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Never_Again

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Everything posted by Never_Again

  1. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    To see console output of the v2.6.1um and earlier releases you need to run prb+ from a POSIX terminal. So you would need either Cygwin or MSYS2, both come with the mintty terminal installed by default. If you want to try either just to use mintty I'd say go with MSYS2, its basic install should be under 100MB. Or you could try this stripped-down Cygwin mintty+bash package: mintty-3510-w32.zip. Can't guarantee that it will work on your box or on Win10 in general but at under 10MB it may be worth a try. To run prb+ from mintty change to the prb+ folder first: cd /cygdrive/<drive letter>/<path to prb+ folder> e.g., cd /cygdrive/c/doom/ports/prboom-plus then run prb+ ./prboom-plus along with any command-line parameters. Note that running mintty.exe will open two windows - one for mintty and one for bash. You enter the commands into the bash window.
  2. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Use the dev build from the previous post, it has console output. Neither can I, it seems to be impossible to crash prb+ by passing an invalid value to the -skill parameter. @Cilian: please try to reproduce the crash with the latest dev build. Use the same settings in ZDL that produced the crash. If it crashes again don't close the error dialog box but copy the entire console output and post it here using the code tag (the "<>" symbol). Examine the prboom-plus process with Process Hacker and post the complete command line (from process Properties->General tab) so that we could see what cmd-line arguments ZDL invokes prb+ with. BTW, the config file you posted is severely truncated. Most of demo patterns are missing, which is not critical, but there may be other, non-obvious changes that might be causing the crash. To eliminate that possibility, rename the config file for the time being and let prb+ regenerate a default one.
  3. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Latest Win32 dev build, as of commit 4b0e6e4 (November 04 2021). Noteworthy changes since last dev build (October 22 2021): * UMAPINFO: fixed using_FMI reset - no more crashes at textscreens (e.g. after MAP06, MAP11 or MAP20) after viewing finale picture upon finishing a level with UMAPINFO 'endpic' property * fixed freezing at TITLEPIC while using mousewheel in menus + console output prboom-plus-20211104-w32.zip (Mediafire) prboom-plus-20211104-w32.zip (Google Drive) Includes the 40 required DLLs. See the accompanying TXT file for details. For a complete list of changes since last official release look here.
  4. Never_Again

    How do You Remove the Warning when loading a Wad in DosBOX?

    Funny that EdMap's author had to write a util to skip that warning when the simple DOS command echo with a pipe accomplished the same: echo | doom -file somewad.wad This little-known trick doesn't work in Dosbox, neither does aborting the game at the warning with Ctrl+C.
  5. Never_Again

    Crispy Doom 6.0 (Update: Mar 31, 2023)

    ... as well as prb+ on vanilla complevels
  6. Never_Again

    This is Woof! 14.3.0 (Mar 15, 2024)

    If you want to see what errors your .bat file throws up add "pause" at the end of it, this will prevent the CMD-line console from closing automatically.
  7. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    You mean something other than the F5 key?
  8. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Latest Win32 dev build, as of commit 8a8a80c (October 22 2021). Noteworthy changes since last dev build (October 18 2021): * UMAPINFO: fixed error reporting if token == TK_NoToken * fixed intermission screen for E0Mx * fixed Alt+Tabbing on Windows, broken in new SDL2 version + console output prboom-plus-20211022-w32.zip (Mediafire) prboom-plus-20211022-w32.zip (FileDropper) Includes the 40 required DLLs. See the accompanying TXT file for details. For a complete list of changes since last official release look here.
  9. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Hi, girls! Long time no builds! Latest Win32 dev build, as of commit 248bdc7 (September 15 2021). Noteworthy changes since last official release (v2.6.1um, August 16 2021): - added a prospective fix for OpenGL rendering: stop walls from bleeding through sky floors - account for proper crosshair offsets when locked on to monsters - relaxed "IWAD tag not present" error to a warning, which allows loading REKKR IWAD - fixed processing of multiple DEHs Bonus feature: console output that is visible without having to run prb+ from a POSIX-like terminal. prboom-plus-20211018-w32.zip (Mediafire) prboom-plus-20211018-w32.zip (FileDropper) Includes the 40 required DLLs. See the accompanying TXT file for details. For a complete list of changes since last official release look here.
  10. Never_Again

    EXE hacking

    It isn't. If that book helps you in your alpha hacking endeavors I can buy it and have it shipped to you or ship it myself.
  11. Never_Again

    Crispy Doom 6.0 (Update: Mar 31, 2023)

    That is generally correct, but the WAD that prompted this discussion (5L1C) does have a BLOCKMAP lump, albeit one that's >64K and thus liable to crash vanilla outright or cause weird behavior like the player and monsters noclipping. The WAD does have zero-size SEGS, SSECTORS and REJECT lumps, the last of which I thought was the reason the prb+ demo desynced in Crispy. prb+ has a -set overrun_reject_emulate option for such cases, and the demo linked above was recorded with that option enabled (see the demo footer). So is this really about BLOCKMAP?
  12. Never_Again

