Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

bradharding

Members
  • Content count

    971
  • Joined

  • Last visited

Everything posted by bradharding

  1. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Thanks! I'll make my way through the list! :)
  2. UPDATED AUGUST 11, 2024: DOOM Retro v5.5.1 has been released! Please visit www.doomretro.com to check it out... ORIGINAL POST ON DECEMBER 10, 2013: On this day exactly 20 years ago, id Software released a little game you might know called DOOM. And now, in celebration of this anniversary date, and after over three years of development in relative secrecy, I’m proud to finally announce the debut release of DOOM Retro, my very own DOOM source port. DOOM Retro represents what I want DOOM to be today, in all its gritty, unapologetically pixelated glory. I’ve strived to implement a set of features and a certain level of attention to detail and restraint while still upholding a deference for that classic, nostalgic DOOM experience we all hold dear. DOOM Retro’s extensive release notes list what I’ve accomplished so far in an attempt to achieve this goal. DOOM Retro is based on Chocolate DOOM. This project is by no means complete, and will probably forever be in a constant state of development. My intent is to release updates on a regular basis, ever seeking that goal of perfection. I have a long way ahead, and I encourage you to please leave a comment on this post, or on the DOOM Retro site, with any feedback, bug reports, etc. you may wish to impart, as well as follow the @doomretro account on Twitter. Please visit www.doomretro.com.
  3. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Thanks. It seems to be caused by linedef 4085 having its back, bottom texture set to WATERMAP. I'll work on DR accommodating for this. EDIT: Fixed!
  4. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    It appears that semicolons aren't being parsed correctly by the alias command. I'll look into having it fixed for the next release. Thanks. EDIT: Fixed! bind x "iddt" should work.
  5. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Thanks for the report! Having a quick look, it seems to be an interpolation problem. EDIT: Fixed! I'll have to check it out.
  6. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    You're welcome! I'm glad you're enjoying it! :) (BTW, a new version is not too far away...) Whoops, sorry for the late reply! I'm not sure what would have been happening there. It's possible Windows may have randomly muted that instance of DR, which I've experienced myself on occasion. Maybe run it and check the Windows volume mixer to see if it's volume hasn't been set to 0%?
  7. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Interesting idea. I'll certainly consider it. Thanks!
  8. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Hmm... I thought I fixed this in v5.5.1. Could you please point me in the direction of an example wad so I may test? Nice find! Thank you! After a quick test, yes I can see it happening. I'll work on a fix.
  9. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Thanks @waverider. I'll PM you.
  10. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Thanks for the info. I've been trying a few things and am unable to determine what it may be. Focusing on getting the exe to run: when it doesn't, do you see a doomretro.exe process in the task manager showing that it's suspended? Hi. You can use "Retro Bits" in a dehacked lump like you'd use "Bits". "Retro Bits=FOOTCLIP" should do the trick. (See here for more info.) Thanks for letting me know. I'll check out your wad and work on a fix. EDIT: Fixed!
  11. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    I'm not sure what may be causing that. I'll try it out myself, but I suspect it might be Windows doing one of its power saving things. Is it Windows 11? Also, do you have vsync off, uncapped framerate? I looked more into your disk icon suggestion and it'd require a bit of work to do it. It's something I'll look into later, but it's not a priority right now.
  12. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    You're welcome! 😁 Moonwalking zombies? I suspect this may be related to a bug I fixed a couple weeks ago. I'll look into it. I'll fix the IDKFA issue too. Thank you so much for letting me know!
  13. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    It's listed here. A list of the CVARs it changes are here. Glad you're enjoying it! :) So, I've addressed the following for you, effective next release: The alien guardian cube now explodes as its supposed to. (This is caused by the r_corpses_gib CVAR, which you can disable for now if you like.) "liquid flatname" and "noliquid flatname" can now be applied outside of a map entry in MAPINFO lumps and work as expected. There's actually a compatibility fix already in place for the exact non-liquid flats you mention, but Doom Retro is looking for "aaliens.wad" (and I'm guessing "aaliens_v1_2.wad" is what you're loading). This has been fixed.
  14. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Doom Retro calculates light differently than other ports, for a slightly darker effect. If you turn off textures, you'll see that fake contrast is in fact applied, as illustrated in the following screenshot:
  15. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    You're mistaken. Doom Retro does have fake contrast.
  16. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    All fixed. Next version will load the UMAPINFO from master_fix.wad like it should. The autoload naming convention is as it is since I initially wanted it to be consistent with the savegame folder, but I'll work on allowing both. ...
  17. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Thanks! (I meant to get back to you regarding that issue, as I couldn't for the life of me replicate it. Glad it's no longer a problem!) I've noticed this issue too, very occasionally for several months. After a quick google, it seems its possible to programmatically enable "efficiency mode" for a process, but not disable it. It is possible, but depends on the loading order. Stuff in the autoload folder is loaded last. If you specify master_fix.wad before masterlevels.wad on the command-line, it'll work. (I'll investigate whether it's viable reversing the order in which to look for MAPINFO lumps.)
  18. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Hi everyone! DOOM Retro v5.5.1 has just been released! Please visit www.doomretro.com to download and for the release notes. Thank you to everyone for their support and Happy QuakeCon!
  19. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Still not sure on adding anything to the widescreen HUD (it's been suggested before), preferring to keep it minimal as is. I'll look into it though. You can just use -pistolstart on the command-line instead. Thanks for this! I'll look at fixing this for the next release! I was actually thinking about this the other day. This is still a maybe, but since I've still got quite a bit to do Doom-wise, it wouldn't be anytime soon I'm afraid. . . . The cake is a lie! :P
  20. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Thanks @S3M_XM. This will be fixed in the next release. I have a long list of things (some big, some small) for Doom Retro, which seems to change over time, but no concrete roadmap. For the moment, though, I'm mostly focusing on refinements and bugfixes.
  21. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Thanks for this info. I'll continue to look into this. Thanks for letting me know. The pain flash problem was due to a typo (only when vid_scalefilter CVAR isn't set to nearest_linear). Thanks. Please redownload v5.5. I've quickly fixed the pain flash problem and reverted the sound code. (EDIT: And also controller movement when running is now fixed.)
  22. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Hmm.. no changes were made to the controller code for the release of v5.4. so I'm thinking it might be an SDL issue (since that was updated). By "bad diagonal inputs" do you mean when you move forward with the left stick you quickly move diagonally with any slight movement to the left/right? Do you have always run on? And if so, does it happen when just walking? Also, if you turn the joy_analog CVAR off, does it still occur?
  23. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Could you please confirm if the buzzing occurs with the attached test build? test.zip
  24. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Hi everyone! DOOM Retro v5.5 has just been released! Please visit www.doomretro.com to download and for a list of the many changes. Thanks for everybody's support!
  25. bradharding

    DOOM Retro v5.5.1 (updated August 11, 2024)

    Hi @BEG! I'm glad you're enjoying Doom Retro! It would be the blood splats that are reducing the framerate, when compared to other ports. Try lowering the r_bloodsplats_max CVAR (setting it 0 even). I'm working on some solutions to help alleviate this overhead.
×