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fabian

Crispy Doom 6.0 (Update: Mar 31, 2023)

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2 hours ago, bzzrak said:

Eidt: btw what's this DM 3.0 thing? What makes it better that 2.0?

It's deathmatch 2.0, but weapons stay. 

 

In Odamex, it's know as "Newschool" deathmatch, but I believe it first appeared in Doom Legacy 1.27. Most modern multiplayer-oriented source ports use this a their default set of rules (items respawn and weapon stay). 

Edited by axdoomer

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Da Werecat you were correct, it was just that I had it set to double-click. I never played with a mouse in high school! How embarrassing. Fabian, no problem with mouse trigger, and what I love about the map is the old grainy look. I see that there is more information shown in the colors than in the original, and that is cool.

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Update September 15, 2017: Crispy Doom 4.2 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 compatibile with the original.

Crispy Doom 4.2 has been released on September 15, 2017. It is based on Chocolate Doom 2.3.0.

 

The changes since 4.1 are mostly polish of previously introduced features.

This is supposed to be the last released based on SDL1.

Please visit the Crispy Doom homepage for more information:
https://www.chocolate-doom.org/wiki/index.php/Crispy_Doom#History_of_changes

The Crispy Doom source code is available at GitHub:
https://github.com/fabiangreffrath/crispy-doom

Binaries for Windows (x86) are available here:
http://www.greffrath.com/~fabian/crispy-doom_4.2.zip
http://www.greffrath.com/~fabian/crispy-doom-music-pack_2.zip

Have a lot of fun!

- Fabian

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Update September 19, 2017: Crispy Doom 4.3 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 compatibile with the original.

Crispy Doom 4.3 has been released on September 19, 2017. It is based on Chocolate Doom 2.3.0.

 

This quick fix release introduces improvements requested by ZeroMaster010 and is supposed to be the last release based on SDL1.

 

Please visit the Crispy Doom homepage for more information:
https://www.chocolate-doom.org/wiki/index.php/Crispy_Doom#History_of_changes

The Crispy Doom source code is available at GitHub:
https://github.com/fabiangreffrath/crispy-doom

Binaries for Windows (x86) are available here:
http://www.greffrath.com/~fabian/crispy-doom_4.3.zip
http://www.greffrath.com/~fabian/crispy-doom-music-pack_2.zip

Have a lot of fun!

- Fabian

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Update November 04, 2017: Crispy Doom 5.0 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 compatibile with the original.

 

Crispy Doom 5.0 has been released on November 04, 2017.

This is the first release based on SDL2, merging Chocolate Doom's SDL2-branch which has yet to see its own release.

 

Note: This release is a bit odd! I have made it mostly to finally push the major SDL2 transition out of the door. The release tarball is nothing more than a renamed Crispy Doom autobuild from http://latest.chocolate-doom.org/. The reason behind this is that my usual build environment MSYS2 has not yet migrated to the latest SDL2 and fluidsynth releases. For the same reasons, MP3 support will not work out-of-the-box and even the announced music pack is not ready yet. Once these issues have settled, I will push out a 5.1 release as soon as possible.

 

Please visit the Crispy Doom homepage for more information:
https://www.chocolate-doom.org/wiki/index.php/Crispy_Doom#History_of_changes

The Crispy Doom source code is available at GitHub:
https://github.com/fabiangreffrath/crispy-doom

Binaries for Windows (x86) are available here:
http://www.greffrath.com/~fabian/crispy-doom_5.0.zip

Have a lot of fun!

- Fabian

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Ah this is great news

 

in other news Fabian I would like (intend) to package crispy for Debian 

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49 minutes ago, Jon said:

in other news Fabian I would like (intend) to package crispy for Debian 

Sounds like a neat idea, but there are a few things to consider:

- About a year ago skitt approached me with the same idea, so maybe we should ask him if he wants to be a co-maintainer.

- I have some pre-GPL code in src/doom/p_blockmap.c, that we might have to replace with the implementation from MBF.

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Oh yeah, this is crispy alright! Playing the WolfenDoom WADs in this brings back good memories, you know?

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On 11/5/2017 at 7:12 AM, fabian said:

- I have some pre-GPL code in src/doom/p_blockmap.c, that we might have to replace with the implementation from MBF.

Are you talking about the DoomBSP Blockmap builder? You never really confirmed whether you had permission to use it per the GPL...

