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fabian

Crispy Doom 5.3 (Update: August 12, 2018)

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On 10/2/2018 at 2:26 PM, NotTheTime said:

How to enable 60fps limit without vsync?

There is currently no way to do this (anymore).

 

Why would you want to run the game with a different refresh rate than your screen?

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17 hours ago, fabian said:

Why would you want to run the game with a different refresh rate than your screen?

Game is not so smooth with vsync enabled.

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On 9/28/2018 at 10:18 AM, MAJ said:

fabian, also add please libsamplerate option to in-game menu or disable this shit function by default like in choco.

Most probably not a problem anymore with the next release. 

On 9/28/2018 at 10:18 AM, MAJ said:

And I hope you restore 16:10 aspect ratio without picture cut, now its no way to turn it on correctly.

There'll be an in-game menu switch in the next release. 

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2 hours ago, fabian said:

Most probably not a problem anymore with the next release. 

There'll be an in-game menu switch in the next release. 

 

Good.  Also, did you see my follow up PM about that other feature I mentioned?

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fabian, thanks for the aspect ratio option, but with sound is all the same in dev builds, I need to set libsamplerate option to 0 in config file to get normal sound balance. I hope it wouldn't need any more in release version.

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Awesome source port, 5/5. Thanks a lot for it. Just two tiny requests/questions from speedrunning perspective.

 

Is there a way to fix the "quick start"? It seems like the inputs are not correct during/for the wipescreen effect. The quick start is almost as good as in the original doom under DOS, but not quite. For example the first 2 frames of a demo file shows that usually the game only registers one key/input, not two. Meaning only "move forward" command is inserted but not "move forward" + "strafe left/right" from the very first frames of the level, meaning straferun starts a bit slow. Sometimes it just misses 1-2 frames for the input entirely. This is A LOT in speedrunning when doing some serious runs.

 

It would be nice, if there was vertical mouse movement toggle on/off, meaning one could switch between moving forward with the mouse or not during the gameplay.

 

Other than those two things, I think this source port is pretty much as good as it can get for speedrunning.

 

EDIT: Oh, forgot that you can't bind the keys on NUMPAD for some reason :( Would help a lot too.

Edited by Looper

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On 11/4/2018 at 3:23 AM, Looper said:

Awesome source port, 5/5. Thanks a lot for it. Just two tiny requests/questions from speedrunning perspective.

 

Thank you very much for your feedback, I am feeling flattered!

 

On 11/4/2018 at 3:23 AM, Looper said:

 

Is there a way to fix the "quick start"?

 

Phew, this one sounds tricky. Honestly, I currently have no idea how this could get fixed.

@fx02 Didn't CNDoom have a fix for this or am I mistaken? It's sad to see your github repository gone.

 

On 11/4/2018 at 3:23 AM, Looper said:

It would be nice, if there was vertical mouse movement toggle on/off,

 

Sure thing, I could add this. Do you mean it as a key or a mouse button? Should it be a simple on/off toggle or something like "move vertically as long as the button is pressed"?

 

On 11/4/2018 at 3:23 AM, Looper said:

EDIT: Oh, forgot that you can't bind the keys on NUMPAD for some reason :( Would help a lot too.

 

This is inherited from Chocolate Doom and should get fixed there first. I am sure there was even already a bug report about this, but I cannot currently find one. Strange how you never notice someting as trivial if you always play on a laptop. ;)

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23 minutes ago, fabian said:

Phew, this one sounds tricky. Honestly, I currently have no idea how this could get fixed.

@fx02 Didn't CNDoom have a fix for this or am I mistaken? It's sad to see your github repository gone.

CNDoom has actually never worked that great for me. Not sure why, but I have black screen there for long period of time making it completely unplayable. There are some settings for the quick start though. I think it's added time for the first frames, so you dont miss it because of too fast loading screen or something. Not 100% sure though.

 

23 minutes ago, fabian said:

Do you mean it as a key or a mouse button? Should it be a simple on/off toggle or something like "move vertically as long as the button is pressed"?

On/off toggle as a key would be the one I'm looking for. The latter sounds interesting though.

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Why last dev builds don't support uncapped framerate? I turn it on and don't get any difference.

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You will have to run the snapshot build with -oldsync. I'll fix that!

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When you are using -record command, you are not allowed to use "load game". So for example, I was doing some speedrunning and I thought "ok, I have to practice this part of the map X, so I will just save while waiting for the lift. k, saved... ... ok, that wasn't good attempt, let's load.... .... ok, let's exit the game, make a new shortcut, load the game".

 

Yeah sure, the demo file gets desynced and I understand why this can be a good idea to not confuse people. Any chance to have an option to allow load game anyways?

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I think that was changed after v4.3, you can use -shorttics instead of -record if you intend to practice with the lower turning resolution. I do however think that the save being disabled while recording would be more confusing than demo desyncing from menuing, I dunno.

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This has been implemented on purpose and on request by a user, though I don't remember anymore who it was:

https://github.com/fabiangreffrath/crispy-doom/commit/335c7fb61b5a70ce3fbcd9014af86c57461c926c

 

The reason is just as you mentioned, a recording would be instantly broken once you load a game. However, if it helps you practice, then I will reevaluate to remove this again.

 

@ZeroMaster010 Yes, you may use -shorttics to practice demo recording, but if you make a good attempt, well, it won't be recorded. ;) Also, entering the menu will not desync demos in Crispy, but it will pause the game instead.

 

 

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Yes, I am aware of -shorttics command. That is exactly what I meant with making a new shortcut. The new shortcut will have -shorttics added and -record command removed. It is annoying to load the game because you have to quit the game, make the new shortcut with correct parameters, then load the file. This all could be prevented by allowing load game :D

 

This is how my crispydoom folder looks like because I DO practice with save/load and I do some other experiments:

wGYU4dA.jpg

 

Each "copy" shortcut means it is -shorttic, without -record.

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Ah, that's what you meant by making a new shortcut, heh. I agree that it worked better before by allowing load game even though it desyncs (and to clarify, the save being disabled while recording is more confusing than a demo desyncing if loads were allowed, I can't imagine anyone wondering why a demo desyncs if they used saves/loads).

 

I don't know why you need a shortcut for each map though, I just make 1 and idclev XX + quicksave/quickload, that probably costs a tic or so, so I assume that's why :)

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@Looper I feel your pain, fixed in https://github.com/fabiangreffrath/crispy-doom/commit/928c68b56718dec92f6d91492237114916251910

 

However, I've let New Game disabled while recording a demo.

 

@ZeroMaster010 Actually, saving a game was never disabled while recording a demo, just loading. Did you know that you could record and play a demo starting from a savegame by running e.g. 'crispy-doom -loadgame X -record demo.lmp' or 'crispy-doom -loadgame X -playdemo demo.lmp' respectively?

 

Edited by fabian

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