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fabian

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Everything posted by fabian

  1. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Or... you just don't have to be stupid. *sigh* I just realized that when I wrote that I could hear 15 crushers, I meant that channels[0] to channels[15] were playing crusher sounds. That's 16 channels! Why on earth does it play on 16 channels at some random place on a map whereas I have enabled 32 channels? Well, it is because I still have only 16 sound channels allocated on the SDL_Mixer side. That is, I tell the engine that it's okay to play up to 32 sounds, but then only the first 16 of them are actually mixed. The fix was trivial and is committed to the GIT repo. Thanks @seed and @SiFi270 for pointing me to this issue and providing examples. Fortunately, the feature is now really functional and you can actually hear your own weapon now, regardless of more than a dozen crushers working nearby. So, please excuse my yesterday's blubber, it was all moot.
  2. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    32 channels seems to be the common denominator and the culprit of the issue. My guess is that there are so many crushers and thus so many crusher sounds that the other sounds simply get drowned out. Edit: I can reproduce this with 32 channels. I have a savegame where I can hear 15 (!) crushers from where I stand. If I fire a weapon now, this will be the 16th sound and it will get mixed with the other 15 identical sounds and thus will get drowned out. If I reduce the number of channels to 8, all channels might be occupied by crusher sounds. But as soon as I fire a weapon, one of them has to free its channel and thus the weapon sound will be better recognizable among merely seven other identical sounds. That's my analysis so far.
  3. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Unfortunately he doesn't tell which version of Crispy he uses and which options are enabled, but as it is in the video it sounds like a bug to me, indeed.
  4. This is just a wild guess, but last year it made a huge impact to change to place in the code where the fractional tic to use for interpolation was calculated. It seemed we could achieve the best results if the fractional tic was calculated exactly after the previous frame has been rendered: https://github.com/fabiangreffrath/crispy-doom/commit/e2f5a2d3775e29794a666aa36489fff5dc57ce5b#diff-7e61dc47251785545445d15441b9a87f
  5. fabian

    PrBoom+ name bikeshedding

    The Ultimate Boom
  6. fabian

    PrBoom+ name bikeshedding

    Broom
  7. fabian

    PrBoom+ name bikeshedding

    Could you add pointers to these other two personal forks so that we may consider consolidating their features into the new "common main fork"?
  8. fabian

    PrBoom+ name bikeshedding

    I agree. Nobody cares what the "Pr" stands for, it is just accepted as part of the name of that port.
  9. fabian

    Reliable IWAD detection method

    First 4 bytes are 'I', 'W', 'A' and 'D'.
  10. https://doomwiki.org/wiki/Tic
  11. fabian

    PrBoom+/UMAPINFO v 2.5.1.7

    There is an end-of-file terminator byte written at the end of every demo. We could simply add key/value pairs after that. I am doing exactly this for Crispy's extended savegame format. The resulting savegames remain vanilla compatible and the extra information can be read out by ports that "know the trick". Edit: I have seen that PrBoom+ already uses a similar trick. It stores an entire WAD structure beyond the end-of-demo byte which contains a lump that contains the mouse view angle for each tic. We could extend this approach and include the entire UMAPINFO lump in this WAD structure and parse that when the demo starts. Problem solved. ;-)
  12. fabian

    PrBoom+/UMAPINFO v 2.5.1.7

    This can be fixed by comparing the entire palette instead of just the first 256 bytes: https://github.com/fabiangreffrath/crispy-doom/commit/95922e8c540abb019f6dd42b7ae24ce4280b6b3e I could contribute this. And loading of maps in Hexen format without ACS.
  13. fabian

    PrBoom+/UMAPINFO v 2.5.1.7

    Alright, the implementations in http://stereopsis.com/sree/fpu2006.html seem pretty straightforward to me. Is the 'real64' data type the same as 'double'?
  14. fabian

    PrBoom+/UMAPINFO v 2.5.1.7

    Is this about rounding? I somehow fail to see how else converting a number from a floating point representation to an int could make such a difference. Could you probably point to some document which is availablre online and which I could use to educate myself?
  15. fabian

    PrBoom+/UMAPINFO v 2.5.1.7

    Do you have any plans to develop this port even further or is the mission already accomplished with the umapinfo implementation?
  16. fabian

    PrBoom+/UMAPINFO v 2.5.1.7

    @AlexMax set up CMake for Chocolate Doom. Maybe he is able to provide the necessary input here.
  17. fabian

    PrBoom+/UMAPINFO v 2.5.1.7

    Does CMake check for pkg-config files or do you need header/library names?
  18. fabian

    PrBoom+/UMAPINFO v 2.5.1.7

    Thanks for taking care of this port, @Graf Zahl ! First, please make sure to merge in the latest changes from SVN, I have fixed a couple of minor bugs there. Second, I am the Debian maintainer for the prboom-plus package, so I could help out with building on Linux. However, I have a strong aversion against CMake, so I could probably test the builds, but will not bother myself with learning another build system's syntax.
  19. fabian

    SIGIL v1.21 - New Romero megawad [released!]

    On my wishlist for a 1.2 release: Please remove the redundant copies of the PNAMES, TEXTURE1 and TEXTURE2 lumps. Please document how ports are expected to handle the death of boss monsters on E5M8. Please do not replace the intermission music for episodes 1-4.
  20. @SiFi270 I see how tha patch changes the map and the course of the demo. But what role does Crispy Doom play here? Is there anything I could change in the port to make the map behave closer to its intent?
  21. fabian

    SIGIL v1.21 - New Romero megawad [released!]

    Just did the same in Crispy, thanks!
  22. fabian

    SIGIL v1.21 - New Romero megawad [released!]

    So, the correct behaviour is to not even trigger BossDeath() at all - or return early if (gameepisode == 5)?
  23. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    SDL bugs for sure. 5.5.2 was released with older SDL libs than what the daily builds provide.
  24. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    I don't think so. I hate too fine-grained options for this and that and everything.
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