ButtSavage Posted July 4, 2021 I'm not shure if this is only me but I'm trying to completely turn off texture filtering to make it look like how my config on prboom + 2.5.1.5 (latest from the website changelog) but any time I change any of the texture settings in the settings menu section in 2.6 nothing changes, it doesn't turn off or on or anything. 0 Quote Share this post Link to post
omx32x Posted July 4, 2021 3 minutes ago, ButtSavage said: I'm not shure if this is only me but I'm trying to completely turn off texture filtering to make it look like how my config on prboom + 2.5.1.5 (latest from the website changelog) but any time I change any of the texture settings in the settings menu section in 2.6 nothing changes, it doesn't turn off or on or anything. thats weird what system are you running it on? 0 Quote Share this post Link to post
ButtSavage Posted July 4, 2021 3 minutes ago, omalefico32x said: thats weird what system are you running it on? Just my pc (windows 10) pretty much tried everything, default settings, etc. 0 Quote Share this post Link to post
JadingTsunami Posted July 4, 2021 8 minutes ago, ButtSavage said: I'm not shure if this is only me but I'm trying to completely turn off texture filtering to make it look like how my config on prboom + 2.5.1.5 (latest from the website changelog) but any time I change any of the texture settings in the settings menu section in 2.6 nothing changes, it doesn't turn off or on or anything. Which renderer are you using? OpenGL? 8/16/32-bit? 0 Quote Share this post Link to post
ButtSavage Posted July 4, 2021 Just now, JadingTsunami said: Which renderer are you using? OpenGL? 8/16/32-bit? 8-bit, like I did with 2.15. 0 Quote Share this post Link to post
JadingTsunami Posted July 4, 2021 1 minute ago, ButtSavage said: 8-bit, like I did with 2.15. Ah. Those filtering options in the final menu are for the OpenGL renderer. If you switch to that renderer you will see them take effect. 0 Quote Share this post Link to post
ButtSavage Posted July 4, 2021 Just now, JadingTsunami said: Ah. Those filtering options in the final menu are for the OpenGL renderer. If you switch to that renderer you will see them take effect. On the topic of the opengl renderer i have some issues with that, anytime i swap to it it moves my window so i can barley see the whole thing, like it zooms in to the bottom left. 0 Quote Share this post Link to post
JadingTsunami Posted July 4, 2021 1 minute ago, ButtSavage said: On the topic of the opengl renderer i have some issues with that, anytime i swap to it it moves my window so i can barley see the whole thing, like it zooms in to the bottom left. Might be a better topic for the issue tracker on GitHub. If you can post a picture of what you're seeing along with your configuration file it will be helpful as well. 0 Quote Share this post Link to post
P41R47 Posted July 4, 2021 (edited) anyone notice that IDBEHOLD cheats duration is infinite regardless of the compatibility setting activated or not? Also, WALK cheat on HACX doesn't work at all. SIGIL E5M8 has Spideraction that once the Mastermind is killed, the maps ends. The map shouldn't be that way, as there is a teleporter that ends the map. I'm testing with the last dev build from the git. Edited July 4, 2021 by P41R47 0 Quote Share this post Link to post
Redneckerz Posted July 6, 2021 On 8/2/2020 at 8:46 PM, Gradius said: The actual specifications for the info are a little hidden on the github page. Would there be any objections to adding the barebones of this to the doom wikia, or is the specification for it still a work in progress? You mean DoomWiki, right? :P Its been on the Wiki now. Posting here to highlight that details on the UMAPINFO branch are now on the main wiki article, to highlight that PrBoom+um retains the same name, and to clarify what the current version is. Hopefully there is now less confusion as to what PrBoom+ build to use. 0 Quote Share this post Link to post
omx32x Posted July 6, 2021 is there any way to increase the save game limit? i like to play a lot of wads at the same time and 8 save limit is really killing me i know on zports this limit is increase but i like prboom more 0 Quote Share this post Link to post
maxmanium Posted July 6, 2021 1 hour ago, omalefico32x said: is there any way to increase the save game limit? i like to play a lot of wads at the same time and 8 save limit is really killing me i know on zports this limit is increase but i like prboom more dsda-doom has 16 pages of 7 save slots each. I was wondering if that would be ported over here tho. 1 Quote Share this post Link to post
Alper002 Posted July 6, 2021 1 hour ago, omalefico32x said: is there any way to increase the save game limit? i like to play a lot of wads at the same time and 8 save limit is really killing me i know on zports this limit is increase but i like prboom more You can use the "-save" command line parameter (followed by the name of an existing folder) to house saves in a different folder. That's the most that prboom+ can do at the moment. Like maxmanium said, DSDA-Doom has multiple pages of savegames. On top of that, it automatically makes new sets of saves for the wads you run, so you won't have saves for one wad while playing something else. 2 Quote Share this post Link to post
omx32x Posted July 7, 2021 8 hours ago, maxmanium said: dsda-doom has 16 pages of 7 save slots each. I was wondering if that would be ported over here tho. 8 hours ago, Alper002 said: You can use the "-save" command line parameter (followed by the name of an existing folder) to house saves in a different folder. That's the most that prboom+ can do at the moment. Like maxmanium said, DSDA-Doom has multiple pages of savegames. On top of that, it automatically makes new sets of saves for the wads you run, so you won't have saves for one wad while playing something else. thanks i guess i will switch to dsda unless this feature gets implemented here 0 Quote Share this post Link to post