    Chocolate Doom

    By downloading the source code from Github and editing the corresponding files. IDEs like MS Visual C Studio and CodeBlocks come with a built-in editor. For command-line ones, like Cygwin and MSYS2, I'd recommend Notepad++. The guide for building Choco on Windoze with MSYS2 is here. It hasn't been updated to reflect the switch to Cmake, though. That calls for an extra command in the "Installing build dependencies" section: pacman -S mingw-w64-i686-cmake and for replacing the autogen.sh command in the "Compiling" section with this: cmake -S . -B ./build -Wno-dev -G"MSYS Makefiles" -DCMAKE_BUILD_TYPE=Release cd build After you run make the newly-built execs will be in build/src.
  13. Ah yes, while searching for that thread I found some posts by you mentioning the WAD, so it figures you know. That thread too, apparently. Has it been 12 years already? Well, it's good to know that no matter how time flies and regardless of the new "raep-n-tear" crowd there's yet another fellow OCD soul digging deep into things ancient and obscure. Looking forward to your findings! And just to get back on topic: resurrecting DeHackEd and making it work with both Final Doom versions is all kinds of awesome! Another vote for a Windoze port here, if you ever find the time, @xttl.
  14. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Latest Win32 dev build, as of commit 248bdc7 (April 12 2021). Noteworthy changes since last dev build (April 8 2021): * fixed sky scaling for non-standard sky sizes, e.g. Eviternity and Ancient Aliens (GL) prboom-plus-20210412-w32.zip (Mediafire) prboom-plus-20210412-w32.zip (FileDropper) Includes the 37 required DLLs. See the accompanying TXT file for details. For a complete list of changes since last official release look here.
  15. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Interesting. How did you measure the difference - timedemo a specific demo? What renderer and video settings? Actual numbers would be helpful as well. 48fps vs. 60fps is not on the same scale as 800fps vs. 1000fps.
  16. You can add OTTAWAU to your list. It's perhaps the most egregious example of reinventing the bike on /idgames. Uses proprietary patcher that works only on the registered v1.9. A gfx/DEH fix for it to be used with ports is here. There's also a bit of DW history in the epic thread (starting with this post) discussing repackaging that WAD.
  17. Never_Again

    This is Woof! 14.3.0 (Mar 15, 2024)

    I must take exception to the term "blood fix". You can't fix something that is not broken. IOW, it's an extra feature. And the name for it is "colored blood". Jade Earth is a Boom map, though. Perhaps a comparison with prb+ would be more appropriate?
  18. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Latest Win32 dev build, as of commit 07925d6 (April 8 2021). Noteworthy changes since last dev build (March 31 2021): * allow translucent sprites on all complevels * allow disabling predefined translucency on all complevels * fixed flood HOM on certain maps (e.g. Plutonia MAP11, HR MAP01) (GL) * fixed sky walls for cases with sky vs. sky toptextures (e.g. E4M6) (GL) * fixed transparent spites being rendered incorrectly with transparent walls in view (GL) * generate a default save-slot name when saving to an empty slot * added mouse button binds for turn left/right prboom-plus-20210408-w32.zip (Mediafire) prboom-plus-20210408-w32.zip (FileDropper) Includes the 36 37 required DLLs. See the accompanying TXT file for details. For a complete list of changes since last official release look here. The missing DLL has been added, thank you for the reports, US7 and Adamast0r.
  19. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Latest Win32 dev build, as of commit 6cd80a9 (March 31 2021). Noteworthy changes since last dev build (March 22 2021): * reformatted umapinfo.txt so that it is easier to read in plaintext * fixed custom episode select for Doom 2 * fixed shifting automap markers prboom-plus-20210331-w32.zip (Mediafire) prboom-plus-20210331-w32.zip (FileDropper) Includes the 36 required DLLs. See the accompanying TXT file for details. For a complete list of changes since last official release look here.
  20. Never_Again

    Port Compact: Doom Format Instadeath Floors

    Great poll options: Yes! I have no opinion on the matter, but adding them is probably a good idea. or basically, A. Heads - I win B. Tails - you lose. No, I don't have an opinion on the matter; after reading feedback on other games in the past I was under impression that players generally hated insta-death traps with passion. Perhaps the world has moved on since then, in which case you can ignore this post.
  21. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Latest Win32 dev build, as of commit a43dff0 (March 22 2021). Noteworthy changes since last dev build (March 20 2021): * fixed crash when leaving menu in Chex Quest * initialize map title widget with generic map lump name * make "Next Level" key simply increase map number if already outside regular level transition range * check for next level in IDCLEV cheat before announcing it * make sure "Next Level" key never warps to a non-existent map prboom-plus-20210322-w32.zip (Mediafire) prboom-plus-20210322-w32.zip (FileDropper) Includes the 36 required DLLs. See the accompanying TXT file for details. For a complete list of changes since last official release look here.
  22. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Demo-to-video capture is covered in prboom-plus-usage.txt included with the official release. There's also a relatively recent guide for using HW encoding with it here: prboom+ -viddump GPU hardware encoding.
  23. Never_Again

    Stuttering in PRboom/GLboom

    That hasn't been the case since July 2020.
  24. Never_Again

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Latest Win32 dev build, as of commit a2cdfe5 (March 20 2021). Noteworthy changes since last dev build (March 17 2021): * removed lowpass-filter item from menu * fixed P_SetMobjState stack, fixes crash on mayhem18p.wad/m18p31-1509.lmp * fixed crash in automap on certain maps (e.g. Sunlust MAP01) when using GL renderer, Thing Appearance = Icons and 2xIDDT * fixed menu intermission desync prboom-plus-20210320-w32.zip (Mediafire) prboom-plus-20210320-w32.zip (FileDropper) Includes the 36 required DLLs. See the accompanying TXT file for details. For a complete list of changes since last official release look here.
  25. Never_Again

    PrBoom-Plus, ver. 2.5.1.4

    It's hard to tell without knowing what map/WAD it is and where the trouble spot is. The simplest guess would be that it's a map designed for GZDoom, then it's a minor miracle that you get no crashes, just some visual anomalies. I recall reading about translucent things rendered invisible behind certain structures (see-through doors or was it the linedef special 260?) on Boom maps, perhaps this is the case here. Hard to say without more info: port version, renderer and video settings used, and of course WAD/map and the location of the trouble spot.
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