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fabian

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Everything posted by fabian

  1. fabian

    What are you playing now?

    Crispy doesn't render HOM, only black areas (or flashing red if you type TNTHOM).
  2. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Just pushed the tag for a hotfix release that fixes a minor annoyance introduced in the previous release. Updated download link: https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-5.5.1/crispy-doom-5.5.1-win32.zip
  3. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    When recording or playing a demo, Crispy behaves *exactly* like Vanilla (or Choco, that is) regarding level progression. There is no way you could record a demo in Vanilla Doom that leads you from E1M1 to E1M10, so this is impossible in Crispy as well. Hm, no. The limit was removed in 5.1, it was merely raised before, but nothing else that I (or the changelog) could remember.
  4. Hi there, I am in a stuck situation: On the one hand, I love old-fashioned MegaWADs like Icarus, Memento Mori and the likes. Especially, because they only change the maps, add some new music and maybe a few textures, but leave the overall "feel" of the game untouched - it's all still Doom. On the other hand, I fell in love with what may be considered "modern style" mapping with a lot of detail and complex maps with a variety of settings and moods. However, there is one thing that I can't stand about most MegaWADs that fall into the latter category: Often, they do not only change the maps and the music, but also the palette or some monster sprites or change the behaviour of some weapons via dehacked or whatever. Can anyone recommend some MegaWAD with "modern style" mapping that leaves any other aspect of the game untouched? I don't want new weapons, new enemies or pinkies that don't fade to gray in the distance - I got used to that too much. I want some new beautiful maps, maybe some new music and at most some new textures - that's it. Regarding source port compatibility, it would be nice if it could run in Crispy Doom, but that's not a criterion for exclusion. Boom/MBF/PrBoom+ compatibility will be fine, but nothig beyond that, please. Any recommendations? Thanks! - Fabian
  5. Thank you very much for the suggestions so far! I think I'll give "Valiant: Vaccinated´╗┐ Edition" a first try, this sounds promising as I have already read much good about this WAD but was so far turned off by its monster and weapon modifications. I didn't give negative examples on purpose, but this would be a prime one. BTSX has so wonderful maps and I could even live with their color modifications (actually, I like this "light blue with grass green" color scheme quite much), but I can't stand the fact that it basically includes duplicates of all IWAD assets converted to the new palette. Oh, one thing I forgot to say: I have a solid aversion against slaughter maps, so these are out of question.
  6. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    For those of you not reading the first two sentences of the release announcement: ;-) Windows "releases" from 5.5 onward will be based on the daily builds and use their SDL libraries with the default audio backend. This means that from now on I will not package new Crispy Doom releases for Windows myself anymore. Releases will be tagged commits in the GIT repository and the convenience binary releases for Windows users will be the daily builds from that very day. I have fought endless fights with sound related issues apparently caused by the SDL libraries that I compile my binaries against and got tired of users reporting back that everything works as expected once they replaced them with the DLLs from the daily builds or the Choco releases. Now, all these releases use the same set of libraries and, yes, their dependencies have also changed, but this won't be a problem. Regarding documentation, it's all available online and tends to be out of date five minutes after the release, anyway. ;-) Regarding Heretic / Hexen / Strife, they will not be part of any release (anymore) until someone volunteers to maintain them with the goal to bring them up on par with Crispy Doom, i.e. with an in-game Crispness menu and all that stuff. My own interest in these games is quite limited, to say the least. I have decided this in good faith, I just want to avoid raising false expectations regarding the development of these games. If required, I can upload the binaries from time to time independent of an actual release. Like, here they are. ;-) crispy-nondoom-5.5-win32.zip
  7. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    UpdateFebruary 27, 2019: Crispy Doom 5.5 is released! 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 5.5 has been released on February 27, 2019. This is another release which mostly addresses community suggestions. Forceful setting of the SDL_AUDIODRIVER variable on Windows has been dropped. Windows "releases" from 5.5 onward will be based on the daily builds and use their SDL libraries with the default audio backend. 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-5.5/crispy-doom-5.5-win32.zip Have a lot of fun! - Fabian
  8. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Yes, I know, support for this is quite limited. The problem is that there is only one boolean variable `didsecret` that checks if the secret map in an episode has been found and this role is of course reserved for E1M9. I would have to change the code in quite some places in order to add support for this very special use case (non-standard IWAD, non-standard level progression) and thus I decided against it so far. As a fun fact, the blood splat is E2M1's splat drawn on the E1 map, because it overflows the splat coordinates array. ;-) I think I have fixed this shortly after the release. Would you mind testing the latest daily build, please? http://latest.chocolate-doom.org/
  9. fabian

    Why does D2TWID's map33 crash so many ports?

