NightFright Posted February 3 And nothing needs to be changed in the header, the one with "heretic version"? 0 Share this post Link to post
plums Posted February 3 26 minutes ago, NightFright said: And nothing needs to be changed in the header, the one with "heretic version"? No, in fact AFAIK you can't change the header or it will not get recognised as a valid hhe patch. I will check this later if no one else confirms. 0 Share this post Link to post
NightFright Posted February 3 (edited) Well, if it's like this, right now it's better to only use the first three episodes. Having to utilize a launch parameter isn't too convenient for the average user. BTW: Those text IDs can be different, depending on which Heretic version is supposed to be used. Edited February 3 by NightFright 0 Share this post Link to post
Melodic Spaceship Posted May 21 Hey, I would like to point out that the crispy-doom.org domain has expired, apparently. Do you intend to renew it? 1 Share this post Link to post
fabian Posted August 9 (edited) Update Aug 09, 2024: Crispy Doom 7.0 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 compatible with the original. This is a major release built upon on the fresh Chocolate Doom 3.1.0 code base. Its main new feature is the addition of True color rendering support as a compile-time option for all four games. Thanks to all contributors! Please visit the Crispy Doom homepage for more information: https://github.com/fabiangreffrath/crispy-doom/releases/latest Binaries for Windows (x64) are available here:https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-7.0/crispy-doom-7.0.0-win64.zip https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-7.0/crispy-heretic-7.0.0-win64.zip https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-7.0/crispy-hexen-7.0.0-win64.zip https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-7.0/crispy-strife-7.0.0-win64.zip Have a lot of fun! - Fabian 23 Share this post Link to post
s4f3s3x Posted August 11 I installed 7.0 on MacOs via Homebrew but I can't see any Truecolor option? 0 Share this post Link to post
plums Posted August 11 2 minutes ago, s4f3s3x said: I installed 7.0 on MacOs via Homebrew but I can't see any Truecolor option? It's a compile-time option, meaning you either build the truecolour version with it unconditionally applied, or the normal (non-truecolour) version which can't do truecolour at all. I'm guessing the Homebrew version only builds the normal version by default. 0 Share this post Link to post
s4f3s3x Posted August 11 I see, thank you. Unfortunately I wouldn't know how to compile anything... I hope maybe in the future will be possibile to add to Homebrew also the Truecolor version (why hasn't it been made as a toggable menu voice, by the way?) 0 Share this post Link to post
plums Posted August 11 2 minutes ago, s4f3s3x said: why hasn't it been made as a toggable menu voice, by the way? Given that Crispy Doom is meant to be "Chocolate Doom with a lot of patches on top," the nature of the changes make it very hard to create a single program that has both rendering types. In contrast, International Doom, which is broadly derived from Crispy, has a toggle for truecolour on/off. But actually it's *always* running in truecolour, and the toggle just affects how things are drawn. This has some consequences on performance, as well as visuals -- it doesn't use Doom's extra palettes for the pain effect for instance. 2 Share this post Link to post
Julia Nechaevskaya Posted August 11 Just as plums said. I'll explain remaining problems a bit: Translucency is a bit expensive because it's always dynamically calculated. Using a LUT (TRANMAP, TINTMAP, XLATAB) is no longer possible, because such table contains only 256 color values, while TrueColor expects to get one of 256r * 256g * 256b = 16.777.216 possible color values. Depending on how much translucent objects are on the screen and how closer they are to the player, the more expensive calculations have to be. Custom palette effects don't work. While pain/bonus/rad and Hexen extra palette effects are happening, the engine is making a copy of the screen and blending it over using 100% precise but hard coded color and accurate blending mode. This can also be considered as a translucency effect, but this blending is done by SDL itself and is really not that expensive. When TrueColor is compiled in and enabled in the game, custom COLORMAP tricks like brightmaps will not work. This is unavoidable, unfortunately. Knee-Deep in KDiZD even shows a warning right before jumping into the first map, @esselfortium knows how to use magic. 