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Status Updates posted by riderr3

  1. This is what happened when you not updating Gzdoom for a long time:

    Execution could not continue.
    Script error, "cheello_voxels.zip:zscript.zc" line 11:
    Version mismatch. 4.8.2 expected but only 3.2.0 supported


  2. Gzdoom Builder/UDB users. For those who are faced with stuttering in 3D mode - reduce view distance. In my case, a decrease in value from 10000 to 3000 are mostly helped.

  3. @wesleyjohnson Here are my Doom Legacy 1.48.8 compilation results (and questions) on Windows 8 64bit, this information may be useful:




    These tools and libraries (64 and 32-bit) were used.


    • Msys2 64bit 20210419
    • Mingw-w64-x86_64-9.0.0 and mingw-w64-i686-9.0.0
    • CMake 3.20.1
    • Eclipse IDE 2021‑03
    • SDL 1.2.15-9
    • SDL_mixer 1.2.12-8
    • openlibm 0.7.5-1
    • lwsock32 (shipped with mingw-w64)



    Step-by-step instruction. Actual for Doom Legacy 1.48.8


    • In CMakeLists.txt to the names of the sources in SET SRC add the src/ folder in which they are; To delete the name of the unused g_state.c, because CMake are spewing error.


    • Move the headers .h and also the hardware and SDL folders to the main folder where the make_options file is located. It is possible to arrange the files to be coordinated in CMakeLists.txt, but I have not tried.


    • In order not to pop up an assembly error, the compiler offers me to replace the following lines in sdl/i_system.c:

        ( cv_mouse_motion->value ) to ( cv_mouse_move->value )
        (cv_mouse_motion.value==0) || ! cv_grabinput.value
    to (cv_mouse_move->value==0) || ! cv_grabinput.value
        switch( cv_mouse2type.EV )
    to switch( cv_mouse2opt.EV )

    It happens at least from the version 1.46.1; Perhaps it carries some consequences.

    Here is the error log:


    [ 17%] Building C object sdl/CMakeFiles/media_sdl.dir/i_system.c.obj
    cd /d C:\Users\Admin\Downloads\build\sdl && C:\msys64\mingw32\bin\gcc.exe  @CMakeFiles/media_sdl.dir/includes_C.rsp -Wall -Wno-unused-result -O3 -ffast-math -fno-strict-aliasing -O3 -DNDEBUG   -DWIN32 -DWIN_LARGE_MEM -DSDL -DHWRENDER -DHAVE_MIXER -DCDMUS -MD -MT sdl/CMakeFiles/media_sdl.dir/i_system.c.obj -MF CMakeFiles\media_sdl.dir\i_system.c.obj.d -o CMakeFiles\media_sdl.dir\i_system.c.obj -c C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c
    C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c: In function 'I_GetEvent':
    C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c:369:19: error: 'cv_mouse_motion' undeclared (first use in this function); did you mean 'cv_mouse_move'?
      369 |               if( cv_mouse_motion.value )
          |                   ^~~~~~~~~~~~~~~
          |                   cv_mouse_move
    C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c:369:19: note: each undeclared identifier is reported only once for each function it appears in
    C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c: In function 'I_GetMouse2Event':
    C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c:905:17: error: 'cv_mouse2type' undeclared (first use in this function); did you mean 'cv_mouse2opt'?
      905 |         switch( cv_mouse2type.EV )
          |                 ^~~~~~~~~~~~~
          |                 cv_mouse2opt
    C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c: In function 'I_StartupMouse2':
    C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c:1260:21: error: 'cv_mouse2type' undeclared (first use in this function); did you mean 'cv_mouse2opt'?
     1260 |     dcb.ByteSize = (cv_mouse2type.EV == 0)? 7 : 8;
          |                     ^~~~~~~~~~~~~
          |                     cv_mouse2opt
    mingw32-make[2]: *** [sdl\CMakeFiles\media_sdl.dir\build.make:199: sdl/CMakeFiles/media_sdl.dir/i_system.c.obj] Error 1
    mingw32-make[2]: Leaving directory 'C:/Users/Admin/Downloads/build'
    mingw32-make[1]: Leaving directory 'C:/Users/Admin/Downloads/build'
    mingw32-make[1]: *** [CMakeFiles\Makefile2:147: sdl/CMakeFiles/media_sdl.dir/all] Error 2
    mingw32-make: *** [Makefile:93: all] Error 2
    "C:/msys64/mingw32/bin/mingw32-make.exe all" terminated with exit code 2. Build might be incomplete.



