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vadrig4r

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  1. vadrig4r

    LZDoom 3.82 'rogue' released

    Take care of yourself @drfrag, best wishes.
  2. Crouching is not in the games mentioned in your OP, and only Hexen and Strife have jumping, so: Doom, Doom II, Final Doom, Heretic: sv_jump 1, sv_crouch 1 Hexen, Strife: sv_jump 2, sv_crouch 1
  3. Just in case you missed it OP, this was the solution that came to my mind too when reading this thread. If there's no integrated menu option within the port you're using, this solution should allow you to launch the IWADs you desire and execute a config file that sets the correct parameters for that IWAD. I personally already use such files to launch IWADs and custom WADs for convenience. If you are on a Unix-like OS you can use shell scripts for the same purpose.
  4. vadrig4r

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    @fabian Excellent, seems to be working perfectly now! No black screens or crashes with any combination of toggling Vsync or Smooth Pixel Shading. Thanks for the amazing support and commitment to Crispy Doom.
  5. vadrig4r

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    @fabian Sure, I tested the new executable with a fresh install. Now toggling Vsync off without disabling Smooth Pixel Scaling works (no crash or black screen), but immediately re-enabling Vsync results in a crash. Attempting to disable Smooth Pixel Scaling first results in the same behavior (disable Vsync > no crash, re-enable Vsync > crash). Again this occurs in both fullscreen and windowed mode. Problem signature: Problem Event Name: APPCRASH Application Name: crispy-doom.exe Application Version: 5.4.0.0 Application Timestamp: 5c1a572d Fault Module Name: SDL2.dll Fault Module Version: 2.0.9.0 Fault Module Timestamp: 00000000 Exception Code: c0000005 Exception Offset: 00068778 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
  6. vadrig4r

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    @fabian Hmm, some odd behavior. When I replaced the .exe in the existing folder and tested, changing Vsync resulted in a black screen that was unresponsive. I decided to unzip a fresh copy of 5.4 and replace the .exe with the new version, and that *seemed* to work without fault, but upon disabling Smooth Pixel Scaling toggling Vsync black screens again (no crash). My original 5.4 folder that black screened had nothing added or changed except the ingame option for Smooth Pixel Scaling. I just tested again and it seems that regardless of the Smooth Pixel Scaling setting I can reproduce the black screen by toggling Vsync upon opening a new instance of Crispy Doom, and verified that it occurs both fullscreen and windowed mode, at the title screen and ingame.
  7. vadrig4r

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    @fabian Yep, but it seems I had to disable "Smooth Pixel Scaling" and then toggle "High Resolution Rendering" before I could disable Vsync without crashing. Simply disabling "Smooth Pixel Scaling" alone still resulted in a crash. Thanks! Edit: Sorry didn't see your first post, yes it is reproducible and it happens from both the title screen and ingame.
  8. vadrig4r

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Hey fabian, grats on 5.4, Crispy Doom is still my favorite port. I'm experiencing a crash on toggling 'enable vsync' in the ingame menu, it wasn't present in 5.3 or the 20181210 dev build. It happens on a Windows 7 SP1 machine; let me know if you need any more information. Here's the crash dialogue: Problem signature: Problem Event Name: APPCRASH Application Name: crispy-doom.exe Application Version: 5.4.0.0 Application Timestamp: 00000000 Fault Module Name: SDL2.dll Fault Module Version: 2.0.9.0 Fault Module Timestamp: 00000000 Exception Code: c0000005 Exception Offset: 00068778 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
  9. I created a fresh install of GZDoom 3.6.0 and noted down which menu options one would have to change in order to more closely match the original game. The most important options are the compatibility options and the display options, and if you prefer the look of the original UI so are the HUD options and video settings. This is pieced together from observation, posts in this thread and others. There may well be some further tweaks—particularly in display options as I'm not too familiar with GZDoom's engine—but the end result is a pretty serviceable looking rendition of classic Doom. Of course GZDoom is designed as a powerful, expanded feature engine rather than for vanilla compatibility and faithfulness. I'm not advocating using a hammer to drill a hole, I just thought I'd list some options for people who might want to play a GZDoom-requiring WAD (or use a controller) and prefer the aesthetics and limitations of the original game. I also +1 Edward850's post recommending to check out Eternity, it too is a great port. - mouse options enable mouse in menus: no show back button: off - compatibility options compatibility mode: doom (strict) // has major gameplay implications such as infinitely tall actors and wallrunning, fine for IWADs but depending on the WAD you may need to change this setting - automap options map colour set: traditional doom show monster counts: as desired (not present in Doom) show secret counts: as desired (not present in Doom) show time elapsed: as desired (not present in Doom) - hud options - scaling options messages: 5 // this was hard to judge and may depend on resolution, 5 seemed closest but the text seems slightly stretched relative to the original user interface scale: adapt to screen size status bar: scale to fullscreen fullscreen hud: scale to fullscreen - message options show secret notifications: as desired (not present in Doom) detailed save options: as desired (not present in Doom) - display options - software renderer sky render mode: normal classic transparency: vanilla (forced) rocket trails: off number of decals: 0 teleporter zoom: off menu dim: 0.00 (or ~0.5 with pure black if menu legibility is a concern) - video mode render mode: doom software renderer force aspect ratio: 4:3 forced ratio style: letterbox resolution scale: scaled (nearest) choose resolution preset: play around with the options, as this will depend upon your monitor and video card setup. try your native resolution with the above settings and you should end up with a 4:3 game view with correctly scaled messages, status bar and legible menus. you could also select a 4:3 resolution directly for mostly the same effect, or if you want the game to fill your native resolution simply set force aspect ratio: off. - console commands cl_capfps true // limits frame rate to 35 FPS r_particles false // disables particle effects
  10. vadrig4r

