seed Posted January 29, 2020 23 minutes ago, SilverMiner said: Another source port that says it supports sigil. Argh. Sigil is vanilla compatible and there is no need to write additional part of code that just prints a "Sigil" word in the episode menu and some more. It's limit-removing. And properly supporting it as an extra Episode 5 does require quite a bit of work, more than just "a menu entry". 0 Quote Share this post Link to post
SilverMiner Posted January 29, 2020 I meant that above. Thank you. 0 Quote Share this post Link to post
drfrag Posted February 15, 2020 I've done a new pre-release to try widescreen. It's loosely based on Russian Doom implementation and fabian did the trick to support real widescreen. It's a bit rough, here there's no resolution autodetection. Both zoomed view and real wide are implemented. With the full view (screenblocks 12) the mugshot is shown, also in 4:3 mode. Of course Doom 1.0 and 1.1 emulation by Smiletheory is included. I've changed ammo balance in Unholy Massacre, it was too hardcore but had a nice survival touch tough. Now ammo balance it's pretty tight but before it always was like pistol start or even more extreme and you had to think and know the levels very well. I've added the -halfammo parameter to play old demos but this one will not be stored in demos and it's only SP. Given the lack of feedback from those Doom Gods out there i decided to change it, but IMO it's a blast now. Now as i've compiled with SDL 2.0.8 gamepads work again and setting a fake splitscreen game is very easy (it's more complicated in LZDoom but there you have viewport resizing). Four players should be doable on a decent dual core. You need two folders and run the game either using a shortcut or console (-server and -connect 127.0.0.1) or setup. Configure different controllers in setup. Networking at the same time should be possible. I want to play online but i can't create the server without port forwarding, so if someone wants to accept the challenge for a UM coop run with backpacks and create it... :) I'm thinking about adding 8 player support but i don't know if it's worth and what i'd need exactly, besides new colors and using DM starts for coop. Seems there's not much interest anyway. Read first post for details. @SilverMinerBeing the port named RUDE i had to add support for Romero's stuff don't you think? :) 0 Quote Share this post Link to post
drfrag Posted February 17, 2020 The README had a typo, the parameter for the backpacks is -backpack and not -dropbackpack. It's not worth adding 8 players, first becouse the lack of interest and then it only would work well for big maps. There are a few problems too: i've been comparing Legacy 1.11 with Dosdoom 0.2 and they added a hack to convert DM starts to coop starts on the fly, if there were not enough DM starts first it would crash and then players would get stuck so i'd have to make them telefrag each other besides using DM starts directly. But many maps have no DM starts. Then i'd need more translations for the status bar, automap arrows and players themselves. There are 11 in legacy i think but some are fugly. And then there are the stats in intermissions. The network code in choco supports already 8 players for Hexen AFAIK. Sure 4 players are very few for a master server and online play but the game was designed for 4 players and more would be too many for common maps and coop. BTW seems legacy 1.12 is lost i'd liked to try it in Dosbox. 0 Quote Share this post Link to post
drfrag Posted March 1, 2020 I've uploaded a new pre-release. There was a crash in widescreen when default screenblocks were less than 10, i thought it was fixed but it wasn't. It appeared when i restored the status bar. Seems nobody tried it. Also backpacks could be crushed and that wasn't nice, also i've enhanced the incremental backpacks to exchange supplies. BTW did you know that backpacks also work in single player with SP respawn? The solution to the lack of starts for 8 players problem is pretty simple, in modern ports they don't block each other and i could do that and redirect them to existing starts when there are more than 4 players. I could add a double ammo switch too. But i can't even find volunteers for a 4 player UM game besides how would i test this? I still think 8 player support would be cool having a master server available. I see there's not much interest in the port, may be people expect it to be bad or it's becouse if you change a single line in the source it's not Doom anymore. https://github.com/drfrag666/chocolate-doom/releases 0 Quote Share this post Link to post
YeOldeFellerNoob Posted March 11, 2020 (edited) How do you get the widescreen to work? I keep on trying it and the HUD and, well practically everything except the screen is shifted the left. EDIT; well the HUD, title screen, text, and the menu are shifted to the left. Edited March 11, 2020 by YeOldeFellerNoob 0 Quote Share this post Link to post