😊 The first and second issues are theoretically fixable, but we haven't come up with a solution yet. Also, please keep in mind that despite TrueColor capabilities, the engine still works in single-threaded software mode. It does not require a modern video card and tons of RAM, and can still run on literally anything. All it really needs is 32-bit display mode. 2 Share this post Link to post
Nilex Posted August 14 Will Crispy be made ID24-compliant in the future? Assuming it's within the scope of the project. Asking because I'd like to play newly released Legacy of Rust expansion with it. 0 Share this post Link to post
PsychEyeball Posted August 14 8 minutes ago, Nilex said: Will Crispy be made ID24-compliant in the future? Assuming it's within the scope of the project. Asking because I'd like to play newly released Legacy of Rust expansion with it. I'd say the answer is likely a "no" because Legacy of Rust also requires Boom features and runs with the MBF21 comp level. Crispy Doom is meant to remain a vanilla port with the exception of removing engine limits. If you wanna play Legacy of Rust in something kinda similar to Crispy Doom, you should check out Woof. 7 Share this post Link to post
Nilex Posted August 14 Thanks for informing me about Woof!, looks like it's the best option for me indeed. And its ID24 support has already been requested too so that's nice. 0 Share this post Link to post
bofu Posted August 15 Are there any test WADs available demonstrating the “Min missile chance”, “Melee threshold”, etc. parameters that are available in Crispy Doom? I’ve ported them over to my MBF24 spec, but I’d like to make sure I got them right. 0 Share this post Link to post
ZigfriedYoshimitsu Posted August 17 Excuse the stupid question but where can I see the benefits of this true colour mode? I ran crispy-doom-truecolor.exe but I don't really see any differences 0 Share this post Link to post
VGA Posted August 17 54 minutes ago, ZigfriedYoshimitsu said: Excuse the stupid question but where can I see the benefits of this true colour mode? I ran crispy-doom-truecolor.exe but I don't really see any differences Is there color banding there? On flats? 0 Share this post Link to post
Shepardus Posted August 17 (edited) 1 hour ago, ZigfriedYoshimitsu said: Excuse the stupid question but where can I see the benefits of this true colour mode? I ran crispy-doom-truecolor.exe but I don't really see any differences Here are some comparison screenshots I took. You can click on one to open up the expanded view and use the left/right arrow keys to easily compare. Doom 2 - Entryway Spoiler Hexen - Winnowing Hall Spoiler Perhaps there are better examples, but these ones are easy to try out yourself. 1 Share this post Link to post
ZigfriedYoshimitsu Posted August 17 1 hour ago, Shepardus said: Here are some comparison screenshots I took Now that i know what to look for, I see it, thanks. It's pretty sweet 1 Share this post Link to post
PKr Posted August 30 Since Crispy Doom offers a lot of vanilla Doom bug fixes I was wondering if you guys could address this bug as well: https://doomwiki.org/wiki/Wrong_sound_for_exit_switches ? Not much needs to be done here. All you have to do is add // EXIT SWITCH? if (line->special == 11 || line->special == 51) sound = sfx_swtchx; else sound = sfx_swtchn; before https://github.com/fabiangreffrath/crispy-doom/blob/master/src/doom/p_switch.c#L271-L272 Also, I am not sure if this is out of project's scope, but could you possibly revisit the masterlevels.wad support and add some non-vanilla behavior to sky lumps, so that only levels that should have custom sky lumps would have starry sky, but use iwad's lumps for other levels? 0 Share this post Link to post
