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OpenRift

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Everything posted by OpenRift

  1. I'm loving the remaster so far (especially the multiplayer), and I really want it to be the best port that it can be post-launch, so I'm making a thread here for everyone to report any bugs they might find. To be clear, THIS IS NOT A FEATURE REQUEST THREAD. Since this isn't an open-source project, there's no github issues page to submit any bug reports, so this thread is intended to serve as a centralized place to report bugs for this remaster. ! PLEASE READ ! As per @GooberMan's request, it is highly encouraged that you include the following with your bug report if possible: The mapset you saw it on The map name Screenshot of the automap or a map editor showing the area -or- the small demo maps some of the more technically minded among you have been uploading That said, I'd really appreciate if this thread be kept on-topic as much as possible so that it may be used by the devs at Nightdive and id to look further into existing issues. When reporting a bug, please provide as much information as you can as to help with figuring out the source of the problem.
  2. OpenRift

    Kex vs...

    While I agree that prfunky's comment was very inappropriate, I think if these sorts of things are getting to you to the point that they're being perceived as personal attacks, then you probably need to take a break from doing community responses regarding Kex if possible. You aren't handling very professionally, and it doesn't put the Kex team in a good light when you act like this. I keep seeing you do this stuff not only on here but on the Kex and Nightdive Discords, and I know one day it's gonna catch up to you if you don't get it under control. My advice going forward would be to be the bigger man and not sink to the level of the more unfair critics.
  3. If there's one thing from the Unity Port I really like, it's the use of widescreen graphics for the status bar, title, intermission, credit and help screens. It really completes the modern Doom experience. That being said, it would be great to see more of these graphics for popular PWADs as well as PWADs in progress. This thread is for people who want to post their widescreen graphics. Feel free to post whatever assets you have or that others have made (give credit or source where possible). For folks wanting to make their own widescreen assets, the following resolutions are recommended for each respective aspect ratio (added at the request of @Meerschweinmann): 16:9 = 428x200 21:9 = 576x200 32:9 = 854x200 Note: These Assets are compatible with the following ports Unity Port (obviously) Crispy Doom Woof Nugget Doom PrBoom-plus UMAPINFO DSDA Doom GZDoom International Doom (partially) Others I may be forgetting Linked below is a large pack I've put together of all the assets I've collected so far DOWNLOAD Below are just a few examples of what you can find in this pack.
  4. Uh... Have you played original Doom 64...?
  5. Basically you just make a lump called COMPLVL in the WAD and then write 'boom' inside it. I don't know what kind of effects it would have in GZDoom exactly, but according to the wiki page, it seems like GZ does support it.
  6. Don't know if you're done with making revisions or not, but I would like to suggest adding the COMPLVL lump so that it forces ports to use Boom compatibility.
  7. This is a very interesting refinement of DoomNew, I like what you're trying to do with it. Would be very good as a GPL-compliant version of vanilla DOS Doom. That being said, there are some things that keep it from being as robust as it should be. There are some suggestions I'd like to make in this regard: Implement further version autodetection so the user doesn't have to specify the game version (-doom2, -tnt, -plutonia, etc.), somewhat akin to Chocolate Doom, as well as being able to recognize the difference between non-anthology and id anthology versions of the final doom IWADs Utilize gamesrc-ver-recreation's implementation of DMX where users can use either the original DMX library or APODMX. Add an option to EXTEND.CFG that lets you disable the secret notifications and secret counters on the automap Re-implement the old always-run config trick (setting joyb_speed to 29) Re-implement the sky never changes bug when running in doom2 mode (and similar vanilla cosmetic and gameplay quirks), possibly as an emulation option in EXTEND.CFG if you'd prefer taking that route instead The following are some ideas for possibly a more enhanced but vanilla-faithful source port for running bigger limit-removing WADs. I know this might be outside the scope of what you're aiming for with this port, but I thought I might as well just write these here just in case. Some of these were ideas that were worked on somewhat for Doom128, but were never fully realized: Remove or drastically increase static limits for visplanes, drawsegs, savegamesize, activeplats, vissprites, linespeciallist, and openings Increase lump stack to 512KB (or higher) Increase heapsize to 32MB Fix tutti frutti and medusa effect bugs Support for extended nodes, akin to Crispy Doom
  8. A brief Foreword For those who don't know, the Roland Sound Canvas SC-55 was a popular MIDI module among PC game composers in the 90s. Seen in the hands of composers such as Bobby Prince and Lee Jackson, creators of the Rise of the Triad, Duke Nukem 3D, and most importantly, Doom soundtracks. The sound of this module was so influential that it would serve as the basis for Microsoft's GS Wavetable synth, first seen in Windows 98. However, there lies the problem. While the GS wavetable was based on SC-55 samples, the samples were far from the sound of the actual unit. For comparison: GS Wavetable SC-55 Now A while ago on VOGONS, various ROMs for the SC-55 were extracted and eventually decrypted, opening up the possibility of a soundfont. And that's exactly what @Trevor0402 did. Using tools made by VOGONS users NewRisingSun and Kitrinx, he converted the entire SC-55 MkII soundbank to a soundfont and carefully tweaked each instrument BY EAR to match his own SC-55 unit. Having helped him test the font during development, I can say with confidence that the differences between it and the real deal (based on SC-55 recordings from various soundtracks) are near indistinguishable. This font blows the attempts of Patch93 and EmperorGrieferus out of the water (though I still commend them for being the best options prior to this development, no shade on them). Without further ado, coming in at just under 10MB, the font itself. DOWNLOAD HERE NOTE FOR VIRTUALMIDISYNTH USERS The soundfont can be run in both Fluidsynth and VirtualMIDISynth as far as I'm aware (I personally use the latter). If you plan on using the latter, make sure you check the box for sinc-interpolated mixing in VMS's options (see below) so that the soundfont renders properly in playback. Now, with that being said, if anyone discovers any particular inaccuracies or quirks in the current soundfont, PLEASE reply to this thread and let us know.
  9. OpenRift

