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Everything posted by Julia Nechaevskaya
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HacX: Twitch 'n Kill - Now Standalone on DOS!
Julia Nechaevskaya replied to OpenRift's topic in Source Ports
Exactly as @ETTiNGRiNDER said. It's a drawsegs (rendered wall segments) limit overflow. Yellow color on screenshot showing HOM effect, "SEG:" is a counter for drawsegs: -
RealDOOM: DOOM Ported to 16-bit Real Mode
Julia Nechaevskaya replied to sqpat's topic in Source Ports
Those small hicpus right after opening a door... Seems to be related to composite textures generation "on fly", i.e. when player first time seeing them. Probably it can be optimizaed a little bit, like generating composites for available textures on level while invoking R_PrecacheLevel (same as Crispy Doom does). In theory, it should be safe for memory, as player sooner or later will see all textures on the level anyways. Just coriuos, what is minimum amouth of RAM needed for RealDOOM? At least to run E1M1. -
GAYhem 2024 - The (Gender)Queer Doomer's Community Project! (Recruiting)
Julia Nechaevskaya replied to 8088mph's topic in WAD Releases & Development
Hey! 🤗 Sad to hear that the project decided not to go with conservative vanilla limits, but come on, it didn't have to. I wish everyone involved good luck and all the best. You can do it! 💗 -
ChocoRenderLimits/CRL and International Doom are both Linux-compatible, but both require compiling from source using CMake. I rarely use Debian in a virtual machine, just to make sure that both ports are still compile and run on Linux, but that's about it, unfortunately.
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CRL is a continuation of Chocorenderlimits source port created by RestlessRodent. Armed with new features, QoL and technical improvements, it provides the ability to assist mappers in creation of Vanilla compatible maps, as well as checking some specific scenarios via additional ingame modes. The grave/tilde [~] key opens the in-game menu which can be used to change the settings and features, few extra key bindings are available in Setup executable / Configure CRL Controls menu. Major idea is still same - this is crash-prone source port, which will print ingame warnings instead of crashing. However, no changes were made to to drawing code and important bugs like Tutti-Frutti and Medusa are still here, to preserve DOS executable behavior and look. Medusa is no longer critical though, and not crashing Windows executable. For vanilla-compatibility purposes, despite of being crash-prone in complex game scenes, this is not limit-removing source port and it will not be able to load huge maps. Important bits of code has been ported from International Doom, Crispy Doom and DOOM Retro. CRL Doom, version 1.8 (May 19, 2024) Windows (64-bit): crl-1.8-win64.zip Windows (32-bit): crl-1.8-win32.zip CRL Heretic, version 1.0 (June 12, 2023) Windows (64-bit): crl-heretic-1.0-win64.zip Windows (32-bit): crl-heretic-1.0-win32.zip GitHub repository github.com/JNechaevsky/CRL Project's Wiki with additional info about counters, game modes and cheat codes github.com/JNechaevsky/CRL/wiki
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Chocorenderlimits/CRL 1.8 (May 19, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
Here, a development build with implemented Sound Propagation mode for automap: crl-pre-1.9-win64.zip Should be working fine now, and no other changes have been made since the last 1.8 release. I need to give a few explanations as this feature is something rather unusual: "Sound Propagation mode" is available when the Automap is open, and to activate it just press P (default bind, in the same way as Overlay and Rotate modes). It is also available in 'Widgets and Automap' and can be rebinded in 'Keyboard bindings'. When the player is attacking, sectors that are affected by sound propagation will be colored with bright green for a small moment, no matter if sectors lines were mapped for drawing or not. It seems possible to use a different colors for one-sided, two-sided, or sound-blocking lines, but I honestly not sure if it is worth adding too much cosmetics for that. Also, this green color is used by revealed secret sectors, which is not very good. Should be friendly with IDDT mode and automap powerup. Implementation is quite fast, but I think there is still some small potential for optimization, not to make it faster, but to make it just more effective. But let it be my headache. I've made a few comparisons with Doom Builder and it seems to be the same, except that since the game world is always active, drawing takes into account gaps like open doors and any other possible sound holes. There is no difference if sector already have sound target or not. Probably not worth to make this feature too complicated and unclear. Funny enough, chainsaw is quite useful for constant propagation drawing, so at least here it's not a complete bollocks. 🎃 Finally, I highly recommend to check out decino's video about sound propagation in Doom, if you haven't already. It's really interesting topic and extra level of complexity indeed. Comments, recommendations and suggestions are always welcome! -