sukerokushin Posted August 31 speaking of master levels, would it be feasible to add a -nosideload equivalent to the config file, or maybe to straight up pass command line params through the config itself? i have nrftl/master levels/sigil in a folder under doom1/2/tnt/plutonia and i just dont want to load any other wads ever lol. i've been using a batch file for now but that's a pretty unsightly situation imo 0 Share this post Link to post
Meerschweinmann Posted August 31 (edited) On 8/11/2024 at 2:46 AM, plums said: This has some consequences on performance, as well as visuals Surprisingly, and because i thought something is wrong, i ran multiple times and double-checked if i had run the wrong .exe file, paletted Crispy gave me 670fps, while truecolor Crispy gave me 730 fps. Test-setup was the limit removing boomer.wad with -timedemo demo1 and a fresh install of Crispy DOOM with an aspect ratio of 16:9 and 400p on a Ryzen 8700G. Sure, both framerates are far far away from a juddery experience, but my hardware seems to like truecolor more. But i could imagine that many ghost enemies in Heretic standing behind each other impact the performance. Edited August 31 by Meerschweinmann 0 Share this post Link to post
Walter confetti Posted August 31 (edited) Too bad the latest version of Crispy doesn't work on my laptop (by factory standard, the original OS was Windows 8 on x86, modified on Windows 10 when It was released at first time), i'll see all the new stuff added when i'll install this on my PC at home... Edited August 31 by Walter confetti 0 Share this post Link to post
VGA Posted August 31 2 hours ago, Walter confetti said: Too bad the latest version of Crispy doesn't work on my laptop (by factory standard, the original OS was Windows 8 on x64, modified on Windows 10 when It was released at first time), i'll see all the new stuff added when i'll install this on my PC at home... Why doesn't it work? What happens? 0 Share this post Link to post
Walter confetti Posted August 31 It just say that the software can't be opened with the OS 0 Share this post Link to post
mikeday Posted August 31 9 minutes ago, Walter confetti said: It just say that the software can't be opened with the OS Are you trying to run the 64-bit version on a 32-bit OS? 0 Share this post Link to post
Walter confetti Posted August 31 Yeah, that's It! Simple as that! That lead to a question... There's not any chance for a 32 bit version like for the previous releases? Actually, works good with the 6.0 version 0 Share this post Link to post
Julia Nechaevskaya Posted August 31 It's here, on GitHub release page. Just scroll down to crispy-doom-7.0.0-win32.zip file. 0 Share this post Link to post
SilverKeeper Posted September 1 (edited) Hello, is there a sane way to use Nuked-SC55 in Crispy on Linux? Using snd_musiccmd "aplaymidi -p 128:0 -d 0" in crispy-doom.cfg kinda works, but notes get stuck very frequently when the MIDI song gets switched. I found another MIDI player: https://gitlab.com/dajoha/midiplay But it complains about "/tmp/doom" not being a valid argument when booting Crispy. Edited September 1 by SilverKeeper 0 Share this post Link to post
ceski Posted September 1 19 minutes ago, SilverKeeper said: Hello, is there a sane way to use Nuked-SC55 in Crispy on Linux? Not really. Try Woof! for native MIDI support. 0 Share this post Link to post
SilverKeeper Posted September 2 (edited) 21 hours ago, ceski said: Not really. Try Woof! for native MIDI support. Sure, I know of Woof! (and by extension, Nugget) support. In any case, after some more testing it seems like I have to reset Nuked-SC55 (mostly) once with the Q key for aplaymidi to behave during the same Crispy session. Tough chance with Eternity or the new RZDoom with FMOD, though. (it's back, although I can't see the Linux support to test this: https://github.com/atsb/RZDoom) It's a shame that now that we have accurate SC55 playback, the sourceports audio backends have become a barrier; at least on Linux... Granted, my usecases are kinda dumb: I like forgetting about vanilla/limit-removing complevels with Crispy; Nugget is the go-to for the rest; Eternity is just there for the few exclusive mapsets, but seeing the GZDoom supremacy, it might have to go...; and RZDoom I got just due to paranoia about GZDoom claimed "perfect ZDoom support". Edited September 2 by SilverKeeper 0 Share this post Link to post