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How to play at 320x200 in prboom+


El Juancho

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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. 

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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.

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52 minutes ago, fabian said:

Achievement unlocked (PrBoom+ left, Chocolate Doom right, both 320x200):

 

Bildschirmfoto von 2021-01-04 22-32-36.png

OMG thank you :DDDD! Is this gonna get merged soon in the coelckers prboom fork?

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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?

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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

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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.

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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


 

 

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Sigh, sounds like a bug in the old source code then, sorry. There were gazillions of warnings when compiling this...

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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?

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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. ;)

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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.

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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?

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