
bradharding Posted June 15, 2023 25 minutes ago, segfault said: 1. Yes. 2. You may bind "screenshot" to any key. Screenshots are saved to the "screenshots" directory wherever you put Doom Retro. Thanks @segfault! Also: 1. You may enter "nomonsters" in the console. 2. Taking screenshots is bound to the printscreen key by default. If by "clean" screenshot you mean without the HUD or any player message on the screen, no, that hasn't been implemented [yet]. 3 Share this post Link to post
Endless Posted June 15, 2023 Minor inconvenience that might be my own fault, but I noticed that every time I open the console, it opens it with a | already typed in, which is just a little annoying. 0 Share this post Link to post
RastaManGames Posted June 16, 2023 @segfault @bradharding At least, for now I can use console commands like "NoMonsters", "R_PlayerSprites" & "Crosshair", to have ability to make clean screenshots. 1 Share this post Link to post
bradharding Posted June 16, 2023 6 hours ago, Endless said: Minor inconvenience that might be my own fault, but I noticed that every time I open the console, it opens it with a | already typed in, which is just a little annoying. Hmm... if you bind the +console action to another key does it still occur? 0 Share this post Link to post
Endless Posted June 18, 2023 On 6/15/2023 at 10:54 PM, bradharding said: Hmm... if you bind the +console action to another key does it still occur? Tried to bind it to ALT and it works fine. It seems that it only happens when using the ''tilde'' for the console, it types a | for some reason. 1 Share this post Link to post
Endless Posted July 8, 2023 Hey Brad! Could it be possible to have greater zoom levels fro the automap? In smaller WADs, the zoom out is just not enough to properly see the automap. 1 Share this post Link to post
bradharding Posted July 8, 2023 (edited) 5 hours ago, Endless said: Hey Brad! Could it be possible to have greater zoom levels fro the automap? In smaller WADs, the zoom out is just not enough to properly see the automap. Sure! Actually, just testing a wad that I thought would have the smallest maps (bijou.wad), I've found it's glitchy when zooming out from the default zoom level. EDIT: Done! Edited July 8, 2023 by bradharding 2 Share this post Link to post
bofu Posted July 10, 2023 I've noticed some weirdness with texture alignments. Not sure what's causing it, but I'm including some screenshots and a link to the map (work in progress). It's MAP26 of my megawad - as you see in the screenshots, in Crispy Doom, it renders correctly, but in Doom Retro, the Y offset appears to be off a bit for some of the walls. (It's worth noting that these are two-sided linedefs with a stacked upper/lower sidedef). Crispy Doom: Doom Retro: WAD: DominusD.wad - MAP26, sector 1675 Editor view: 0 Share this post Link to post
bradharding Posted July 10, 2023 (edited) 5 hours ago, bofu said: I've noticed some weirdness with texture alignments. Not sure what's causing it, but I'm including some screenshots and a link to the map (work in progress). It's MAP26 of my megawad - as you see in the screenshots, in Crispy Doom, it renders correctly, but in Doom Retro, the Y offset appears to be off a bit for some of the walls. (It's worth noting that these are two-sided linedefs with a stacked upper/lower sidedef). Thanks @bofu. Having a quick look, it seems the liquid bob effect is causing the problem (if you turn off the r_liquid_bob CVAR it's fine). I'll work on a fix. :) EDIT: Fixed! Edited July 10, 2023 by bradharding 3 Share this post Link to post
Herr Dethnout Posted July 11, 2023 Hi Brad! It will possible in a future update to add a custom Statusbar like in DSDA Doom? Here's one example of one of his statusbar style. :P Spoiler 0 Share this post Link to post
bradharding Posted July 11, 2023 1 hour ago, Herr Dethnout said: Hi Brad! It will possible in a future update to add a custom Statusbar like in DSDA Doom? Hi! Sorry, not gonna happen. IMHO HUDs like that, although functional, look terrible. 5 Share this post Link to post
Endless Posted July 16, 2023 Sup Brad. Found some ugly HOMs in PRCP 2, MAP16. They don't appear in other source ports, so might be an issue with DR? 0 Share this post Link to post
bradharding Posted July 17, 2023 (edited) 12 hours ago, Endless said: Sup Brad. Found some ugly HOMs in PRCP 2, MAP16. They don't appear in other source ports, so might be an issue with DR? Thanks @Endless! I'll check it out... EDIT: And fixed! Edited July 17, 2023 by bradharding 1 Share this post Link to post
Captain Muskrat Posted July 20, 2023 (edited) I'd love to try Doom Retro, unfortunately I don't use Windows and attempting to build/compile binaries myself is always a trying experience. If it's at all possible, I'd love to see an Appimage produced for this port. Appimages can be used across all Linux distributions, and they really are stress-free. Even if it's an occasional release compared to the primary Windows version, it would be a great addition. https://docs.appimage.org/ https://appimage.github.io/appimagetool/ Edited July 20, 2023 by Captain Muskrat 1 Share this post Link to post