Chocorenderlimits/CRL 1.8 (May 19, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
Made a small experement: "sound propagation mode" for automap. Inspired by same mode from Doom Builder, except here everything is happening in real time mode. Probably could be useful for some purposes? Example video (implementation no longer experemental, yay): -
Chocorenderlimits/CRL 1.8 (May 19, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
It was copied while editing mode on GitHub, and it's fixed now in changelog, thank you! -
Chocorenderlimits/CRL 1.8 (May 19, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
CRL 1.8 is out! There are a few additional changes since pre-release, marked with a 🔵 symbol in the changelog below. In general, this version has very few new features and a lot of small, if not say tiny, usability improvements. Downloaъ: Windows (64-bit): crl-1.8-win64.zip Windows (32-bit): crl-1.8-win32.zip Changelog: Small afterword -- To be honest, I'm not the right person to ask about pinning this port, better ask the vanilla map creators if they need it or not. According to the download statistics, CRL has never been an overly requested source port, and this is completely understandable. Probably only a small group of people need it, but I love those people with all my heart, love this port as well as everything vanilla-related. Nowadays, when we have a BOOM/MBF/MBF21 or just limit-removing mapping standards, Vanilla is something special, a "Scene" that requires both art and knowledge. And I'm just happy to do some good things to support this scene. 🙂 Oh no - no - nooooo...! 😱 -
International Doom 7.4 / Heretic 7.0 / Hexen 7.0 (updated March 8, 2024)
Julia Nechaevskaya posted a topic in Source Ports
Small, functional and simple source ports, created with help, efforts and bits of code from people around the world. The project is based on Chocolate Doom and Crispy Doom, with significant additions from DOOM Retro. International Doom, version 7.4 (released: March 8, 2024): Windows (32-bit): inter-doom-7.4-win32.zip Windows (64-bit): inter-doom-7.4-win64.zip International Heretic, version 7.0 (released: March 8, 2024): Windows (32-bit): inter-heretic-7.0-win32.zip Windows (64-bit): inter-heretic-7.0-win64.zip International Hexen, version 7.0 (released: March 8, 2024): Windows (32-bit): inter-hexen-7.0-win32.zip Windows (64-bit): inter-hexen-7.0-win64.zip GitHub repository: JNechaevsky/international-doom Major features Optional True Color render. Up to x6 (1200p) rendering resolutions. Uncapped framerate. Additional, darker gamma-correction levels. Support for OPL2, OPL3, MIDI, Fluidsynth and GUS music playback. In-game keyboard and mouse bindings. Various visual, audible, physical and demo enhancements. Compatibility with vanilla-engine demos. Removed limitations of vanilla engine. Support for nodes in extended format (ZDBSP and DeePBSP). Support for BEX/DEHEXTRA DeHackEd extensions. Note: BOOM/MBF/MBF21 specifications are not supported. -
International Doom 7.4 / Heretic 7.0 / Hexen 7.0 (updated March 8, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
In Doom? Very simple. 🙂 Ideally, it should have a slider, not just scary "Screen size: num" string, which is almost uninformative. Slider and menu item will eat about three lines, which is a bit too expensive for menu filling. But hey, it gives me idea by adding such slider to F4 menu, on same manner as in Heretic/Hexen, where screen size slider moved below SFX/Music volumes. IWAD should have necessary graphics AFAIR. Or is something too redundant? -
RealDOOM: DOOM Ported to 16-bit Real Mode
Julia Nechaevskaya replied to sqpat's topic in Source Ports
Oh my, turns out, "Solidsegs" aka MAXSEGS aka "SSG:" is also a critical limit, evil like a visplanes. 😟 Yeah, DOS version have a limit of 32, while Chocolate Doom have a little fix, but invokes I_Error when it's hit. Thanks for double checking with CRL! From my side I can only kindly thank @esselfortium, as "SSG:" counter was implemented at her request. -
RUST /// THE INFERNAL MACHINE
Julia Nechaevskaya replied to Arsinikk's topic in WAD Releases & Development
Phew, was able to finish it two times, on bare bone 320x200 resolution with conservative engine and on modern 3x. I'll bery very short with emotions, just to don't spoil anything. 🤫 It starts with small fights and puzzles and ends with... Better see yourself! On my first run I was absolutely sure, that dozens of Cyberdemons are supposed to be spawned, and with huge amount of luck they can be slipped through, but good thing I was wrong. What I really like is a huge amount of attention to small details. A lot of complicated mapping tricks require not only technical and practical knowledge, but artistical feeling as well, and RUST give it all fairly. And of course, tally and especially finale screens, this is pure love. 💚 Special thanks for making it vanilla-compatible and keeping vanilla scene alive! -
