omx32x Posted June 28, 2021 found a weird bug with crispy heretic on linux when alt tabing out of it with uncapped enabled the framerate goes back to capped and the only way to fix it is restarting crispy-heretic 0 Share this post Link to post
omx32x Posted June 28, 2021 (edited) doing some testing here the uncapped glitch only happens when you alt tab to the terminal when alt tabbing to my browser crispy heretic worked fine 1 Share this post Link to post
Roebloz Posted July 16, 2021 Quote Support for all versions of John Romero's Episode 5: Sigil for Ultimate Doom. Even Doom 32x Delta SIGIL? (Just kidding, although having 32x compatibility would be something cool) More seriously, where can I find older versions of Crispy Doom? (The latest one crashed on the stairs of Doom 2 MAP01 on my WinXP) 0 Share this post Link to post
chungy Posted July 17, 2021 All the releases can be found on the GitHub releases page: https://github.com/fabiangreffrath/crispy-doom/releases I don't think fabian ever officially supported Windows XP, so run on that OS at your own risk :P 1 Share this post Link to post
fabian Posted August 10, 2021 (edited) Update Aug 10, 2021: Crispy Doom 5.10.2 is released! Crispy Doom is a friendly fork of Chocolate Doom that provides a higher display resolution, removes the static limits of the Doom engine and offers further optional visual, tactical and physical enhancements while remaining entirely config file, savegame, netplay and demo compatible with the original. Crispy Doom 5.10.2 is released on Aug 10, 2021. It is a minor release introducing basic accessibility features and accumulated fixes since the previous release. Please visit the Crispy Doom homepage for more information:https://github.com/fabiangreffrath/crispy-doom/releases Binaries for Windows (x86) are available here:https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-5.10.2/crispy-doom-5.10.2-win32.zip https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-5.10.2/crispy-heretic-5.10.2-win32.zip Have a lot of fun! - Fabian 11 Share this post Link to post
Alaux Posted August 11, 2021 (edited) Hey, I discovered a bug; Something regarding sector lighting goes wrong when saving and loading a game. I believe it to be related with the new accessibility settings, which I did not touch at all, just left them as-is on the setup. Here's an example: The map starts like this: Spoiler After walking out of the teleporter, the lights turn on: Spoiler However, if I were to save the game and load it right after, this happens: Spoiler (Not seen in the above image is what I believe to be a HOM on the outer upper sides of the cylindrical sector, despite the fact that they are textured) This did not happen back in 5.10.0 (can't attest for 5.10.1 since I didn't use that one). I also noticed it happening with a light in BTSX E1 that had some sector lighting special, although I don't remember which. 0 Share this post Link to post
maxmanium Posted August 11, 2021 The Crispness menu has some weird coloration with a custom PLAYPAL, specifically the green text: Spoiler Anything I can do about this on my end? The PLAYPAL lump in question does not change where any given color index is located BTW, it's identical in layout to the original. 0 Share this post Link to post
fabian Posted August 12, 2021 21 hours ago, Alaux said: Something regarding sector lighting goes wrong when saving and loading a game. I believe it to be related with the new accessibility settings, which I did not touch at all, just left them as-is on the setup. Here's an example: Indeed! I only save the (logical) lightlevels in savegames, which is desirable for sectors with flickering lights for which there are thinkers to change the rendered lightlevels. For sectors which change lightlevels only once, this won't work though (i.e. the logical lightlevel will be resored properly, but the rendered lightlevel will remain on the sector's initial lightlevel). Which map of Chex is this, btw? 15 hours ago, maxmanium said: The Crispness menu has some weird coloration with a custom PLAYPAL, specifically the green text: So, it seems the algorithm considers the light blue to be closer to the target green color than any of the other available greens in the palette. Could you make this palette available somewhere? 0 Share this post Link to post
Alaux Posted August 12, 2021 4 minutes ago, fabian said: Which map of Chex is this, btw? Well, if those suspicious pickups didn't say enough... Spoiler ;) Some triviality aside, Spoiler Chex-themed map, but not quite for Chex, and nowhere to be officially found yet. 0 Share this post Link to post
maxmanium Posted August 12, 2021 9 hours ago, fabian said: So, it seems the algorithm considers the light blue to be closer to the target green color than any of the other available greens in the palette. Could you make this palette available somewhere? Sure. pal.zip 0 Share this post Link to post
fabian Posted August 17, 2021 Update Aug 17, 2021: Crispy Doom 5.10.3 is released! Crispy Doom is a friendly fork of Chocolate Doom that provides a higher display resolution, removes the static limits of the Doom engine and offers further optional visual, tactical and physical enhancements while remaining entirely config file, savegame, netplay and demo compatible with the original. Crispy Doom 5.10.3 is released on Aug 17, 2021. It is a bug-fix release fixing a regression in savegame restoring introduced by the A11Y features from the 5.10.2 release. Please visit the Crispy Doom homepage for more information:https://github.com/fabiangreffrath/crispy-doom/releases Binaries for Windows (x86) are available here:https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-5.10.3/crispy-doom-5.10.3-win32.zip https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-5.10.3/crispy-heretic-5.10.3-win32.zip Have a lot of fun! - Fabian 10 Share this post Link to post
El Juancho Posted August 28, 2021 Hi Fabian, I have decided to play wads in 320x200p in crispy doom for now because for some reason in your sourceport the mouse in that resolution feels amazing, instead in DSDA-Doom/prb+um and woof it doesn't feel so good to play at 320x200 ¯\_(ツ)_/¯ I'm writing this because there is one thing I don't like at all about crispy doom, when I activate colored blood the espectre blood becomes invisible making it very difficult to see them in very dark places, but the worst thing is not this, I tried to "fix" it by deactivating colored blood and then play with a blood dehacked patch, but it did NOT work, that's why I'm writing this, I would really appreciate if you would make a "fix" for this, thanks. 0 Share this post Link to post