drfrag Posted March 11, 2020 (edited) Widescreen works. I know it's a bit rough, i didn't make those adjustments. For me it doesn't look that bad and it's low priority but i'll change it soon i think. Everything is adjusted to the left the same as in 4:3 Choco, the black borders were added by SDL and i extended the game resolution (there's no autodetection and it's something intermediate between 16:9 and 16:10). I've been focusing in other things, now you see why the status bar is not in Crispy. With the adjustment i need to fill with black the other side (or stone graphics) besides centering everything including the status bar numbers and if i center the automap the markers... Perhaps i could add extended title screens, i'll ask Julia about that. There were other problems: the other day i was playing UM splitscreen coop with my nephew and we had great fun but i noticed that the backpacks dissapeared forever when you died too close to a wall and there wasn't enough room to drop them. BTW it's very easy to pick the other guy's backpack. :) I've added the possibility of dropping stimpacks too and joystick buttons for both. I've replaced the UM title graphic with one made by Julia and looks great. There was a bug in setup, it showed keys from other games. And i've extended the demo format again to support the halfammo parameter, i know this breaks RUDE demos but i don't think there is any and there were other game logic problems anyway. So don't record demos with the pre-release. I still want to create the online extreme game for veterans at the Choco master server but there were problems so i delayed it. Edit: something i forgot i think i should not run Boom maps (may be only those using sky transfers) becouse that could give the false impression that they can be played properly, the same still applies to Crispy AFAIK. Edited March 11, 2020 by drfrag 0 Quote Share this post Link to post
drfrag Posted March 27, 2020 (edited) I've released another test build. https://github.com/drfrag666/RUDE/releases I've fixed a random crash in menus and centered the UI on widescreen modes. Replaced the UM graphic with a better one by JNechaevsky. Thanks! Now you can also exchange stimpacks in coop with 'c' and i've fixed another problem with backpacks, added joystick buttons for both. Now Boom maps can't be loaded without the -boom parameter, they don't work properly. Fix (testbed) for Chocolate issue #1254 https://github.com/chocolate-doom/chocolate-doom/issues/1254 Full list of changes: * - UI centering for widescreen. * - Hopefully fixed random crashes in the menu. * doom: remove SPECHIT limit * heretic: print a warning when the SPECHIT or INTERCEPTS limits are hit * heretic: entirely remove INTERCEPTS and SPECHIT limits * - Fixed: the crash with invalid blockmap fix broke maps with extended nodes. * - Don't load Boom maps by default, only with the -boom parameter. * - Add delay to drop things for joystick buttons. * - Change setup title. * - Extend demo format for halfammo. While this breaks old RUDE demos i don't think there are many and there were several game logic problems anyway. * - Support the halfammo parameter in netgames. * - Fixed keys for other games appeared in the extra controls section. * - Add key and joy button to drop stimpacks in netgames. * - Don't let monsters prevent spawning backpacks. * - Add joystick button to drop a backpack. * - Don't drop backpacks if there's no room, they would dissapear. * - Use short limit macro. * - Replaced the Unholy Massacre title graphic. * - Fixed crash with invalid blockmap (DWHEEL.WAD). Edited March 27, 2020 by drfrag 2 Quote Share this post Link to post
BigBoy91 Posted April 3, 2020 Cool! I'm bored, laid off, quarantined, and hoarding source ports right now. Gonna give this one a shot. 0 Quote Share this post Link to post
drfrag Posted May 12, 2020 (edited) Testing online multiplayer the other day we found several serious issues. So here's 3.1.0pre5. <link deleted> * Merge branch 'master' of https://github.com/chocolate-doom/chocolate-doom * - Do not open the menu while chatting. * - Adjust halfammo, fixes rockets not giving ammo. * - Fixed ESC key not stopping chat input. * - Add a -doubleammo parameter. This breaks old RUDE demos again. * - Always allow spawning backpacks. * - Double lost souls, they don't count as monsters. Fixes lost souls stuck inside other monsters. Also double cyberdemons. * - Don't spawn doubled monsters if there's no room between floor and ceiling. * - Fixed keys being restored after changing levels in coop. Edited May 27, 2020 by drfrag 0 Quote Share this post Link to post
