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fabian

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Posts posted by fabian


  1. 18 hours ago, Meerschweinmann said:

    The 4K display is another story. But i think the problem here is the big difference between highest possible resolution and the resolution my PC can handle.

     

    It would probably make sense to cap the vertical resolution at 1080p or 1200p in "high" resolution mode. 


  2. 2 hours ago, maxmanium said:

    BTW, I don't know if you care about these but I know from extensive testing the palette indices used for the vanilla automap. Looking at am_map.c, for vanilla, am_backcolor should be 0; am_yourcolor is actually 209 instead of 208; and am_xhaircolor should be 96. You can verify these in linuxdoom source as well, obviously.

     

    Thanks for checking, I'll adjust them. 


  3. 29 minutes ago, fabian said:

    Looks like the SECTORS lump for that map isn't located where it's supposed to be. Is that possible?

     

    Indeed! And PrBoom+ even warns about this:

     

    Quote

    P_SetupLevel: Level wad structure is incomplete. There is no ML_SSECTORS lump.

     

    Loading the map in Eureka and saving it again fixes the lump structure and now the map loads with the internal NanoBSP, and this surprisingly fast! Thanks again for your work on this.

     

    4 hours ago, andrewj said:

    Another BTW, you probably don't need to call the slimetrail fixing function for the XNOD family of nodes, since their vertices (for splits) are already in 16.16 precision.

     

    Right, but since other demo compatible source ports also call this function unconditionally, and since it may potentially move vertexes, I'd rather keep it as it is.

     

    4 hours ago, andrewj said:

    PPS, I get collision problems in planisf2.wad in the NE area of the map, around X=6000 Y=8800 (over quite a large area actually), which must be the blockmap builder, since I tested with the wad built with ajbsp (with XNOD format) and the same thing occurred at that location. 

     

    Yes, and yet again PrBoom+ has a hint for us:

     

    Quote

    P_LoadBlockMap: This map uses a large blockmap which may cause no-clipping bugs. Toggle the "Fix clipping problems in large levels" option in the "Compatibility with common mapping errors" menu in order to activate a fix. That fix won't be applied during demo playback or recording.

     


  4. I've got it working with only minimal changes required, thank you!

     

    It seems to work well for IWAD levels, but crashes for monster maps such as planisf2.wad due to a stack overflow caused by too many recurve calls to `BSP_SubdivideSegs()`. Any ideas?


  5. Awesome, thank you very much! I'll look into this soon. 

     

    One question, though: is this able to handle the trivial "one subsector, no nodes" case yet?

     

    Edit: For example, if you save the dummy map from Eureka, it will be a single concave subsector without any nodes. 


  6.  

    3 minutes ago, maxmanium said:

    WRT custom palettes: is Woof using color presets irrespective of the PLAYPAL? I don't know how that would work, but otherwise I'd think it'd be using the wrong colors.

     

    It's still using palette indices. That is, if you load a PWAD that changes the PLAYPAL lump and e.g. you select the "Boom" automap color preset, then the colors will be changed as they would be in Boom, actually. 


  7. I'm more active in developing Woof than Crispy nowadays, but for sure this code could help. We already support a variety of node formats (most prominently DeepSea and XNOD/ZNOD) but fall flat on the face for maps which do not contain any nodes themselves. It would be nice to be able to load them without any further steps required. 


  8. Woof! 12.0.2 is released on Dec 13, 2023.

     

    A complete list of new features, improvements and bug fixes can be found on the release page:

     

    https://github.com/fabiangreffrath/woof/releases/latest

     

    Binaries for Windows are available here:

     

    https://github.com/fabiangreffrath/woof/releases/download/woof_12.0.2/Woof-12.0.2-win32.zip

    https://github.com/fabiangreffrath/woof/releases/download/woof_12.0.2/Woof-12.0.2-win64.zip

     

    An AppImage for Linux is available here:

     

    https://github.com/fabiangreffrath/woof/releases/download/woof_12.0.2/Woof-12.0.2-Linux.appimage

     

    Have a lot of fun!

    

    - Fabian

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