

mikeday
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I think if you always pass the "-noautoload" parameter then those directories should never get created.
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SOLVED: Heretic vanilla: How do I replace Heretic's sprite textures with custom ones?
mikeday replied to Egregor's question in Editing Questions
I think SS_START and SS_END should also work. (Make sure they are uppercase) -
SOLVED: Heretic vanilla: How do I replace Heretic's sprite textures with custom ones?
mikeday replied to Egregor's question in Editing Questions
Do you have S_START and S_END markers immediately before and after your replacement sprites? For example, as shown for a simple widescreen assets wad: -
The Smooth Scaling in Crispy/Woof/Chocolate is not the same as a pure bilinear upscale, and in action has a pretty subtle effect. (BTW it's always enabled in Chocolate unless you manipulate some obscure options in the config file.) The way it works is: Create an intermediate frame buffer which is an integer-scaled/nearest-neighbor overscaling to the nearest possible resolution greater or equal to the target game window resolution. For example, say you want to play with the Crispy 2x resolution (640 x 400) in the authentic 4x3 aspect ratio pillarboxed on a 1920 x 1080 monitor. The target output resolution is 1440 x 1080, and the intermediate buffer will be 1920 x 1200 (3 x 640 V by 3 x 400 H). Downscale the intermediate buffer into the output buffer using bilinear filtering. At higher display resolutions it's almost imperceptible. (There was even an issue opened against Crispy on this topic!)
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Just curious. Are you trying to run in a 640x480 window, or are you trying to run fullscreen?
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Wad-Scorecard-v2.0(buttons!) A spreadsheet for tracking your adventures in Doom!
mikeday replied to Xerenogan's topic in Doom General
This is outstanding work - thank you for sharing it with the community! Would you accept a PR adding the Master Levels to the preseasoned version? -
Songs are not looping properly in Chocolate and Crispy Doom using Fluidsynth/SDL
mikeday replied to continuum.mid's topic in Source Ports
Wait, Debian 12 is Bookworm, not Buster. Bookworm has FluidSynth 2.3.1. -
Songs are not looping properly in Chocolate and Crispy Doom using Fluidsynth/SDL
mikeday replied to continuum.mid's topic in Source Ports
It's a FluidSynth bug introduced in 2.3.1, and has already been fixed in version 2.3.2. See here. Did you compile a local version of FluidSynth? It looks like Buster should have version 2.1.7, which should not have this bug. -
Pass the "-nosideload" parameter to stop this from happening. I'm thinking if you do this, you shouldn't have to load the other pwad.
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Just taking a wild guess here: is it missing the F_START and F_END markers in the wad?
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The idgames release works fine for me in Crispy:
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Yes, I think the horizontal sensitivity values should match.
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Try "cfg_mouse_acceleration" = 200 and "mouse_threshold" = 10.
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It may be the mouse acceleration. In Crispy it is enabled by default (a la Vanilla Doom) and in Woof acceleration is turned off by default.
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Make sure you are changing "snd_resampler" and not "snd_resampling_mode". What does your console output say when you boot the game? For example, I see: I_InitSound: Using 'Built-in Audio Analog Stereo' @ 48000 Hz. Using 'Cubic' resampler. Precaching all sound effects... done.