Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

2mg

Members
  • Content count

    10
  • Joined

  • Last visited

About 2mg

  • Rank
    Warming Up

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. 2mg

    Newbie questions about ports

    Eh, that other thread explained it nicely and I didn't wanna bother extracting .resources file, it's sub 200MB anyway as per that guide, but thanks anyway.
  2. 2mg

    Crispy Doom 5.6 (Update: Aug 1st, 2019)

    I'm in the "uncapped + vsync@60 = input lag" camp. I'm aware of Vsync's inherent input lag, but I have no issue with simple double buffered types. Note that I'm on Win7 and I disabled desktop compositor (Aero/DWM.exe), don't have an x-Sync Monitor, and no Vsync of any type is forced from NV control panel. I tested all 4 possible combinations, and on any with Vsync with Crispy, there is input lag (okay, maybe it's too hard to notice with 35hz+Vsync, but that's not the issue here). I've additionally tried capping with external tool (MSI AB) to 60FPS, using uncapped+Vsync = input lag. I've educated myself with rendering interpolation from https://doomwiki.org/wiki/Uncapped_framerate Now, in GZDoom with HW renderer (had to use it for cross-referencing), any combination with cl_capfps (rendering interpolation), vid_vsync (Vsync) and vid_maxfps (max FPS when rendering=/=engine tics) it NEVER resulted in noticeable input lag. I don't know if they've implemented additional interpolation techniques, different Vsync/buffering, different mouse input handling, different HW accelerated render, whatever, it really isn't there or not enough for me to notice it, compared to Crispy with Vsync. Using crispy-doom-20190805-win32. Thanks, "Weapon Attack Alignment" and "Show Revealed Secrets: Count" are the ones I don't understand. I'm also having issue with getting GUS/MIDI to work: 1. Do I need to install TiMidity/TiMidity++ for MIDI? 2. I've tried both MIDI without cfg/patches and GUS without patches - they sound the same, I presume both fall back to Windows GS Wavetable synth? 3. I've downloaded the recommended GUS patches, but they come with configs, so are they to be used with GUS option for patches or MIDI option for config? 4. I've tried a simple timidity.cfg with "soundfont drive:\path_to_sf\file.sf2", but nothing changes acoustically? PS: I see that Choc/Crispy will automatically pull GUS patches from D3BFG edition, so I removed "classicmusic" folder, and again, no difference in sound. PS: Don't take any of this personally, I'm just here to make things miserable and I like Crispy.
  3. 2mg

    Crispy Doom 5.6 (Update: Aug 1st, 2019)

    Is there a wiki/doc about each Crispiness setting?
  4. 2mg

    Newbie questions about ports

    It patches EXPINFO as I understand it? Works with SIGIL.wad 1.1?
  5. 2mg

    Newbie questions about ports

    Oddly enough, SIGIL_compat works with ClassicRBDOOM port, which doesn't work with SIGIL, yet even the official BFG port and RBDOOM ports already have some static limits removed, so I guess it's the MAPINFO which causes the issue (it replaces 3rd episode in Doom I when SIGIL_compat is loaded). Anyway, thanks for all the responses.
  6. 2mg

    Newbie questions about ports

    Thanks for for chiming in! To conclude my questions, I have to post an off-topic one: How do you get SIGIL or SIGIL_compat (both without soundtrack WAD) to work Chocolate? I get them visplane errors, but Romero stated that SIGIL_compat ought to work with stricter engines?
  7. 2mg

    Newbie questions about ports

    I'll cross-reference this with that other thread and see what comes out when I get the time, thanks. Thanks, I actually came here to get informed about status of official ports (weird there are no modern ones, and I even heard recent consoles had various issues) since I'm quite a noob with ports (and there are SOOOO MANY). If I want vanilla, I go with "damn I wanna play Doom today, will it work on this OS" and "I just wanna play it without harsh DOS era constraints", so any bugfixes/under the hood improvements, QoL improvements (like quicksaving or keybinds), mouse movement, and similar are more than welcome - I'm not looking a 99.9% vanilla, in fact, something quite vanilla-like, but without it being literally archaic (sry, no 320x200 for me). If I want to go all out, it's obviously GZDoom with a conversion ala BrutalDoom, or BrutalDoom64. So, with hardcore vanilla ports ala Choc on one side, and cutting edge stuff like GZDoom on the other, I thought "well, why just not go with what id/Beth intended?". Guess something around Crispy or Classic RBDOOM fits my vanilla taste perfectly.
  8. 2mg

    Newbie questions about ports

    Mind telling me what essential files are necessary to make it a faux-standalone? I see the page I linked has some essential files, and there are some essentials in BRDOOM GitHub readme too. So it's either doom95 ("fixed" for modern OS/run in VM+old OS), BFG Classic, or BFG (Unity) for consoles, as far as modern official goes? Do Retro, Doomsday and Doom Legacy fit the "faithful enchanced" list like Crispy? Doomsday and Legacy seem a bit old, dunno what they do, and what separates Retro from Crispy?
  9. 2mg

    Newbie questions about ports

    Regarding 3, I saw this post: So I was wondering if this is the only current way to do it? I still have to test it, and to test it with Classic RBDOOM, but thought someone made a port with all these open sourced or something as a package/full port. While I do like what Doom Retro and Crispy Doom offer (vanilla with hi-rez), I was interested into official ports, since D3BFG does it perfectly out of the box. Even the hated doom95 with bitchy tinkering can work on Win7.
  10. Hi, please bear with me I'm sorta new to modern source ports. My questions are: 1.) Do any DOS vanilla DOOM I/II/Ult/Final versions support anything more than 320x200? 2.) Aside from doom95 port and Classic Doom port (BFG edition), are there any official (id/Bethesda) modern plug'n'play ports that support bigger render resolutions? 3.) Can DOOM 3 BFG exe or Classic RBDOOM 3 exe be made a standalone source ports that don't require DOOM3BFG installation (kinda like doom95 exe is a launcher/executable)? Or with copying specific files from D3BFG installation so I can uninstall it?
×