drfrag Posted May 26, 2020 (edited) I've been playing today with my nephew on lan and we had good fun. But there were a couple of serious bugs and i've released test6. One of them was critical as maps with type -1 lines were misidentified as Boom maps and e2m7 is one of such maps. The code comes from Crispy but RUDE can't load Boom maps by default. Crispy can but they won't play properly, there you just get a warning about unknown linedef types. <link deleted> Edit: Oops, there was another bug. Reuploaded the release. Edited May 27, 2020 by drfrag 0 Quote Share this post Link to post
drfrag Posted May 27, 2020 (edited) Another release to empty not picked up backpacks after changing levels. <link deleted> We keep playing and it's really fun, we're at E3M3 now. It's finally working well it seems. Edited May 28, 2020 by drfrag 0 Quote Share this post Link to post
drfrag Posted May 28, 2020 Heh, another test. Now double spawn fixes are applied only at monster spawn time. https://github.com/drfrag666/RUDE/releases/tag/3.1.0pre6b 0 Quote Share this post Link to post
drfrag Posted June 8, 2020 Thanks! Glad you like it. Yes that feature can be useful for slaughtermaps. There's still a minor problem with double spawn and some monsters stuck inside small decorations but it's due to the blockmap bug and i don't know where the fix is, i could take it from PRBoom+ if someone points me to it and it's an easy fix. And there's another one where you could cheat in MP giving yourself extra ammo with doubleammo, it's fixed for the next release. But now the port it's working well and it's fun, i've been playing UM coop games these days with backpacks. If you live in europe perhaps you could join this week. :) 1 Quote Share this post Link to post
drfrag Posted June 17, 2020 (edited) Another pre-release to fix some more bugs: * Revert "Generate a random "pet" player username" (partial revert) * - Fixed you could not select the supershotgun in classic mode without the shotgun. * - Enable the ANALYZE Travis CI target. * - Changed some code to enable the analyzer. * Do not release the "STFB0" lump in multiplayer games (Crispy) * - Enabled novert by default, now it affects only player movement. (adapted from Crispy) * correctly color the status bar face background in multiplayer demos (Crispy) * - Keep more clips in backpacks, don't account for the initial ammo. * - Fixed: P_CheckDoubleSpawn was taking a pointer as parameter and not a pointer to pointer. * - Recover not picked up backpacks upon level end instead of losing inventory. * - Now keeping keys also works with SP respawn. * - If a backpack cannot be dropped recover inventory instead of losing it. * Merge branch 'master' of https://github.com/chocolate-doom/chocolate-doom * - Fixed wrong position of the pause pic in widescreen. * - Fixed wrong low resolution turning message when recording extended demos. * - Added the -extended parameter to record extended demos on MP clients. * - Fixed players could cheat getting extra ammo dropping backpacks with the doubleammo parameter. We really abused that extra ammo bug these days playing MP. :) <link removed> Edited June 20, 2020 by drfrag 2 Quote Share this post Link to post
drfrag Posted June 17, 2020 I've reuploaded the release but it's a minor thing. Owly from the Chocolate Discord has recorded a client MP demo without the -extended parameter. 0 Quote Share this post Link to post
drfrag Posted June 20, 2020 That would be certainly cool but sorry it's way beyond the scope of the project. Does Crispy have that? At least Doom Retro has it. I've released another build to fix a couple of bugs we found. https://github.com/drfrag666/RUDE/releases/tag/3.1.0pre7a There are still occasional stuck monsters into decorations due to the blockmap bug but it's rare, fixing it would require taking the thing radius into account and checking additional blocks. I don't think it's worth and not an easy fix i believe. If someone wants to help i could do it. 0 Quote Share this post Link to post
drfrag Posted June 24, 2020 (edited) Hey we've found another bug in RUDE and it's in since 2.4.0. Houston, i've got a problem. The stair at the bottom part of TNT MAP16. WFALL1 is a big 512x128 multipatch texture and it shows junk from other textures. Could be a bad merge from Crispy or something i picked and was fixed later, it's rare. The problem must be in r_data.c? I've already checked it. @fabianSorry for the ping, do you remember something like that? Any idea of what's going on? :( Edited June 24, 2020 by drfrag 0 Quote Share this post Link to post
fabian Posted June 25, 2020 Nothing that I remember, but a bad pull from r_data.c code could very well be the issue. The functions in this file are very intertwined with each other. It contains mostly Vanilla code, but also the Medusa fix from MBF, and some of my own code e.g. to merge multiple TEXTURE1/2 lump or to fix rendering of single-patched translucent textures on single-sided walls. It's all or nothing. 0 Quote Share this post Link to post
