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fabian

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Everything posted by fabian

  1. Update October 04, 2019: Crispy Doom 5.6.3 is released (a bit later, actually, due to auto-builder issues)! Crispy Doom is a friendly fork of Chocolate Doom that provides a higher display resolution, removes the static limits of the Doom engine and offers further optional visual, tactical and physical enhancements while remaining entirely config file, savegame, netplay and demo compatible with the original. Crispy Doom 5.6.3 has been released on October 04, 2019. This release addresses the community feedback received after 5.6.2 release and brings support for the updated Episode 5: Sigil v1.2/v1.21. Please visit the Crispy Doom homepage for more information: https://github.com/fabiangreffrath/crispy-doom/releases Binaries for Windows (x86) are available here: https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-5.6.3/crispy-doom-5.6.3-win32.zip Have a lot of fun! - Fabian
  2. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    This should have been fixed in Choco, I supposed, but https://github.com/chocolate-doom/chocolate-doom/blob/master/src/doom/g_game.c#L1463
  3. fabian

    Basic Crispy Doom questions

    That's exactly it.
  4. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    I have introduced this cheat mostly for the ability to use the SSG in Doom 1. I consider it rather useless apart from this, not to speak of its TNTAMMO pendant.
  5. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Same lighting gradient, but finer steps. The effect is meant to be unobtrusive! Also @maxmanium I have fixed the weapon switching issue when using the IDCLEV cheat that you pointed out, thanks!
  6. Crispy Doom can do that, e.g. crispy-doom.exe -loadgame 0 -record mydemo
  7. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Oh, indeed, the cheat code only eats up the second digit. Not sure if I can find a solution to eat the first digit as well, we'll see...
  8. Hi there, as some of you may know, Crispy Doom has a command line option "-fliplevels" that flips all maps around the vertical axis, i.e. y-coordinates get inverted including all nodes and even the BLOCKMAP. Now I'd like to develop this feature further to the point that it becomes demo-compatible, i.e. demos recorded with normally oriented maps play back without desync in flipped maps and vice versa. The first step, of course, is to concentrate on -nomonsters demos. One such example is 30no1552.lmp, but it desyncs in MAP02 when the player squeezes himself through the gap in the wall past the red key. Since this involves wall contact, my first guess is that the issue lies within how the blocking of the player by a wall is calculated. There must be some asymmetry in the code between how blocking the player to the left and the right of a line is treated. Does anyone have experience with this problem or at least an idea which code path could be responsible for this? Thanks!
  9. fabian

    engine asymmetry WRT wall blocking

    With the new approach, as of today, the map geometry will remain untouched. It is just that the column and span rendering functions draw to flipped horizontal coordinates. Thus, you will experience the exact same game mechanics as with unflipped levels and demos will keep sync. It will even be possible to play network games with one player playing the regular level and the other one playing the flipped map. It is indeed an experiment and a time wasting one for sure. But it is fascinating to experience how strange a map even as familiar as MAP01 feels when it merely got flipped around the horizontal axis.
  10. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Update October 04, 2019: Crispy Doom 5.6.3 is released (a bit later, actually, due to auto-builder issues)! Crispy Doom is a friendly fork of Chocolate Doom that provides a higher display resolution, removes the static limits of the Doom engine and offers further optional visual, tactical and physical enhancements while remaining entirely config file, savegame, netplay and demo compatible with the original. Crispy Doom 5.6.3 has been released on October 04, 2019. This release addresses the community feedback received after 5.6.2 release and brings support for the updated Episode 5: Sigil v1.2/v1.21. Please visit the Crispy Doom homepage for more information: https://github.com/fabiangreffrath/crispy-doom/releases Binaries for Windows (x86) are available here: https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-5.6.3/crispy-doom-5.6.3-win32.zip Have a lot of fun! - Fabian
  11. fabian

    PrBoom-Plus, ver. 2.5.1.4

    This is mostly fixed in the UMAPINFO fork now.
  12. fabian

    MUSINFO: is doomwiki documentation wrong?

    Hm, to be honest, I was merely relying on what was documented in the Wiki...
  13. fabian

    Chocolate Doom

    Erm, why exactly?
  14. fabian

    MUSINFO: is doomwiki documentation wrong?

