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fabian

Crispy Doom 5.8.0 (Update: Apr 17, 2020)

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1 hour ago, plums said:

Currently you need to use -demoextend to record/play demos past when you end the map, even to see the tally screen. This behaviour will change for Crispy Heretic 5.9 to be the default.

 

Okay ty! So that means if I want to see the tally screen I have to record a new demo? And so should I replace "record/playdemo" with "demoextend", or use both?

 

1 hour ago, plums said:

Also if you're recording a demo you probably want to use -shortticfix.

 

What does that command do? Btw I don't play with mouse at the moment, only keyboard.

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Posted (edited)
24 minutes ago, galileo31dos01 said:

 

Okay ty! So that means if I want to see the tally screen I have to record a new demo? And so should I replace "record/playdemo" with "demoextend", or use both?

Yeah a new demo is needed, sorry. Use both.

Quote

 

What does that command do? Btw I don't play with mouse at the moment, only keyboard.

In Heretic (and Hexen and Doom 1.2) when recording a demo, you'll turn to the left slower than you're meant to, and to the right faster than you're meant to. This affects even keyboard turning, though the impact might be small enough that you won't notice. -shortticfix is a Chocolate/Crispy switch that makes your turning speed normal.

Edited by plums

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Posted (edited)

Two questions about Crispy Heretic's potential future:

If widescreen is ever implemented, would the port be able to take advantage of Revenant100's patch? Or would it have its own workaround with that?

 

For something potentially more near in the future, with the RAVEN MIDI Pack project gaining a lot of traction over the past few months, would it be possible to incorporate support for that when it's done? Might be useful for any limit-removing level pack made for Heretic that wants unique music for each level too. I know the episode 4 exclusive midis in Deathless for instance worked fine in Crispy Doom without MUSINFO.

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2 hours ago, Dwars said:

If widescreen is ever implemented, would the port be able to take advantage of Revenant100's patch? Or would it have its own workaround with that?

Widescreen patches should automatically get supported I think; they work fine in Crispy Doom if you make one for it.

 

2 hours ago, Dwars said:

For something potentially more near in the future, with the RAVEN MIDI Pack project gaining a lot of traction over the past few months, would it be possible to incorporate support for that when it's done?

This should be super easy to do, someone just needs to do it.

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7 hours ago, plums said:

This should be super easy to do, someone just needs to do it.

I'm someone! This change is now in git and will be available in the next Crispy release, or now if you compile it yourself.

 

@Dwars BTW if you can it's best to use the GitHub issue tracker for requests, even small ones. Sometimes someone will feel like working on something right away (like now), buy other times when ideas get posted here they can get lost. (I'm sure there are a few in here that I meant to try but forgot about...)

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Posted (edited)

Edit:

This post can be deleted please. Problem solved. :)

Edited by aB1s : This post can be deleted please. Problem solved.

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I have been experiencing lag-spikes with Crispy Doom, I downloaded it from http://latest.chocolate-doom.org/ and I have the uncapped framerate option turned on. I was able to 'fix' this issue by re-installing CD and restarting my laptop, but I'd still like to know, what could cause this.

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Sounds like a problem related to your system. Maybe the drivers.

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Yep, if it worked after a simple re-install it's likely an issue on your end.

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I was wondering, what is used to achieve the 'smooth pixel scaling' option in Crispy Doom? Is it OpenGL, or something else?

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"Smooth Pixel Scaling" means that the game's 640x400 framebuffer is first scaled up to an intermediate texture whose dimensions are the first integer multiple of 640x400 that exceed your screen's (or window's) resolution by means of pixel multiplying, i.e. without interpolation. The picture is then scaled down from this intermediate texture to your screen using linear interpolation. If you have this feature disabled, the game's framebuffer is scaled up to your screen's dimensions by mere pixel multiplication, without using the intermediate rendering step at all.

 

All this is achieved using only SDL2 API. What happens in the background, i.e. what techniques it uses to scale from one texture to the other etc., is decided by SDL2 itself. This could be DirectX on Windows and Vulkan or OpenGL on Linux and whoknowswhat on Mac. The nice thing about hardware abstraction APIs is that you don't actually have to care about all this at all as long as it works. :D

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Anyways, I have a suggestion for a new feature. It would be nice, if you could enable the transparency only for the hud and keep everything else, like messages, chat etc. non-transparent. I don't want to push you into anything, this is just something, that I thought of.

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Hey, just a quick question. My music in Ultimate Doom sounds different on this update than it did in the last one, while Doom 2 is still perfectly fine. Also, on Doom 2 I can see where I had saved the game, but opening Ultimate Doom doesn't show those. Both of my WADs are in the same folder. Am I just dumb or do I need to do something new? Thanks, and love the port!!

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