Chocorenderlimits/CRL 1.8 (May 19, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
Good morning. 🙂 Just as promised, a development build: crl-pre-1.8-win64.zip. There are no "WIP" things, so it should be stable enough. Full changelog: -
Chocorenderlimits/CRL 1.8 (May 19, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
Hello @Arsinikk, I have fixed it, thank you for pointing out! Absolutely lovely and incredible effect with loading bar, I'm speechless. 💚 Speaking of CRL, it's still active and already have a couple of very small improvements, mostly for usability and handling. I'll gladly provide development builds with changelog and fixed case from above tomorrow (it's 2:07AM here, I'm falling asleep...). They should be stable enough, but perhaps, there will be some extra ideas or suggestions before 1.8 release. -
PS2Doom - Loading Disk (blue floppy) icon
Julia Nechaevskaya replied to dirsors's topic in Source Ports
I highly recommend to check out implementation from Chocolate Doom, this is how vanilla Doom was drawing disk icon. You can also simplify everything to something like this implementation - no Z_Malloc/Z_Free needed, you can draw icon where you want, but will require extra care for status bar background, otherwise icon will remain on status bar background buffer after drawing. -
International Doom 7.4 / Heretic 7.0 / Hexen 7.0 (updated March 8, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
Indeed, this is an original game mechanics. As written in the sacred source code: // Can't select the fist if we have the chainsaw, unless // we also have the berserk pack. if (weapon == wp_fist && players[consoleplayer].weaponowned[wp_chainsaw] && !players[consoleplayer].powers[pw_strength]) { return false; } -
International Doom 7.4 / Heretic 7.0 / Hexen 7.0 (updated March 8, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
Finally! I mean, good day, a massive update has arrived. Doom gets small yet important updates, but today's special guests are Heretic and Hexen. Both has been reviewed, rewritten, reassembled and released as well, and just like it was done to Doom, this is a next major versions, not compatible with previous 6.x. Barely it is possible to compose a changelogs about what has happened, but a few remarks should be made: True color render. Semi-optional, as translucency is always dynamically calculated. My subjective recommendation is still same: to get the most out of true color, enable smooth diminished lighting and disable fake contrast (in Heretic). 1x-6x rendering resolutions. FluidSynth support. Requires a soundfont file to be provided to the "fsynth_sf_path" config file variable. I highly recommend you to check out Trevor0402's SC-55 soundfont, it fits all the games just perfectly. Default settings are identical to vanilla except 2x rendering resolution. Despite the many possible improvements, this is the right thing to do. Multiplayer and demo compatible with Chocolate and Crispy source ports. Few improvements for demo playback is also here, such as demo reloading, going to next level and warping. But no "demo join", that one was a bit complicated. No "fixes" to the game mechanics. A few exceptions have been made for enabled physical features, which will never be active in the demo/multiplayer game to prevent possible desyncs. Both games have cheat code shortcuts to each other and to Doom. Typing "ID" will prevent player movement for two seconds and allow it again once the cheat code has been entered, in the same way as in CRL. Download: International Doom, version 7.4: Windows (32-bit): inter-doom-7.4-win32.zip Windows (64-bit): inter-doom-7.4-win64.zip International Heretic, version 7.0: Windows (32-bit): inter-heretic-7.0-win32.zip Windows (64-bit): inter-heretic-7.0-win64.zip International Hexen, version 7.0: Windows (32-bit): inter-hexen-7.0-win32.zip Windows (64-bit): inter-hexen-7.0-win64.zip Changelog for Doom: Kind thanks to @fabian, @rfomin, @mikeday, @ceski and @bradharding, without you, this project simply wouldn't exist! Special thanks to @rfomin for writing a resolution-independent «Demon buffer» in Heretic for scrolling Heresiarch screen (⬇️👹) and for always lending a helping hand, no matter how deep I dug into code problems. All in all, all three games took about three extensive months of dedication and code grinding, sometimes probably too maniacal, but that's how things get done. And I would like to say extra thanks to @plums, @Meerschweinmann and @NightFright for joining me on this journey and providing a colossal amount of valuable feedback, ideas, corrections and bits of code. What else? Happy International Women's Day, I guess. 🙂 -
International Doom 7.4 / Heretic 7.0 / Hexen 7.0 (updated March 8, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
Not really, I'm afraid, as such an approach would require serious changes to the render code, which I can barely understand. But the full range of 1x-6x is available in Heretic, where 5x is 1000p and 6x is 1200p. -
International Doom 7.4 / Heretic 7.0 / Hexen 7.0 (updated March 8, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
