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fabian

Crispy Doom 5.6.2 (Update: Sep 13, 2019)

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13 hours ago, Zodomaniac said:

Well, Crispy is announced as limit-removing port, so shouldn't INTERCEPTS limit be removed?

 

Crispy is also announced as demo compatible and network compatible to Chocolate Doom.

 

10 hours ago, galileo31dos01 said:

Because it's said in the changes in 5.1 "The INTERCEPTS limit has been removed.", unless it got back in later releases or I misinterpreted what that meant, could you clear it up please?

 

Well, the limit is in fact removed, i.e. the engine won't crash anymore when the limit is vastly exceeded. *However, the effects of exceeding the limits are still emulated.*

 

You even gave the reason for this yourself by providing a demo which shows where the limit is exceeded. This demo will play exactly like this in Chocolate Doom and even Vanilla.

 

Please don't forget that Crispy still plays in #teamchocolate. ;-)

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5 hours ago, fabian said:

 

Crispy is also announced as demo compatible and network compatible to Chocolate Doom.

 

 

Well, the limit is in fact removed, i.e. the engine won't crash anymore when the limit is vastly exceeded. *However, the effects of exceeding the limits are still emulated.*

 

You even gave the reason for this yourself by providing a demo which shows where the limit is exceeded. This demo will play exactly like this in Chocolate Doom and even Vanilla.

 

Please don't forget that Crispy still plays in #teamchocolate. ;-)

@fabian Do you mean that removing other limits doesn't break demo and netgame compatibility with Choco but removing INTERCEPTS limit would break the compatibility? Could you explain why?

For instance, Choco would not even run @galileo31dos01's map in the first place but Crispy does, so why shouldn't Crispy drop the emulation of INTERCEPTS overflow to run the map smoothly if it does launch?

Edited by Zodomaniac

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In Chocolate Doom, the original INTERCEPTS limit of 128 has been raised to 189 to allow for an overrun emulation of the first 61 additional intercepts:

https://github.com/chocolate-doom/chocolate-doom/blob/5329fb5d75971138b20abf940ed63635bd2861e0/src/doom/p_local.h#L152

 

If you exceed the limit even past these 189 intercepts, Choco will crash but Crispy will not. If you remain within the raised INTERCEPTS limit of 189, both ports are expected to produce the same results. That's why I can remove the hard limit but not the emulation of the overruns of the original limit.

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18 hours ago, Zodomaniac said:

@fabian Do you mean that other limits removed in Crispy don't affect network compatibility with Choco? 

 

Yes, of course! Removing e.g. the DRAWSEGS and the NUMSPRITES limits won't have any effect on compatibility, also savegame size, MIDI lump size, number of lumps in a WAD, etc. There are some other limits which would cause Choco to crash, e.g. VISPLANES, so it's hard to define "compatibility" here. And yet some other limits do not cause immediate crash, but manipulate the game state in a way that demo-compatible ports are expected to emulate, e.g. SPECHITS or the INTECEPTS limit.

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In Crispy 5.6.2 Heretic's BLOCKMAP limit has been removed.

So I decided to upload the Crispy non-Doom 5.6.2 games with setup tool, midiproc and stable DLLs with fluidsynth soundfont supported and bundled. To play with the latter, you should set the music option to MIDI/MP3/OGG/FLAC and launch the respective BAT-file.

 

crispy-nondoom-5.6.2.zip

Edited by Zodomaniac : Updated the zip archive

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@fabian btw, is it possible to remove the INTERCEPTS overflow emulation for non-demo single player and make it optional e.g. in Crispness-Physical?

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