fabian Posted December 31, 2020 14 hours ago, Diabolución said: Thanks, @fabian! I would appreciate that someone could apply that patch to the official version 2.5.1.4, and compile it without --disable-nonfree-graphics. I need, yes or yes, that version, which is perfect in my opinion save for that nasty bug. I'll see what I can do. Please remind me again in a week or so. 1 Quote Share this post Link to post
Diabolución Posted January 1, 2021 @Never_Again: Yes, that workaround works OK as a temporary fix. 0 Quote Share this post Link to post
Pixel Fiend Posted January 4, 2021 This is the conversation that I've been waiting for. I've been struggling so many times to get this port to display 320x200. Now I see there is hope it will look like Crispy Doom. 1 Quote Share this post Link to post
fabian Posted January 4, 2021 Achievement unlocked (PrBoom+ left, Chocolate Doom right, both 320x200): 8 Quote Share this post Link to post
El Juancho Posted January 4, 2021 52 minutes ago, fabian said: Achievement unlocked (PrBoom+ left, Chocolate Doom right, both 320x200): OMG thank you :DDDD! Is this gonna get merged soon in the coelckers prboom fork? 0 Quote Share this post Link to post
fabian Posted January 4, 2021 1 minute ago, JuanchoES said: OMG thank you :DDDD! Is this gonna get merged soon in the coelckers prboom fork? I think so, yes. https://github.com/coelckers/prboom-plus/pull/162 4 Quote Share this post Link to post
Pixel Fiend Posted January 5, 2021 Quite a historic moment if this feature gets added. But does it work properly like in Chocolate / Crispy - i.e. the weapon sprite doesn't get distorted in 4:3 screen proportions? And will it be possible to enable in the OpenGL version as well? 1 Quote Share this post Link to post
fabian Posted January 7, 2021 On 12/31/2020 at 1:35 PM, fabian said: I'll see what I can do. Please remind me again in a week or so. @Diabolución I have rebuilt two binaries from the prboom-plus-2.5.1.4-src archive (plus the gcc-10 fix and another unrelated fix to src/MUSIC/flplayer.c). One executable has the original weapon sprite code, the other one has the fix that I proposed in https://github.com/coelckers/prboom-plus/pull/157 applied. Could you please confirm that the first executable still has the line of garbage on top of the weapon sprites and the other one (prboom-plus-psprfix.exe) does not for your preferred resolutions? Thanks! prboom-plus-psprfix.zip 3 Quote Share this post Link to post
Diabolución Posted January 12, 2021 Sorry for the delay, @fabian. Unfortunately, my OS (legitimate and unmodified Windows 7 Ultimate x64 with SP1) cannot run either binary. It reports the error code 0xc000007b. 0 Quote Share this post Link to post
fabian Posted January 12, 2021 9 minutes ago, Diabolución said: Sorry for the delay, @fabian. Unfortunately, my OS (legitimate and unmodified Windows 7 Ultimate x64 with SP1) cannot run either binary. It reports the error code 0xc000007b. Sorry, forgot to say, you need to put it in a directory with all of PrBoom+'s DLL files. 0 Quote Share this post Link to post
fabian Posted January 12, 2021 Please try the full bundle I attach here: prboom-plus-psprfix-dlls.zip 0 Quote Share this post Link to post
Diabolución Posted January 12, 2021 I_SignalHandler: Exiting on signal: signal 4 Full log: Spoiler M_LoadDefaults: Load system defaults. default file: c:\doom\test_prboom-plus/prboom-plus.cfg found c:\doom\test_prboom-plus/prboom-plus.wad PrBoom-Plus v2.5.1.4 (http://prboom-plus.sourceforge.net/) found c:\doom\test_prboom-plus/doom.wad IWAD found: c:\doom\test_prboom-plus/doom.wad PrBoom-Plus (built Jan 7 2021 10:52:27), playing: The Ultimate DOOM PrBoom-Plus is released under the GNU General Public license v2.0. You are welcome to redistribute it under certain conditions. It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details. V_Init: allocate screens. V_InitMode: using 8 bit video mode I_CalculateRes: trying to optimize screen pitch test case for pitch=640 is processed 51859 times for 100 msec test case for pitch=672 is processed 52060 times for 100 msec optimized screen pitch is 672 I_SignalHandler: Exiting on signal: signal 4 0 Quote Share this post Link to post
fabian Posted January 12, 2021 Sigh, sounds like a bug in the old source code then, sorry. There were gazillions of warnings when compiling this... 0 Quote Share this post Link to post
Pixel Fiend Posted January 12, 2021 Please don't give this up, I'm waiting to play the game. 0 Quote Share this post Link to post
Diabolución Posted January 12, 2021 Whilst this is / may be feature creep, I would like to have this unsolicited easter egg disabled: https://github.com/coelckers/prboom-plus/commit/5679359e3a8dc3b587a9011227b13b8a1459597a Other than that, 2.5.1.4 is perfect for me. 0 Quote Share this post Link to post
fabian Posted January 12, 2021 (edited) Sorry, but support for 2.5.1.4 ends right here. If you don't mind, here is the current development snapshot with the proposed patch applied: prboom-plus-git-psprfix.zip Edited January 12, 2021 by fabian 1 Quote Share this post Link to post
Diabolución Posted January 12, 2021 Tested, and this infamous bug just refuses to die, it seems. 0 Quote Share this post Link to post
fabian Posted January 12, 2021 Sigh, so that wold have been too easy. What resolution / screen dimensions do you play with? 0 Quote Share this post Link to post
Pixel Fiend Posted January 12, 2021 Big thank you for the patch. It scales the game to full screen like CrispyDoom. By the way what do you think about that weapon sprite that distorts while moving instead of snapping to pixel grid like in CrispyDoom? 0 Quote Share this post Link to post
fabian Posted January 12, 2021 55 minutes ago, <<Rewind said: Big thank you for the patch. It scales the game to full screen like CrispyDoom. You're welcome! 55 minutes ago, <<Rewind said: By the way what do you think about that weapon sprite that distorts while moving instead of snapping to pixel grid like in CrispyDoom? That's what all of today's posts were actually about. ;) 0 Quote Share this post Link to post
Diabolución Posted January 12, 2021 Whilst I did not trust in the UMAPINFO fork because, in my view, a fork of a conservative and demo-compatible source port maintained by Graf Zahl was sort of like a henhouse guarded by a fox, I think I will migrate to it from now on, as it supports both 320x200 and 640x400 with proper aspect ratio without requiring obscure and exotic settings. @fabian: as far as I am concerned, case closed. 4 Quote Share this post Link to post
Diabolución Posted January 14, 2021 Leaving aside my neophobia, I have made up my mind to migrate to the current fork once and for all. The ability of playing Sigil as originally devised is just cool, perhaps too cool. @fabian: could you, please, post a fresh compilation of the current fork without applying the discussed patch (just in case it has undesired consequences) and with the entire prboom-plus.wad? 0 Quote Share this post Link to post
fabian Posted January 14, 2021 I guess @Never_Again did just that: https://www.doomworld.com/forum/topic/106866-prboomumapinfo-v-2517/?page=21&tab=comments#comment-2243948 0 Quote Share this post Link to post
Diabolución Posted January 14, 2021 Case closed for sure, then! Anyway, you are the fucking killing machine, man! 2 Quote Share this post Link to post
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