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Da Werecat

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Everything posted by Da Werecat

  1. Da Werecat

    notransl.deh

    That's just how Doom ports work, unfortunately. You can never fully control something as a mod author. I doubt there's an easy way to fix this after so many years of accumulating features.
  2. Da Werecat

    anyone know how to move this freaking mancubus

    I think it's too fat to fit onto the ledge leading away from the door. Wasn't there a speedrunning trick to hop onto the platform and bypass the door?
  3. Da Werecat

    Why do you all have bobbing on?

    Both screen and weapon bobbing should change with speed, but they're pretty much already maximized when "walking". The system might've been tuned when the game was supposed to have slower characters. I usually reduce the value a bit in ZDoom-derived ports to feel the difference between slow and fast movement.
  4. Da Werecat

    Valiant + Sawdust demos [-complevel 11]

    I don't really know what settings Valiant was tested with, so I can't help with that, unfortunately. The safest way is probably to reset all settings. It can be done by deleting the *.cfg files.
  5. Da Werecat

    Valiant + Sawdust demos [-complevel 11]

    Have you tinkered with any compatibility options in the menu? MBF allows for some variation in behavior based on those. Demos include options info, so their playback is not affected.
  6. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    This is a pronounced issue when sprite filtering is enabled (whichever setting affects first-person weapon sprites). First time I'm seeing it on an unfiltered sprite though.
  7. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Whoa, there's a cylindrical sky mode now? I missed that.
  8. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    It involves a colormap hack. GL doesn't care about the colormap in this port. This effect is easy to detect though, so hardware emulation should be possible.
  9. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    But... they already have it. As Chocolate Doom.
  10. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    It's been a while since I looked at vanilla state table, but there could be enough unused states to implement the fix. However, it would break demos. Since the function also detects the attack button, choppy idle animation makes the chainsaw less responsive than other weapons. Something to keep in mind.
  11. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Swaying works by calling a function that repositions the sprite (among other things). For most weapons, this function is being called every tic when the weapon is idle. This is achieved by having one idle state that loops on itself, and its duration is 1 tic. However, chainsaw is unique in that it has an animated idle sequence. That animation is choppy, and you can't call any functions between states, thus bobbing is choppy as well. It's possible to fix this in DEHACKED, but it requires additional states and some care. Engine-side solution would require overriding vanilla logic for bobbing and making it independent from the aforementioned function. It sort of already is, since there's an option to always sway the weapon, even when it's firing, but I just checked and it doesn't affect the chainsaw idle sequence.
  12. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    It works for barons, but not so much for knights, IMO.
  13. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    https://drive.google.com/file/d/1Fsr47v977bJYPYJdnuQqdv7uezZV9ihK/view?usp=sharing Whacked together some translation tables. The current green blood is very bright, often brighter than fireballs if the room isn't too dark. Also, both green and blue gibs have pink spots due to the font tables being tuned to a very specific set of graphics. Darkening the former comes at a price of introducing color loss, since the range is shrinking, so a compromise between tone and quality had to be found. I don't mind the result though. Pink spots were replaced by less saturated greens, mirroring how POL5A0 always looked in red. Caco gibs were kinda interesting though, so not a whole lot was changed other than the primary color affecting the entire palette. In the wad, the tables are named the same as the font tables for testing purposes, and the interface graphics survive reasonably well from what little I saw. Still, not the best idea to use this as a permanent replacement.
  14. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    I think what they mean is that it looks blurry after being resized. Probably due to being resized by the monitor rather than the program.
  15. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    I figured since the game logic has to run at 35 Hz and uncapped framerate enables some rendering interpolation, it might introduce some discrepancies. Some people complained about that in regards to ZDoom. I never noticed it personally; in fact, ZDoom always had the greatest mouse handling for me. Tried it myself and can't see any difference with vsync off. I'm really curious about this issue because people's accounts vary so wildly. Hard to ascribe it to perception. Even with vsync and uncapped framerate on, the handling feels perfectly agreeable to me.
  16. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Does disabling uncapped framerate change anything?
  17. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    The core logic doesn't care, but it also doesn't care if you give it uncapped movement in any direction, if what I remember about that driver discussion is accurate. So there have to be standards, and speedrunning already has some arbitrary ones in place. It's not something I care about though. There's already an easier way to do SR50 that's discouraged in recording. So it's more of an organizational issue.
  18. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Vanilla Doom actually had a joystick-only exploit, sorta. Its custom input driver interface had no sanity checking, so if you were to write the driver a certain way, it would allow for ridiculously fast movement. Of course, this wouldn't be an issue nowadays, least of all for an active source port. But I'm mostly talking about SR50 and how to handle an additional input method. Gamepad strafing would probably have to be capped at 40. Also, correct me if I'm wrong, but I'm not sure it's possible to have analog strafing and analog turning at the same time in the vanilla executable with keyboard and mouse.
  19. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    I don't think it's fixed in any resolution. It's just that the pixels in bigger resolutions are smaller, making the empty row less noticeable.
  20. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    I suspect that in a port like this there would also have to be some considerations for competitive play in regards to "illegal" input. But it's probably not a big deal.
  21. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Analog movement really shouldn't be an issue with the demo format. The game had it from the beginning.
  22. Da Werecat

    DEHEXTRA discussion (split from Pr+ UMAPINFO thread)

    Those two unknown fields control the weapon sprite offset. It's not an extremely useful feature, but I know of at least one mod that put it to use: InstaDoom.
  23. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    I can see that it uses translation tables that can be replaced. Unfortunately, these are the same tables that fonts use, which is constraining.
  24. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    It does occur in the latest build, I checked. And I was pretty certain that I wrote about it on the forum much earlier than this week, but it could've been that I drafted a report, then it slipped my mind. I'll see about leaving it on github, I just need to take another look at my old test cases to give a more thorough explanation.
  25. Da Werecat

    PrBoom+ 2.6.1um (Aug 16, 2021)

    I agree. I mean that I wasn't convinced by the arguments in favor of exposing the lump names like that when the conversation took place.
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