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49 minutes ago, Danfun64 said:

Are you talking about the DoomBSP Blockmap builder? You never really confirmed whether you had permission to use it per the GPL...

Yeah, right. I've written about half a dozen e-mails, but none of the former id employees felt responsible and id software itself never replied to my requests... :/

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Ahh, those darn brighten switches are blinded me, and I'm missing the show again.

Fabian, congratulations with this colossal step forward! A lot of great things has been done and a lot more will be done in future. I know it for sure, so please keep rocking! ;)

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23 hours ago, fabian said:

Yeah, right. I've written about half a dozen e-mails, but none of the former id employees felt responsible and id software itself never replied to my requests... :/

...since you got no reply, it might be wise to bring back the MBF Blockmap builder to stay on the safe side legally.

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Hello!  I just started using Crispy Doom since I've been looking for a source port that's as vanilla as possible while having an uncapped framerate.  I'm super happy with it, but I have one question: is there a way to get the original map colors?  That seems to be the one change that I don't see an option for in the "crispiness" menu.

 

Thanks!

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No, there is currently no way to get back to the original colors, since this would clash with the coloring of key-locked doors and switches.

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1 hour ago, fabian said:

No, there is currently no way to get back to the original colors, since this would clash with the coloring of key-locked doors and switches.

Original Doom didn't have differently-colored doors on the map, though.  I'm sure you know that, I'm just surprised since everything else has an option for vanilla settings.

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If I find berserk pack then everytime I choose fists (key 1) I can hear a power-up sound. Similary, everytime I select a chainsaw I can hear long rumble sound that should play only in special cases. Will this be fixed in the next version?

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Actually, both are features. Though, I agree the former is a bit too non-Vanilla and rather a personal gimmick. I will consider removing it. The latter can be disabled by disabling the "Play all sounds in full length" option, because the long rumble is the chainsaw's actual activation sound that now blends into its idle sounds instead of being interrupted by them.

 

PS: Yes, there will be a switch to globally disable all additional sound fixes in the next release.

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Ah, good to know you can fix the chainsaw so easy. And as you have probably guessed, I am not very huge fan of the berserk sound. The main reason I like Crispy Doom is you can play as close to vanilla as possible with few toggleable additions (like hi-res or blood color fix, those are great). It would be nice if the berserk sound would be toggleable too.

 

I have noticed something different - everytime I run Crispy Doom I have to disable smooth scaling. I tried to look the parametr in the CFG file but could not find it. Is this an oversight?

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23 minutes ago, Paar said:

It would be nice if the berserk sound would be toggleable too.

 

Na, I have already removed it. ;) It was just a random addition that I am sure nobody will miss. It was unfair in network games, too.

 

23 minutes ago, Paar said:

 

I have noticed something different - everytime I run Crispy Doom I have to disable smooth scaling. I tried to look the parametr in the CFG file but could not find it. Is this an oversight?

Indeed, this was an oversight, thanks for noticing!

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Update January 13, 2018: Crispy Doom 5.1 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 compatibile with the original.

 

Crispy Doom 5.1 has been released on January 13, 2018.

Crispy Doom 5.1 offers some new features and improvements, most of them requested by JNechaevsky, and is accompanied by a new Music Pack adapted to the SDL2 version and tested by Zodomaniac.

 

Please visit the Crispy Doom homepage for more information:
https://www.chocolate-doom.org/wiki/index.php/Crispy_Doom#History_of_changes

The Crispy Doom source code is available at GitHub:
https://github.com/fabiangreffrath/crispy-doom

Binaries for Windows (x86) are available here:
http://www.greffrath.com/~fabian/crispy-doom_5.1.zip
http://www.greffrath.com/~fabian/crispy-doom-music-pack_5.1.zip

Have a lot of fun!

- Fabian

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Will Crispy Doom eventually support looping native midi properly?  Right now when a song ends it play the song over from the start.

 

I also noticed that when a song starts, there is an obvious hiccup.

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WTF?! When I switch to my headphones game has "cartoon" sounds. %( Music sound is normal, but all others sounds has a "cartoon" style. And when I swith to speakers, all sounds are normal. In version 5.0 everything was correct. Please, fix it.

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That's pretty funny. Could you try to record the "cartoon" sounds? It would help us investigate 

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I get it! It's all because of surround (4.1 or 5.1 or 7.1), when I switch my headphones to stereo "cartoon" sounds disappear and all come back to normal.

Edited by MAJ

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