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About fabian

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  1. fabian

    Crispy Doom 5.3 (Update: August 12, 2018)

    Thank you very much for your feedback, I am feeling flattered! Phew, this one sounds tricky. Honestly, I currently have no idea how this could get fixed. @fx02 Didn't CNDoom have a fix for this or am I mistaken? It's sad to see your github repository gone. Sure thing, I could add this. Do you mean it as a key or a mouse button? Should it be a simple on/off toggle or something like "move vertically as long as the button is pressed"? This is inherited from Chocolate Doom and should get fixed there first. I am sure there was even already a bug report about this, but I cannot currently find one. Strange how you never notice someting as trivial if you always play on a laptop. ;)
  2. fabian

    k8VaVoom: no good thing ever dies!

    Before we kicked it out of Debian, we applied some patches to the vavoom sources. Maybe you have some use for them: https://salsa.debian.org/games-team/attic/vavoom/tree/master/debian/patches
  3. fabian

    First Ever IronEagle Competition: Scientist 2

    Isn't this contradictory?
  4. fabian

    Crispy Doom 5.3 (Update: August 12, 2018)

    Most probably not a problem anymore with the next release. There'll be an in-game menu switch in the next release.
  5. fabian

    Crispy Doom 5.3 (Update: August 12, 2018)

    There is currently no way to do this (anymore). Why would you want to run the game with a different refresh rate than your screen?
  6. fabian

    Crispy Doom 5.3 (Update: August 12, 2018)

    I guess I'll be able to add the midiproc exe back into the top-level directory from the next release on.
  7. I am confused. Wasn't this called 3DGE at some time?
  8. fabian

    Crispy Doom 5.3 (Update: August 12, 2018)

    It's not a bug, it's a feature. ;) Others before you have complained that "god" shows emotions during firing and thereby loses the golden gloss in his eyes.
  9. If this is medusa issue, then Crispy Doom should *not* be affected by this!
  10. fabian

    Crispy Doom 5.3 (Update: August 12, 2018)

    I think I'll modify P_CalcHeight() a bit to provide a "harmless" call.
  11. fabian

    Crispy Doom 5.3 (Update: August 12, 2018)

    If you are moving up on an elevator, and then the elevator stops, your view height is updated only one tic later than when the elevator stopped moving. It's barely noticable, but once you've seen it, it cannot be unseen. The narrow elevator in MAP01 is a nice example: Stand on it so you can see the elevator's edge. And after it stops moving up, your view will move another step up just one tic later.
  12. fabian

    Crispy Doom 5.3 (Update: August 12, 2018)

    @Dwaze Thank you very much for this nearly perfect bug report! You are right that the player's viewz is recalculated if he is standing within a sector that has a moving ceiling of floor, but the view bob is omitted in this calculation. The code is here: https://github.com/fabiangreffrath/crispy-doom/blob/master/src/doom/p_map.c#L642 Originally, in order to achieve what I want (i.e. smooth update of the player's view height while standing on a moving floor that just stopped moving) I should rather call P_CalcHeight(). This function, however, is supposed to get called only once per tic (because of the way it changes some variables). I am not entirely sure what to do now, but since the code has caused another similar bug only recently and the glitch that it is supposed to fix isn't that glaring, I am inclined to remove it entirely instead of band-aiding around it another time. :S
  13. fabian

    Crispy Doom 5.3 (Update: August 12, 2018)

    It's already there, but only if you record or play a demo. You'll have to explicitly enable it in the Crispness menu, though.
  14. fabian

    Crispy Doom 5.3 (Update: August 12, 2018)

    You'll have to disable "Aspect Ratio Correction". The clients joining the game will have to add the same WADs as you did when starting the server.