    I have fixed PrBoom+'s MUSINFO parser to play the map's default music for thing type 14100 in SVN. It hasn't been part of any release, yet, but is already in the UMAPINFO fork: https://github.com/coelckers/prboom-plus/commit/59dbff5880606407a00d777384958b1507583746#diff-170271bcc7437eb18b5a9a756aef38f5
  15. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    First, the chances of hitting the INTERCEPTS limit can be controlled by map design. As @Grazza already pointed out, splitting an overly long linedef 0 into smaller chunks might already cure the worst cases. IMHO, hitting the INTERCEPTS limit is not a bug in the engine, the engine is doint the right thing by emulating exactly what would have happened in Vanilla Doom. "Limit removing" does not mean "mapping without any restrictions" in this case. Second, I don't want different game mechanics under the hood depending on the current game being a network game or a demo recording or not. If there is a bug in the map or in the interaction of the map and the engine, it should become apparent during play testing. For the same reason, I don't allow for e.g. untagged line specials to apply to the backsector - even in single player games. I know that e.g. PrBoom+ does it differently, but I don't want it that way. Sorry.
  16. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    @Danfun64 I agree that's confusing. The reason is that @Zodomaniac is so kind to maintain a changelog on the project page, so that it is easier for me to push out an actual release. However, we don't sometimes agree on the right moment for a new release and then he already entered a release date when I thought it wasn't ready yet.
  17. fabian

    engine asymmetry WRT wall blocking

    This is exactly the one point I am not sure about. But you are probably right and it makes more sense to move if before that block. That's not necessary. I just flip the horizontal start and end coordinates for the spans. Edit: No, wait, things are looking pretty messed up.
  18. fabian

    engine asymmetry WRT wall blocking

    I have introduced a lookup table which contains the horizontal screen coordinates either in original or reversed order, depending on crispy->fliplevels. I pass dc_x and ds_x? through this table once before and once after calling the respective drawing function, so the destination row either remains the same or gets flipped horizontally for this one call. https://github.com/fabiangreffrath/crispy-doom/commit/31dc345ea4fb5643686b7e0833248007c46e64bb I have inverted the cmd->angleturn and cmd->sidemove fields at the end of G_BuildTiccmd(). I hope this is the correct place to do this if I want demos recorded with flipped rendering to play back properly without. https://github.com/fabiangreffrath/crispy-doom/commit/96ae96762ef3bf02ab6f61acaad212475262c5fb
  19. fabian

    engine asymmetry WRT wall blocking

    Because I was in the wrong track! I forgot that 'dc_x' is a global variable, sigh... Now it's really easy, thanks!
  20. fabian

    engine asymmetry WRT wall blocking

    This was a breeze until I reached R_DrawMaskedColumn() and friends, sigh...
  21. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Sure that's possible, but not going to happen. I don't want to provide a different experience between single player games and demo recordings (apart from the four game-physics changing features, that is). What if you never encounter the overflow when testing or practicing the map, but then it suddenly occurs when recording the demo?
  22. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Yes, of course! Removing e.g. the DRAWSEGS and the NUMSPRITES limits won't have any effect on compatibility, also savegame size, MIDI lump size, number of lumps in a WAD, etc. There are some other limits which would cause Choco to crash, e.g. VISPLANES, so it's hard to define "compatibility" here. And yet some other limits do not cause immediate crash, but manipulate the game state in a way that demo-compatible ports are expected to emulate, e.g. SPECHITS or the INTECEPTS limit.
  23. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    In Chocolate Doom, the original INTERCEPTS limit of 128 has been raised to 189 to allow for an overrun emulation of the first 61 additional intercepts: https://github.com/chocolate-doom/chocolate-doom/blob/5329fb5d75971138b20abf940ed63635bd2861e0/src/doom/p_local.h#L152 If you exceed the limit even past these 189 intercepts, Choco will crash but Crispy will not. If you remain within the raised INTERCEPTS limit of 189, both ports are expected to produce the same results. That's why I can remove the hard limit but not the emulation of the overruns of the original limit.
  24. fabian

    Infraworld - The Hatehammer

    Crispy Doom is able to copy with any type of nodes, including DeepBSP and compressed or uncompressed ZDBSP nodes.
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