    D2TWID's own DEHACKED lump and vsmooth.deh together cause P_SetPsprite() to enter an infinite loop as soon as the Shotgun is picked up.
  10. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Yes, Crispy supports "masterlevels.wad" as a PWAD, at least as far as map names and level progression goes (my aim is to support all officially released WAD files -- not counting alpha/beta pre-releases and console ports, though). I admit it is a bit confusing to read "Level 2" on MAP01, but this is just the canonical level order. No, there are no such plans. But you may combine the individual files into the monolithic PWAD with this tool: https://github.com/Doom-Utils/iwad-patches/tree/master/master-levels Erm, no. Choco has -- surprise! -- as much support for the master levels as Vanilla: none! ;-)
  11. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Cool, thanks. You need to have the demo timer widget during recording enabled, of course.
  12. fabian

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

    You can setup Travis to upload built Linux binaries for tagged commits, if you like: https://docs.travis-ci.com/user/deployment/releases
  13. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    How about this (mind the upper right corner)?
  14. fabian

    Final DOOM demos [-complevel 4]

    Leaving this value in the struct uninitialized doesn't mean it gets the same random value as Vanilla would - that's impossible to achieve. Thus, we decided to initialize it with *some* value, but apparently the one I chose introduced bias. I am very sorry for this and apologize for my mistake! A PR to help mitigating the issue has already been filed: https://github.com/chocolate-doom/chocolate-doom/pull/1137
  15. fabian

    Final DOOM demos [-complevel 4]

    I'd be curious to know which Choco version that was, because someone *ahem* changed the code to initialize the 'crush' field as well: https://github.com/chocolate-doom/chocolate-doom/commit/bfda08cf5275a70a705b3d290ca5271d40481993 Discussion leading to this commit; https://github.com/chocolate-doom/chocolate-doom/issues/368#issuecomment-76356171
  16. fabian

    How to make a line break in Hexen ACS

    Does this help? --- a/src/hexen/mn_menu.c +++ b/src/hexen/mn_menu.c @@ -348,9 +348,19 @@ void MN_DrTextA(const char *text, int x, int y) { char c; patch_t *p; + short lineheight = -1; while ((c = *text++) != 0) { + // [crispy] support line breaks + if (c == '\n') + { + y += lineheight + 1; + lineheight = -1; + + x = 160 - MN_TextAWidth(text) / 2; + } + else if (c < 33) { x += 5; @@ -360,6 +370,12 @@ void MN_DrTextA(const char *text, int x, int y) p = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE); V_DrawPatch(x, y, p); x += SHORT(p->width) - 1; + + // [crispy] find the heighest character in the current text line + if (SHORT(p->height) > lineheight) + { + lineheight = SHORT(p->height); + } } } } @@ -405,7 +421,7 @@ int MN_TextAWidth(const char *text) patch_t *p; width = 0; - while ((c = *text++) != 0) + while ((c = *text++) != 0 && c != '\n') // [crispy] line ends at line break { if (c < 33) {
  17. fabian

    How to make a line break in Hexen ACS

    Does Vanilla Hexen even support line breaks in player messages?
  18. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Hm, I could offer to show the demo timer (if enabled) on the intermission screen. How about that? This seems to be related to uninitialized memory usage. Not sure how to act on this one... :-/
  19. So, it seems that Mint does not have a package for Chocolate Doom. *booh!* (this, or, you don't have any deb-src entries in your /etc/apt/sources.list) If you just want to play Crispy Doom on Linux, I suggest you download and install the Debian package: https://packages.debian.org/sid/crispy-doom
  20. fabian

    GZDoom compiling problem.

    Do you have the FMOD headers installed?
  21. Well, there are the sprites from the IWAD (e.g. sposa4a6, sposa3a7, sposa2a8) and the ones that you added in the PWAD (e.g. sposa6, sposa7, sposa8), so technically speaking there were two sprites assigned to the same frame and the same rotation. However, the engine should handle that more gracefully and already does for some time.
  22. fabian

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    That's on purpose. Once you have hit the 1:00:00 barrier, it is impossible to align the "Total" time with the level time on the left, so it gets aligned with the "Par" time on the right instead.
  23. How is this supposed to be fixed in Boom-compatible ports? Do they move the thing's position on the map away from the ledge or what?
  24. @SuperCupcakeTactics Never mind, though I still don't know which problems you had with the port and how the update fixed them. :-/
  25. Thank you for this constructive criticism.
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