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fabian

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Everything posted by fabian

  1. fabian

    dehacked, crispydoom, doom2.wad vs doom.wad

    Okay, found why. Crispy is trying to play an extra sound when the Arch-Vile spawns his fire, and that sound is - of course - only available in Doom2.wad. This is now fixed in GIT. Now I am going to see if we can get Choco's DEH parser a bit more robust.
  2. fabian

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

    I don't think so. I couldn't find any hint in any of the other *MAPINFO lumps in the PWAD regarding which of the three types of boss monsters is supposed to end the level.
  3. fabian

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

    Yes, this is exactly it! There are three types of potential boss enemies on map E5M8 and since there is no specific support for episode 5 in any source port, the map will end as soon as one of the (types of) boss monsters is killed. I find it hard to believe that this is really an oversight!
  4. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Okay, I got it. This was a fix I introduced a while back: A single line can have up to three switch textures (upper, lower and mid texture). In Vanilla, if you hit "Use" on that line, only the switch on the upper texture would get changed. I fixed this, so that all three textures would get changed - but that would also mean that the same "switch flipping" sound would be played three times from the same source. In order to prevent a three-times-as-loud "dang!" in your headphones, I allowed a single line to emit the same sound only once. This has the side effect that the line cannot emit the same sound again if this would mean to interrupt an already playing sound. I'll see if I can fix this in a more conservative way.
  5. fabian

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

    This was with the SIGIL v1.1 release and the "Misc. Sound Fixes" feature enabled. A sound is played when a door is closed manually, but in this case the door was actually a plat and this doesn't have a `sector` field set to play a sound from. Fixed in GIT, thank you!
  6. fabian

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

    @glyphic is this with the 1.0 or the 1.1 release of Sigil?
  7. fabian

    How to turn off advanced HUD in PrBoom+?

    Try to press the 'minus' key on your keyboard.
  8. This parameter seems to be a PrBoom-ism.
  9. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Do you have the "Play sounds at full length" feature enabled? If so, playing sounds in rapid succession would mean they would have to interrupt each other.
  10. fabian

    dehacked, crispydoom, doom2.wad vs doom.wad

    Another possible issue: If you add new sprites, do you have them between SS_START and SS_END markers in the PWAD?
  11. fabian

    dehacked, crispydoom, doom2.wad vs doom.wad

    Do you assign sprites of Doom2-only monsters or projectiles to Doom1 monsters or projectiles?
  12. fabian

    dehacked, crispydoom, doom2.wad vs doom.wad

    Maybe if you could post the dehacked patch somewhere.
  13. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    I'd like to avoid micro-management and keep the number of individual choices low.
  14. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    If you want proper aspect ratio on a screen 1080 px high the picture would need to be (1080 * 640 / 480) = 1440 px wide. There is currently no way to extend the field-of-view in Crispy to keep proper aspect ratio with non-multiples of 640x480.
  15. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    So, you want fullscreen with a limited resolution, i.e black borders around the picture? I still remember the times when people filed bug reports because they wanted to *avoid* this at any cost.
  16. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    @fraggle did some changes to the music substitution code some time ago. These changes didn't make it into an official Chocolate Doom release, yet, but I already merged the code into Crispy. I am not sure what are the implication of these changes, but maybe fraggle could elaborate on this?
  17. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    To be precise, it handles them like Choco but without the crashes. In PrBoom+ there is an "Emulation" menu. If you enable all "Try to emulate it" features, this should be the best guess.
  18. fabian

    PRBoom+ choppy software mode.

    It probably helps to enable uncapped framerate when playing with the Software renderer.
  19. fabian

    DOOM Retro v3.0.5 (updated October 11, 2019)

    What is e1m4a?
  20. Right, it depends on which source port you choose to play back the demo. It doesn't matter which one you chose to record it. Crispy Doom doesn't show a tally screen after ExM8, because... nobody asked for it, yet, I guess. ;-)
  21. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    I have just pushed another micro release. Again, nothing to worry about! Just some improvements to the demo continue/take over feature and a few requests by @Looper. Updated download link: https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-5.5.2/crispy-doom-5.5.2-win32.zip
  22. fabian

    Does anyone know how to install Crispy Doom?

    You literally just download the zip and unpack its contents somewhere on your harddrive.
  23. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    I am not fluent in Pascal/Delphi and there are way more files in this source tree than I am used to. :-/
  24. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    It seems that segs aren't vertical anymore with non-horizontal viewing angles in this video. I have no idea how this can be achieved, but I bet it will be quite a performance killer? Could someone please give me a hint where I can find the actual implementation?
  25. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    It's meant solely for practicing, so you don't have to restart recording over and over again. Of course, this will not result in a syncing demo. ;-) The game will have to pause while the menu is open to avoid demo desyncing, but it should un-pause when leaving the menu again. If it doesn't after loading has finished, I willl have to debug this. Things sure were easier when loading was still forbidden during demo recording. ;-)
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