Thank you, it is fixed already. It doesn't do anything with removed map objects, i.e. when rocket explosion is finished it's animation, it's sound is "removed" as well. This feature prevents firing sounds being breaked by "oof" sounds, but nothing more. Meanwhile, both Heretic and Hexen are technically done and well polished. However, I would like to take another two weeks or so to do some final playtesting (not code grinding) to make sure nothing has been missed. In terms of features, both games becomes more conservative like Doom, both are demo and multiplayer compatible with Chocolate and Crispy Doom, resource independent, limit removing, have clean game mechanics without "fixes" and semi-optional true color support with 1x-6x resolutions. Nice menu items glowing/fading effects too 🙂. -
International Doom 7.4 / Heretic 7.0 / Hexen 7.0 (updated March 8, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
Nope, not from Woof, MIDI code is identical to Crispy. But does this issue happens in Crispy Heretic as well? -
International Doom 7.4 / Heretic 7.0 / Hexen 7.0 (updated March 8, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
Hey, it's just two days old at this point! 😧 No optimizations at this point and still a lot of TODOs, automap will come a bit later (it's not very exiting), first I need more or less form in-game menu. At the moment, I primary need it as a experimental field for true color support. Haven't traveled in the game much, but first impressions was quite positive, colors looks pretty clean. Examples of normal and foggy maps in 6x true color mode: -
International Doom 7.4 / Heretic 7.0 / Hexen 7.0 (updated March 8, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
@NightFright, rendering took only a couple of evenings, as it's almost a carbon copy of Doom, where everything was already polished. Major revisions and rewrites took almost two months. It's perfectly fine for a custom build to spread, it's not a secret project after all, and in its current state it's polished and should work well. I just hope you like it, as it is built not only with different video code, but also with a different philosophy. I don't openly provide any dev-builds because little things still change from time to time, and there are no automated builds on GitHub - frankly, I'm too lazy to figure out how to implement them and prefer to get executables built by my hands under my control. 🙂 Yes, Heretic's "oof" behaves differently, it's a Raven Software design. As for swirling liquids - is that pwad have ANIMDEFS clump? If so, then the code will handle it as per Crispy Doom standard, i.e. the animation speed must be equal to or greater than 65536, otherwise swirling will not work. AFAIR, it was done for compatibility and I followed the suite. @Meerschweinmann, not sure such lava should swirl, it more looks like a coals. Probably not worth to touch it in all meanings. 🔥 As about Hexen... Well. I'll definitely come back to it at some point, but it needs true colour support. And that journey has begun. Again, no secrets as it's an open GitHub pull request, but please don't expect quick results, there are still a few headaches to be solved. I'd like it to appear in Crispy Hexes first, as true colour is Fabian's property, and it would be fair play if I did what I could there. -
International Doom 7.4 / Heretic 7.0 / Hexen 7.0 (updated March 8, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
Yeah, I've totally missed that part with dedicated tracks for Episode 4, thanks for pointing out, it should be fixed now. Not much happened in Doom since release though, 99% of time was spent on Heretic, but probably it will deserve a small point release sooner or later. SDL Mixer 2.8.0 has been recently released, and hopefully it have a fix for critical bug of looping OGG tracks, which tends to happen in Chocolate and Crispy from time to time. -
International Doom 7.4 / Heretic 7.0 / Hexen 7.0 (updated March 8, 2024)
Julia Nechaevskaya replied to Julia Nechaevskaya's topic in Source Ports
No, there are no "actions" or auto builds. In general, Heretic is almost finished and perfectly playable, but there are still a few small things that need attention. As planned, it's been completely reviewed, mostly rewritten and rebuilt from scratch. Well, almost from scratch, because same Doom's story, I reused my CRL-Heretic, which apart from a cool menu system was mostly a bare bone Chocolate Heretic, but after all the changes only a few functions of original RenderLimits are left: render counters and spectator mode. In terms of features, it's free of bloat ones and resource dependency, it's demo/multiplayer safe, and of course it has 1x-6x resolutions and semi-optional* true color renderer (*translucency effects always use true color dynamic calculations). Nothing really special, you already saw it all in Doom, but it fits perfectly into the "small and simple" philosophy. The honest answer to the "when" question is "hopefully soon", but believe me, doing things in rush is never a good idea. 🙂