drfrag Posted June 25, 2020 (edited) Thanks! But i reverted most of the stuff there and merged Quasar's medusa emulation instead, it was a wrong offset in p_setup.c. Seems it was a very old old Crispy bug introduced with the support for extended modes. Julia has fixed it. Thanks very much! https://github.com/drfrag666/RUDE/commit/6d6976e53ca98fe67ea46d516bd33fb76e8b2620 Now what about the "blockmap glitch"? Edited June 25, 2020 by drfrag 1 Quote Share this post Link to post
fabian Posted June 25, 2020 > Seems it was a very old old Crispy bug introduced with the support for extended modes. This line of code has never been in Crispy like this! > Now what about the "blockmap glitch"? What exactly do you mean? 0 Quote Share this post Link to post
drfrag Posted June 25, 2020 Then it wasn't a Crispy bug but a bad merge. The original code was: // [crispy] recalculate li->offset = GetOffset(li->v1, (ml->side^crispy_fliplevels ? ldef->v2 : ldef->v1)); And i just added: // [crispy] recalculate li->offset = GetOffset(li->v1, ldef->v1); I should have looked at it more closely. The vanilla blockmap bug causes some doubled monsters to be stuck into small decorations, it's a rare issue. I don't think it could be something else. 0 Quote Share this post Link to post
fabian Posted June 25, 2020 6 minutes ago, drfrag said: The vanilla blockmap bug causes some doubled monsters to be stuck into small decorations, it's a rare issue. I don't think it could be something else. Okay, so I take this wasn't addressed at me. 0 Quote Share this post Link to post
drfrag Posted June 25, 2020 I was addressed at everyone willing to give some advice. 0 Quote Share this post Link to post
drfrag Posted June 25, 2020 (edited) I've uploaded a new release to fix the bug with the TNT big multipatch texture and the server security issue in Chocolate Doom. There's a Choco 3.0.1 release too, it's important if you're running servers online. We'll play later again BTW. <link deleted> Edited July 26, 2020 by drfrag 2 Quote Share this post Link to post
drfrag Posted July 26, 2020 (edited) New release, we're at 3.1.0pre9. Now you can eat gore then low on health and pick up health and armor bonuses from player corpses in UM. Also i've fixed some bugs specially with backpacks. <link deleted> Edited July 27, 2020 by drfrag 1 Quote Share this post Link to post
drfrag Posted July 27, 2020 Another release, we've found another bug with backpacks today and we need another build for tomorrow's session. Hope backpacks are now fixed for real, this code is hard to debug. I've also merged a couple of things from Choco master. https://github.com/drfrag666/RUDE/releases/tag/3.1.0pre9c 1 Quote Share this post Link to post
drfrag Posted August 2, 2020 (edited) I'll probably release another version later today. I've changed how backpacks work again, now players can only pick up their own backpacks in coop. And if you lost in in an unescapable pit now you can recover it without waiting for the next map by forcing a failed drop (backpacks cannot be blocked by anything nor crushed but they cannot be dropped over dropoffs). You don't need to worry about that, eventually it will happen. This could lead to empty backpacks left in the map tough. To clarify things a failed drop makes you recover your inventory automatically. I recorded a video of a demo so now you can see how badly we suck and enjoy the low quality of the video lol. I must be careful to avoid killing the other guy (my nephew). With a lot of simmetry (copy-pasta) i find these levels hard to navigate. I was bitten in the ass at the end of the video by the vanilla demo desync accessing the menu, it was fixed but i made a wrong change and it made a glorious return. So now i've reverted entirely the Crispy fix and used a different approach, instead of pausing the game during record and playback i've disabled some menus. Seems it works well since those messages unlike menus themselves block input. You must quit with F10 and you can save before quitting with F2 but that's up to the user responsability becouse saving would make the demo still desync. Edited August 3, 2020 by drfrag 2 Quote Share this post Link to post
drfrag Posted August 2, 2020 (edited) 3.1.0pre10 is up. * - Now players can only pick up their own backpacks in coop. Also you can recover your lost backpack (unescapable pits) after a failed drop. * - Disable some menus while recording demos and don't pause the game. * - Fixed missing return, the fix for ESC not closing the chat was wrong. * - Fixed netgame desync when the server was recording an extended demo. https://github.com/drfrag666/RUDE/releases/tag/3.1.0pre10b Seems saving during demo recording is safe, i've tested the demo with Chocolate Doom and it plays correctly and without pauses on exit. Edited August 6, 2020 by drfrag 1 Quote Share this post Link to post
drfrag Posted August 9, 2020 I uploaded pre10c to fix MP demos, bonuses from dead players broke them so i reverted the feature. Oops. https://github.com/drfrag666/RUDE/releases/tag/3.1.0pre10c 1 Quote Share this post Link to post
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