    Excellent source port, minor interface feedback

    Oh yeah that's right, I completely forgot Doom had menu mouse selection because I always use novert/novert emulation.
  11. vadrig4r

    Excellent source port, minor interface feedback

    Thanks for the reply! I found the latest devbuilds and it seems that the resolution now vertically fills my 16:9 monitor which is great, and as you said the key bindings quirk was already fixed. As regards the mouse cursor popping up in fullscreen, it just seems strange because it is completely non-functional in the menus and is unlike any behavior in other ports. I understand if it's some odd Windows behavior and would be more trouble fixing than it's worth for such a minor issue, but I could not imagine anyone would be reliant upon a non-functional OS cursor in menus. Once again, thanks for the detailed reply and best of luck with Eternity's continued development.
  12. I just wanted to congratulate the Eternity team on a very polished and high quality port, and to provide some interface feedback and ask a couple of questions. For reference this is all on a Windows 7 SP1 machine running EE 4.00.00 Völuspá. Menu - In the key bindings menu, binding a key that is also the first letter of a bindable function on that page will highlight that function immediately after binding the key—e.g. binding strafe left to 'a' will highlight 'attack/fire'. - Is there any option for kills/items/secrets widgets in the automap so that I can still use the original status bar rather than the Boom HUDs? I couldn't find it, I think it would be a useful feature for players fond of the old school HUD. - The status bar option 'numbers like doom' is somewhat vague, maybe 'use red numbers' or inversely 'colorize numbers' would be more immediately understandable. - I really love the ingame wad directory feature, is there any way to 'refresh' upon loading a new wad to avoid content from prior wads (title screens, typefaces etc.) being maintained unless the new wad replaces them? - Is there an option to default to using a particular IWAD (say, Doom II) and skip the launch screen until you manually reactivate it? Display - In fullscreen, when not in control of the Doomguy—i.e. end of level screens and menus—the OS mouse cursor is displayed and becomes active, not just an aesthetic problem, but also resulting in being able to click outside of the program in a multi-monitor setup and minimizing Eternity (unaffected by window grabs mouse). - Is there any option to disable display of the system console window, as in Chocolate Doom/PRBoom+? - Title bar buttons for the main engine window to be able to quickly close/minimize would be useful (or if they do exist, they do not render on my machine). - On my 1920x1080 monitor, selecting a 4:3 resolution results in a centered box similar to the old SDL1.x Chocolate Doom rendering. Is there any option (or possibility in the future) to have a vertically filled 4:3 screen with black bars only on the sides, as has been achieved with the SDL2 Chocolate branch? Overall I'm very impressed by this expanded feature set engine that nevertheless manages to maintain the feel, style and function of the original game, thanks to its well designed menu features and sane defaults; I can't wait to try out some of it's more advanced features.
  13. vadrig4r

    Doom what if:90s Doom 3

    Came into this thread to say that a late nineties Doom 3 probably would have looked a lot like Quake 2.
  14. vadrig4r

    Crispy Doom 5.6.3 (Update: Oct 04, 2019)

    Congratulations fabian on the landmark release and move to SDL2!
  15. vadrig4r

    100,000 Revenants - A Doom 2 Map

    This is actually really well put together for the concept. Cool title screen, iddqd blocked, fun midi. Could have been much, much lazier. Anyone get a decent framerate ( >5 FPS?) once you've angered the horde?
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