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fabian

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Posts posted by fabian


  1. @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! ;-)


  2. 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


  3. 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


  4. Sorry for not getting back to you earlier!

     

    On 8/9/2019 at 11:08 PM, 2mg said:

    I'm in the "uncapped + vsync@60 = input lag" camp.

     

    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.

     

    On 8/9/2019 at 11:08 PM, 2mg said:

    Thanks, "Weapon Attack Alignment" and "Show Revealed Secrets: Count" are the ones I don't understand.

     

    @Zodomaniac has been working on completing the Crispness wiki page. Thanks for that!

     

    On 8/9/2019 at 11:08 PM, 2mg said:

    I'm also having issue with getting GUS/MIDI to work:

     

    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

     

    On 8/9/2019 at 11:08 PM, 2mg said:

    PS: Don't take any of this personally, I'm just here to make things miserable and I like Crispy.

     

    I have never felt it like that. Constructive criticism is always welcome!


  5. 1 minute ago, Danfun64 said:

    I understand the reason for the change, but I'm disappointed at it all the same, and should have spoke up about it sooner. The coordinates might not have much use in single player mode, but it coop they might be helpful as in "I'm at (insert coordinates here)"

    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. 


  6. On 8/5/2019 at 8:11 PM, ZeroMaster010 said:

    IDMYPOS is a cheat and should therefore not be used for demo recording, much in the same way as IDDT

     

    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...


  7. On 8/10/2019 at 10:23 PM, maxmanium said:

    Yeah, it's still happening for me on 5.6.

     

    I cannot reproduce this with 5.6, it simply doesn't crash when playing back the demo you attached.

     

    On 8/12/2019 at 7:22 PM, seed said:

    And how exactly does that actually work if so? Does it actually change the resolution to that, or is it still 640x400?

     

    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.


  8. 1 hour ago, fx02 said:

    I talked once or twice with Fabian about using crispy as base but he said he did many changes and he might abandon it one day for no reason at all, so I decided to stick with Choco and v3 is much much better running then v2, at least for me. :)

    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. 


  9. 6 hours ago, braders1986 said:

    Be pretty awesome if you could do the same for Doom 2 with No Rest for the Living and Master Levels.

    An episode selection menu for NRFTL is a feature since Crispy 1.0, but you need to provide the menu graphics lumps for that. The BFG Edition IWADs usually contain those. 

     

    There is also some limited support for the all-in-one masterlevels.wad, but no menu or similar since this PWAD doesn't contain any more assets than the maps themselves. 

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