    • With CMake create build configuration - Eclipse MinGW Makefiles, default native compilers


    • Build project using Eclipse (open a project from the file system)




    • The second mouse (USB) works like the first, although in the usual exe from the sourceforge the second mouse crashes the program (if enabled in Legacy settings)


    • stderr.txt and stdout.txt reports are not generated


    • any native and software video mode crashes the program right after the start of the game on the map (only opengl works fine). This error happens only when using 64-bit doomlegacy.exe





    • Doom Legacy was compiled and tested both in a 64-bit and in 32-bit forms.


    • Libraries SDL.DLL and SDL_MIXER.DLL were encapsulated inward doomlegacy.exe, without the need for external boot.


    • CMAKE warning appears if I not change the version information:

      CMake Deprecation Warning at CMakeLists.txt:4 (cmake_minimum_required):
      Compatibility with CMake < 2.8.12 will be removed from a future version of
      Update the VERSION argument <min> value or use a ...<max> suffix to tell
      CMake that the project does not need compatibility with older versions.





    • How to enable the output of the stderr.txt log and stdout.txt in my builds?


    • How get rid of the crash of the native and software video modes in 64-bit doomlegacy.exe?


    • Is it possible to add support for the second mouse directly through USB ports, and not through the ancient hardware which is now even impossible to test physically?



    Now a lot of information on the Legacy website is terribly outdated - links lead to the dead websites, as well as on old tools that are uncomfortable or cannot be used on current Windows systems. Maybe my information will be useful.

    Just in case, here is my ogllog.txt (fortunately it is generated):


    VIDGL_Set_GL_Model_View(): 1280x960
    Vendor     : NVIDIA Corporation
    Renderer   : GeForce GT 720M/PCIe/SSE2
    Version    : 4.5.0 NVIDIA 376.54
    Extensions :
      GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_b
    oglflags   : 0x0
    VIDGL_Set_GL_Model_View(): 1280x960


    By the way, another bug report is not related to this topic:

    In the latest versions, messages of cheats such as IDDQD and IDCLIP are not displayed (although there are notifications in the console itself). In Doom Legacy 1.42, all this was present (or in 1.45).


    Also, animated flats are broken (idle) in Doom1 and Doom2. In Legacy v1.45 they animated properly. Strange, but in TNT and Plutonia animation is working. As well, animation working if you load any pwad maps with Doom2 or Doom1.




    1. wesleyjohnson


      It is tedious for me to move discussion here to the bug reporting system.

      This system is also tediously slow in responding.


      Please post on the DoomLegacy bug reporting system.

      I get automatic emails of any postings.




      I will not notice messages on doomworld until one of the times I visit, and I don't visit that often now.

  4. Finally, Doomworld Mega Project 2018 has been posted on idgames. Please add it to wad-archive. https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dmp2018

  5. I watched the stream. I think I had a reasons to make the map for the DWMP2019 shorter and simpler.

  6. So the first slime trail on the sky is encountered today on my WIP map. Interestingly, the GZDB nodes viewer is freezed about a minute. Rebuilding the nodes helped get rid of the slime trail and no more freezing of nodes viewer.

  7. I see that's a bunch of "lost" Heretic and Hexen wads is thrown at the download section. Thanks for uploading!

  8. Your progress is fast.
    Also on my project: I've made 14 maps so far and has concluded 17 maps should be enough (Doomwiki says >15 maps is already stated as megawad). Moreover, nowadays 32-map megawad sounds like a cliche.

    By the fall of 2016 I've planned 33 maps but the progress is very slow, because now I'm participating in many community projects (also speedmaps, you can check it out), and the quality of this submissions are even better than those which in my project. It does not mean that I give up, but I throw out potential improper maps.
    The reasons I shorten my project is: the making is turning to a slog, themes are starting repeating, this hinders other projects in which I want to participate, e.t.c.