    Really struggling to enjoy Doom

    This uh.... Yeah don't do that. You're gonna take damage in a video game, idk what to tell you. I feel like this and a few other things are kind of just your problems as a player rather than problems with the game. Like this kind of sounds like you're just having a bad day and you need to take a break. Also maybe just, don't play the Master Levels? It's one of those level packs that either you don't mind or just hate.
  10. Hey there @Danlex, so I finally decided to revisit this WAD for the spooky season, and I finally figured out what was causing all those weird issues in vanilla Doom on DOS! Turns out it has to do with that copy of MAP01 you included labelled "AGF01". It seems like vanilla doesn't recognize that marker as a map so it's trying to pick between the differing lumps from both MAP01 and AGF01. Removing AGF01 and its associated lumps fixed all the issues! I'm not entirely sure what the point of the AGF01 version was, but I'd suggest including it in a separate WAD to avoid compatibility issues. Sorry to necro this thread, but I felt like it was important enough to let you know!
  11. Glad to finally see this updated release!! I do have some minor notes that should probably be addressed at some point: menu graphic lumps for M_GENERL and M_STAT are missing, which are used in DSDA and Woof. The title MIDI doesn't play correctly in vanilla Doom on DOS/DOSBox (it plays really slow). This can be fixed by converting D_DM2TTL to MUS format using Midi3Mus. I don't think any of the other tracks (besides D_DOOM on MAP05, see my next point) have the same or similar problems, but it wouldn't hurt to try converting the others as well. MAP05's MIDI doesn't play at all on DOS/DOSBox due to the MIDI exceeding MUS format limitations. Because it goes beyond these limits, converting with Midi3Mus doesn't work. Regardless, a solid release as always!
  12. If you go to the browse mods page and hit tab, do you see an option to search mods by name?
  13. OpenRift

    ID24 0.99.2 - currently in draft status

    Okay, I just want to make sure I'm clear on this. When it comes to the complevel checks, if the PWAD does not have a GAMECONF or COMPLVL lump present, does it just refer to the corresponding lumps in the IWAD instead, forgoing the other checks? The main reason I ask this is because after today's update, I went to load Eviternity up to test something and got this error: I was talking with my friend and I deduced that this may be authoritatively attempting to set the feature level based on the GAMECONF lump in the IWAD instead of the other features in the PWAD. Am I right on this? Or is something else causing this to happen?
  14. Awesome! Could we have like a list of the bugs that still need to be addressed, so we know what's left?
  15. I'm gonna savescum all over the place and there's nothing you can do about it ;)
  16. OpenRift

    Some thoughts on AI and the Doom Community

    All I will say is that AI will not get far here. And honestly I don't think it will get very far in game development in general. With the way generative AI works, it will strive to be just passable enough at a fleeting glance, never anything particularly original or special. And that's the best-case scenario, too. Most of the time what AI makes will just blow absolute ass.
  17. @famicommander, look, I'd prefer you take your grievances elsewhere, I made this thread as a means to report bugs in a single centralized place, not to make feature requests and petty arguments.
  18. Congrats on the release! Since this is a vanilla-targetted WAD, I made a special dehacked patch that should work with Chocolate and vanilla Doom. The story text fit perfectly fine within vanilla string limits, but some of the automap names did have to be shortened. Feel free to include this patch in future revisions if you'd like. nostzero_vanilla_deh.zip
  19. OpenRift

    [RC4.1] Chex Quest 3: Vanilla Edition

    I just tried this in DOSBox Staging and it just goes completely berserk, rapidly spitting the message below and spamming the PC speaker. No idea why.
  20. I actually made a thread for this exact thing in the past, for both Doom 1 and 2.
  21. OpenRift

    [RC4.1] Chex Quest 3: Vanilla Edition

    Ah okay. That was the information I was looking for.
  22. RoTT still has issues though, which is a whole other can of worms in of itself.
  23. Given Nightdive's spotty reputation with post-launch patches due to being at the mercy of publishers and IP holders, it's hard to say.
  24. OpenRift

    [RC4.1] Chex Quest 3: Vanilla Edition

    Well the main reason I suggest this is because the original demos should be compatible with the original maps, right? All the behavior should be identical and thus be demo-compatible. If this was a situation where the map was modified or rebuilt with a different node builder, then I'd understand, but that isn't the case. Am I missing something here?
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