Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

fabian

Members
  • Content count

    1203
  • Joined

  • Last visited

Everything posted by fabian

  1. Update September 13, 2019: Crispy Doom 5.6.2 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 5.6.2 has been released on September 13, 2019. The primary aim of this release is to fix the music-related bugs that surfaced in 5.6.1 and previous releases. 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-5.6.2/crispy-doom-5.6.2-win32.zip Have a lot of fun! - Fabian
  2. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    @maxmanium The bug you found is fixed in GIT. When restoring a savegame, all map object thinkers are re-created and so the connection between the player's map object and his "sound object" got lost. @Aurelius I can point the bug you found to the OTEX texture pack, but I added a workaround in GIT anyway. The OTEX texture pack contains a SWITCHES lump which defines pairs of "on"/"off" textures for lines which act as switches. However, the "off" texture in one of the pairs is missing from the pack. In Crispy Doom, a missing texture means "no texture" and thus, if a switching linedef has *no* mid texture when it is *off*, it gets assigned the corresponding "on" texture as defined for the missing "off" texture in the SWITCHES lump. These two were fun to fix, more of that! ;-)
  3. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    Update September 13, 2019: Crispy Doom 5.6.2 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 5.6.2 has been released on September 13, 2019. The primary aim of this release is to fix the music-related bugs that surfaced in 5.6.1 and previous releases. 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-5.6.2/crispy-doom-5.6.2-win32.zip Have a lot of fun! - Fabian
  4. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    @Aurelius Thanks for posting this here! I can't check the WAD out, currently, so (1) does this happen with Doom 1 or Doom 2 and (2) are you sure you are using Crispy doom 5.6.1 and not 5.6 (the 5.6 release mixed up the texture definitions with those if Sigil if the latter was auto-loaded).
  5. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    This seems to be normal vanilla behavior. See the third paragraph in the Exception section: https://doomwiki.org/wiki/Sound_cutoffs
  6. fabian

    "UMAPINFO" discussion

    Fixed now, thanks.
  7. fabian

    "UMAPINFO" discussion

    What's going to happen with this bug? https://github.com/coelckers/prboom-plus/issues/21
  8. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    Yes, of course. The engine keeps "thinking" at 35FPS and the frames rendered in-between need to get interpolated.
  9. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    You may do it this way, but it shows once again that SDL on windows is a moving target.
  10. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    Could you try the measures outlined in the wiki? https://github.com/fabiangreffrath/crispy-doom/wiki/FAQ
  11. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    Does anyone else experience this as well?
  12. fabian

    Whats better then GZdoom.

    Sex.
  13. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    Update August 23, 2019: Crispy Doom 5.6.1 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 5.6.1 has been released on August 23, 2019. It is dedicated to hotfixing the bugs reported by the community after the 5.6 release. 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-5.6.1/crispy-doom-5.6.1-win32.zip Have a lot of fun! - Fabian
  14. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    Sorry for not getting back to you earlier! I am afraid, there isn't much I can do about this. The feedback for playing with both uncapped framerate and vsync enabled is mostly "butter smooth" (also for me, though on Linux) - but there are always a few for which it lacks. The reason for this could be anywhere between your mouse's native resolution, your mouse driver or some setting, your Windows version, SDL or even the port itself - but I have no idea what exactly. @Zodomaniac has been working on completing the Crispness wiki page. Thanks for that! Sorry, but I have never used this feature myself. It is merely inherited from Chocolate Doom so I am referencing you to its documentation instead: https://www.chocolate-doom.org/wiki/index.php/GUS I have never felt it like that. Constructive criticism is always welcome!
  15. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    You may still read them from the automap. I understand the sheer possibility to have them visible all the time may be considered as cheating.
  16. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    @maxmanium and @ZeroMaster010 I fixed your issues in GIT, thanks for pointing them out!
  17. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    @ZeroMaster010 Sorry, I misunderstood you! I assumed that you wanted me to also disable even the non-desyncing cheat codes during demo recording. So, all you want me to disable is the "Show Player Coords: Always" option?
  18. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    Found and fixed! Thanks for your pointers. Apparently, this issue was hidden by 64-bit pointer size, because the Windows binaries are built as 32-bit and my Linux builds are all 64-bit (the pointer size determines the size of the vldoor_t and plat_t structs).
  19. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    Does anybody else get a crash when playing back this demo with SIGIL_COMPAT.wad?
  20. Fixed now in Crispy Doom, thanks for pointing this out!
  21. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    I have slept over this. Using IDMYPOS and IDDT is even possible with Vanilla DOOM.EXE when recording a demo. Nobody would ever notice... I don't want my port to be "worse" in this regard and have the turning-off of these cheats be considered a regression. I think it's already a fine line to cross that I have disabled the cheats that would inevitably cause desync. If you want to teach speed runners to play fair, I think castrating source ports if the wrong solution. Especially, since we are living in an open source world, people could easily just change one byte in the source code and have this reverted - and again, nobody would ever notice...
  22. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    Could you please send me your config? And a savegame of the moment when I have to press the USE key?
  23. fabian

    Crispy Doom 5.6.2 (Update: Sep 13, 2019)

    I cannot reproduce this with 5.6, it simply doesn't crash when playing back the demo you attached. The framebuffer resolution will always be 640x400 (or 320x200, respectively), so this only affects the way it will be scaled on your screen. The widescreen rendering option in Crispy is still a pipe dream, not a single line of code has been written.
  24. Well, maybe this was the wrong reply to give a few years ago. As you can see, the project is still alive and active. However, I invite you to take any code you need from Crispy and to get more actively involved in the project as before.
  25. Thanks for checking. Please report back if you ever experience that crash again, Crispy must never crash. @Capellan No, there won't be any higher resolutions than 640x409 in Crispy.
×