    I will use MAP31 as final map (no secret maps), the intermission text should end the story.

    1. Deadwing


      It's not that fast, TBH (or not as much as I wanted). I've been doing that mapset for one year at least haha Also, my levels are usually short and there's barely any detailing, so that's helps a bit making things faster >.<

      Yeah, there's not much need for 32 levels. I'm trying to keeps things without any filler or subpar level, so the experience remains fresh even in the later maps. I'm also using secret maps as normal ones 😛


      Can't wait to play your new mapset, though 😄

  9. It feels like bots attacking my profile page here 😷

    1. riderr3


      Well, I get it. If you refresh the page on your profile, view counter will increased. That's not good at my opinion.

  10. Negative hud element offsets = PRboom+ crashing with signal error 11. Eternity Engine does not affect.

  11. What an awkward registration system on 3DGE forums.


    The password does not contain the required characters.
    You have provided an invalid answer to the question.
    You have exceeded the maximum number of registration attempts for this session. Please try again later.

    Why I must input nonsense as my password, cause later I can forget it?
    Also I can not answer on this silly questions, because my english knowledge is not enough.
    That's why these forums are pretty dead, and nobody even hear about them.

  12. I found latest Chocorenderlimits here

    Though without Heretic support.

  13. "Images of various inanimate objects as an avatar indicate the non-standard thinking of their owners. According to psychologists, in this picture the background means more than the object that is placed in the foreground. As a rule, the owner of such an avatar loves to speculate on the themes of the universe, romantic, easy vulnerable, loves nature and does not like noisy parties."

    Okay 😏

  14. If the Eternity Engine will fully support Heretic also with demo recording support, I will throw out the old version of Crispy Doom in the bin. There is some kind of conspiracy against Heretic, in order not to develop a full-fledged limit-removing port.

  15. I hope you will not mind if I take your "Hangar 7" midi for the E1 Community project? Credited also.

    1. Jimmy


      Go right ahead. The MIDI Pack stuff is meant to be free for community use. Thanks!

  16. Well. I completely removed ZDoom and replaced it with QZDoom. I hope I will not lose anything. I do not see the point of storing obsolete programs when there is the same thing, but more modern. Also like how QZDoom handle with skies without doubling. Will use it with software rendering.

    1. Gothic


      Doesn't Gzdoom mixes the 3 of them?

  17. Seems this person played FPS first time in life

    1. BigDickBzzrak


      Back then that was the case for pretty much everyone. 

  18. I laughed so hard on this, I choked on my spit!

    Reading some old threads just made my day.

  19. Today the first time I saw solidsegs overflow... luckily my map in Boom format, and it's have very huge open area.

  20. TNTR.wad MAP19, damn this red key.

    Blue door is reached and there are no other ways only red switch and red door but red key is not found. Overall this map is very dark/poor visibility, and very first time of playing Doom wads I've raised gamma level to 2.

    1. riderr3


      Well, I'm just miss those silver bars...

  21. For some reason I can't see reputation of users. What is happening?

    1. Show previous comments  19 more
    2. BigDickBzzrak


      Now I'm not sure if I should change my avatar to that green plus in a circle. :]

      Anyway, I think having just likes is OK. I'll have to get used to therebeing no green number next to a username.


    3. snapshot


      Good, you post stuff only when you need / have to, not for Rep points, It works better that way.

    4. Paul977


      Agree with Roofi and dmg_64, gg Linguica

  22. Boom have too many features, I even not use most of them in my maps.
    I still not understand those people who creates maps for the first time and choosing UDMF format.

    1. Show previous comments  1 more
    2. Da Werecat

      Da Werecat

      MBF reks me with both its limitations and the amount of things I could do if only I had time and energy. My glass is so half-empty.

    3. R1ck


      UMDF doesn't interest me. Hexen format however, I can freely use flats as wall texture.

    4. BigDickBzzrak


      Ha, I know that. After finishing a Boom map and going back to vanilla I feel relieved for some reason, despite the fact that I'm actually limiting myself a lot more. Ports suck, honestly.

      I do miss generalized linedefs though :_(

  23. I recently got the rank of bony member, but after a few hours I was again returned to the junior member. What the hell?

    1. BigDickBzzrak


      You've reached 206 posts.