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fabian

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  1. fabian

    Port devs, why do you dev ports?

    Mostly to scratch my own itch. Back when I started Crispy I was looking for a source port as simple and faithful as Chocolate Doom, but with (1) optional higher resolution, (2) raised limits and (3) Boom support (note that I still haven't made it to add this!). I had some experience hacking on the prboom-plus Debian package and WinMBF before (but was still a noob in C) - and since I had a shitload of free time back then (2,5 hours train ride to work *each direction* on three days a week) I just started writing a patch for Choco. And once I presented that patch here on the forum, people started asking for more and more features. And since I had the time and motivation, I delivered. ;)
  2. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    At first I thought you were joking, but then realized that it might take a significant non-zero amount of time (especially on Windows) to check for the existance of all the demos with the previous file name suffices. My first instinct was to change the way that file existance is checked [1], but this would have merely shifted the problem away to higher suffix numbers. Instead, I added a static file name suffix counter that starts to check from the next demo name in order [2]. This should mitigate your issue except for the very first run if you pass a file name that already has many suffixed demos. [1] https://stackoverflow.com/questions/12774207/fastest-way-to-check-if-a-file-exist-using-standard-c-c11-c [2] https://github.com/fabiangreffrath/crispy-doom/commit/ac3bde2d91885ff4778063fc5fadf83fc0c5a43b Also, the "Reload Level" key has been changed to restart demos from the map they were started.
  3. fabian

    PrBoom-Plus, ver. 2.5.1.4

    Yep, that's here: https://github.com/coelckers/prboom-plus/blob/719bb19fb540d34acfc976409188ad231233f032/prboom2/src/p_inter.c#L781 However, the condition to trigger this is a bit strange and involves the angle between the player and the damage source: https://github.com/coelckers/prboom-plus/blob/719bb19fb540d34acfc976409188ad231233f032/prboom2/src/p_inter.c#L649
  4. fabian

    Coding newbie's first dabble into sourceports

    PS: But as you said, as long as standards are defined by support being available for PrBoom+, let's just make facts and add the extra states there. I have created a PR for this for your fork.
  5. fabian

    Coding newbie's first dabble into sourceports

    Well, the extra states originally came from Doom Retro. @bradharding introduced them to add support for loading @VGA's Black Ops and Smoothed mods both at the same time. I merely adapted them for Crispy Doom.
  6. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Done: https://github.com/chocolate-doom/chocolate-doom/commit/00d2024fec6136457981680e0b0422acf0eb1850 @UndeadRyker @maxmanium Could you confirm the issues you have previously seen with reduced bobbing are all fixed now?
  7. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    I wouldn't call it a bug, but an implementation detail - a look behind the scenes. Actually, changing weapons is the critical part of this feature, because the vertical position of the weapon sprite determines how long it takes to lower the weapon and thus how many tics the weapon changes takes. So, the weapon sprites get rendered at their original coordinates during these phases. Ah, this is because I check for the attack key being held down instead of the weapon being in its actual attacking state. Will probably have to change this, thanks!
  8. Probably worth reading: https://doomwiki.org/wiki/PWAD
  9. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Just merged in the changes, they will be available in tomorrow's daily build. Phew, took quite some more time than expected. ;)
  10. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    As far as I can tell from P_ChangeSwitchTexture(), the swtchx sound was originally only meant for exit switches.
  11. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Please note that player view bobbing and weapon sprite bobbing are directly connected to each other by the player->bob value. Especially in the BFG Edition, both the view bobbing and the weapon sprite bobbing are reduced to 75%. If you entirely disable player view bobbing, you will also disable weapon sprite bobbing, so welcome back to Wolf3d. ;)
  12. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    I have just committed this feature [1], so it should be available in tomorrow's daily build: http://latest.chocolate-doom.org/ You may want to bind the "Reload current level" key in crispy-doom-setup, although it should also work with the "Go to next level" key and even with IDCLEV. It has so far been successfully tested with MAP01. Please test extensively especially on maps with Revenants, because their projectiles being homing or not originally depends on the gametic variable (which will be different each time a new demo is recorded). It *should* work, but you never know... [1] https://github.com/fabiangreffrath/crispy-doom/commit/2b214e313f409ee153941d749ba2604e281e265d
  13. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Should work by default if you left your mouse wheel assigned to weapon changing.
  14. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Very interesting request! As there is already shortcut key for "Restart Current Level" I think this will be pretty straightforward. I consider this as something that should be implemented in Chocolate Doom first. And, as you have requested this before, there is already an issue filed for that: https://github.com/chocolate-doom/chocolate-doom/issues/1105
  15. fabian

    Chocolate Doom

    Reflex reaction: Could you try a path that doesn't contain spaces?
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