fabian Posted August 30, 2021 On 8/28/2021 at 6:54 AM, El juancho said: I'm writing this because there is one thing I don't like at all about crispy doom, when I activate colored blood the espectre blood becomes invisible making it very difficult to see them in very dark places, but the worst thing is not this, I tried to "fix" it by deactivating colored blood and then play with a blood dehacked patch, but it did NOT work, that's why I'm writing this, I would really appreciate if you would make a "fix" for this, thanks. Crispy Doom doesn't support the blood color DEH extension. However, the request to remove spectre blood comes regularly, so I will make this optional. 5 Share this post Link to post
banjiepixel Posted August 30, 2021 1 hour ago, fabian said: Crispy Doom doesn't support the blood color DEH extension. However, the request to remove spectre blood comes regularly, so I will make this optional. Does anybody know why are we even making spectre blood invisible? I feel that spectres bleeding red blood, just like pinkies do, makes just so much more sense. Both are clearly very similar species so why would their blood be different color? Way I see it that it is that only spectre's skin that in invisible and the insides are identical to pinkies so that means bleeding red blood for spectres too. And red blood functions better from the gameplay pespective. I feel that it should be the default when colored blood is turned on. 0 Share this post Link to post
Shepardus Posted August 30, 2021 Because if spectres had red blood, you'd be able to see it through their skin. 3 Share this post Link to post
fabian Posted August 30, 2021 A spectre corpse is rendered fuzzy as well - this includes the bloody parts of its corpse sprite, so it has fuzzy blood. Not? 1 Share this post Link to post
banjiepixel Posted August 30, 2021 2 minutes ago, fabian said: A spectre corpse is rendered fuzzy as well - this includes the bloody parts of its corpse sprite, so it has fuzzy blood. Not? More likely to be this way because of technical limitation, not by design. Spectres use pinkies sprites and majority of the corpse is still skin. Bloody parts are invisible only because because they can't be made visible in the corpse without making whole corpse visible. There is not conflict between spectres bleeding red and corpse being invisible in my opinion. And I also feel gameplay should go always first. Rendering spectre corpse fuzzy is mainly for gameplay reasons too and it became originally more useful feature once archviles were introduced originally. 0 Share this post Link to post
fabian Posted August 30, 2021 Whatever, I just ripped it out altogether: https://github.com/fabiangreffrath/crispy-doom/commit/99ca74732d617e98893bb6d9294330889e57efef 4 Share this post Link to post
Gibbon Posted August 30, 2021 (edited) Never had an issue with this.. Isn't it the point of spectres to be hard to see? 1 Share this post Link to post
VGA Posted August 30, 2021 Maybe the blood color improvements were not in the spirit of Crispy Doom but more in the spirit of Doom Retro. 0 Share this post Link to post
El Juancho Posted August 30, 2021 4 hours ago, Gibbon said: Never had an issue with this.. Isn't it the point of spectres to be hard to see? Yea but in the original game if you shooted them they bleed red blood so you can see them more easily. In crispy doom if youre in a REALLY dark area full of spectres with colored blood enabled you literally CANT see them and that bothers me a lot ¯\_(ツ)_/¯ 1 Share this post Link to post
mikeday Posted August 31, 2021 I'm a big fan of the colored blood effects, especially for the spectres. They brings an extra level detail and immersion to the game. Whenever I play a port without them now it makes the game feel unfinished somehow? Like they ran out of time and had to copy and paste the same effect for a bunch of the enemies. At any rate, I can certainly understand how losing the visual feedback of the red splatters can have an adverse effect on the gameplay experience. I wonder though if there might be a possibility for a compromise solution. Just a thought: perhaps the spectre blood can be red, but with some translucency applied. Or maybe red blended with the fuzz effect. How difficult would it be to achieve something like that? 0 Share this post Link to post
fabian Posted August 31, 2021 At the end of the day, it's all very subjective and every additional deviation from Vanilla will be a cause for complaints. My stance on this is to revert back to Vanilla behaviour if in doubt and this is what I did here as well. 4 Share this post Link to post
fabian Posted September 2, 2021 (edited) On 8/31/2021 at 8:29 AM, fabian said: revert back to Vanilla behaviour if in doubt In this context and in order to burn some fat off the engine, is anybody seriously using the following features and would mind if I just ripped them out? Squat weapon down on impact Negative Player Health Weapon Recoil Thrust (*) (*) Not Weapon Recoil Pitch, this is going to stay. 0 Share this post Link to post
Gibbon Posted September 2, 2021 (edited) 4 hours ago, fabian said: In this context and in order to burn some fat off the engine, is anybody seriously using the following features and would mind if I just ripped them out? Squat weapon down on impact Negative Player Health Weapon Recoil Thrust (*) (*) Not Weapon Recoil Pitch, this is going to stay. I only use crispy as a chocolate doom with high res. If I wanted those features, I'd load up eternity. By the way, I do love how you're managing it. Edited September 2, 2021 by Gibbon 2 Share this post Link to post
xX_Lol6_Xx Posted September 2, 2021 1 hour ago, Gibbon said: I only use crispy as a chocolate doom with high res. I use crispy-doom mainly for the colored blood and the limit removing properties, otherwise I have it configured to be almost like chocolate (320x200, capped framerate, etc.) 0 Share this post Link to post
Spie812 Posted September 2, 2021 I use the negative player health option since it's fun to see how horribly you just died. The other two don't matter to me. 0 Share this post Link to post