GratefulName Posted July 10, 2021 (edited) On 7/3/2021 at 11:58 PM, P41R47 said: SIGIL E5M8 has Spideraction that once the Mastermind is killed, the maps ends. The map shouldn't be that way, as there is a teleporter that ends the map. The map ends when you kill the Cyberdemon and the Baron of Hells too. Just open your SIGIL Wad, go to the DEHACKED lump and add this: Spoiler Frame 547 Duration = -1 Next frame = 0 Frame 630 Duration = -1 Next frame = 0 Frame 699 Duration = -1 Next frame = 0 Also i have this problem with Interbackdrops in the latest PrBoom+ Build from the Actions Section that when it tries to "render" them it just crashes. Edited July 10, 2021 by GratefulName 1 Quote Share this post Link to post
P41R47 Posted July 15, 2021 (edited) On 7/4/2021 at 1:58 AM, P41R47 said: anyone notice that IDBEHOLD cheats duration is infinite regardless of the option setting activated or not? ''WALK'' cheat on HACX doesn't work at all. SIGIL E5M8 has Spideraction that once the Mastermind is killed, the maps ends. The map shouldn't be that way, as there is a teleporter that ends the map. I'm testing with the last dev build from the git. Hi @fabian Could you check on this if you have time? i made this UMAPINFO patch Auger;ZenithUMAPtest.rar for this mapset For reasons unknown to me, if i define a INTERBACKDROP on the usual intermissions text places (map06, map11, map20), PrBoom+ crash with signal 11. If i left it blank with the '' '', It works by reading the selected floor patch from the dehacked. And for strange reason, the mapset doesn't show the new intermission text defined after completing map22. Thanks in advance! Edited July 15, 2021 by P41R47 0 Quote Share this post Link to post
Charlie Love Posted July 15, 2021 (edited) On 7/7/2021 at 12:11 AM, omalefico32x said: thanks i guess i will switch to dsda unless this feature gets implemented here dsda and prboom+ um are pretty similar in terms of feature set for general play. I find dsda to run a bit smoother on my machine, so that's the one I tend to go with. I've since made a personal fork that adds -pistolstart and level name to the extended hud if anyone is interested. https://github.com/CharlesLove/dsda-doom-with-love/releases/tag/v2021.07.11 Edited July 15, 2021 by Charlie Love 3 Quote Share this post Link to post
dmdr Posted July 16, 2021 8 hours ago, P41R47 said: Hi @fabian Could you check on this if you have time? i made this UMAPINFO patch Auger;ZenithUMAPtest.rar for this mapset For reasons unknown to me, if i define a INTERBACKDROP on the usual intermissions text places (map06, map11, map20), PrBoom+ crash with signal 11. If i left it blank with the '' '', It works by reading the selected floor patch from the dehacked. And for strange reason, the mapset doesn't show the new intermission text defined after completing map22. Thanks in advance! To provide a little more information, I attempted to recreate the problem using the release build (2.6um from https://github.com/coelckers/prboom-plus/releases) that I compiled on Linux all by myself and got no signal 11s. I did note that the MAP22 intertext didn't appear but that's because Cuppy used a secret exit, so you need to use the 'intertextsecret' field rather than the normal one (check my attached version -- not a drop-in replacement since I changed the intertexts and bg graphics so I could be sure it wasn't just loading the dehacked information). Anyway, perhaps try a newer build and see if the problem persists? It may be worth trying plain ol' 2.6um too. AugerZenithUMAPtest_dmdr.zip 1 Quote Share this post Link to post
JadingTsunami Posted July 16, 2021 14 hours ago, dmdr said: To provide a little more information, I attempted to recreate the problem using the release build (2.6um from https://github.com/coelckers/prboom-plus/releases) that I compiled on Linux all by myself and got no signal 11s. 22 hours ago, P41R47 said: For reasons unknown to me, if i define a INTERBACKDROP on the usual intermissions text places (map06, map11, map20), PrBoom+ crash with signal 11. This looks like a bug introduced recently as a part of re-enabling game-default intermission screens alongside UMAPINFO; this PR proposes a fix. 1 Quote Share this post Link to post
P41R47 Posted July 16, 2021 (edited) 14 hours ago, dmdr said: 'intertextsecret' ah, i didn't knew that there was a special entry for secret text. Sorry about that. Thanks for checking @dmdr and @JadingTsunami ;) So, by just changing the intertext to intertextsecret it should work fine, right? I will try to compile that built and check it out. Edited July 16, 2021 by P41R47 0 Quote Share this post Link to post
Fullside Posted July 19, 2021 (edited) I have a weird issue with the chaingun sound, I couldn't find anything about it anywhere. The "rhythm" of the shots is off, irregular, but it's fine on dosbox, choco/crispy doom, gzdoom, eternity and many others. Is this a known issue or am I experiencing something unique to my system? Here's the regular sound without issues https://voca.ro/142V7gnG96tx And here's the prboom-plus one. (been hearing this since 2.5.1.4 I think) https://voca.ro/1ktrfKBuWpTS edit: I'm not referring to the long pauses between the bursts, but the rhythm of the burst. Edited July 19, 2021 by Fullside bad at english 1 Quote Share this post Link to post
nobleflame Posted July 21, 2021 Rather strange bug: the sprite fixing project seems to not work with the most recent dev builds of umapinfo. Or at least, some features of the sprite fixing project aren't working. For instance, the SSG lingering blast frame is still present even with the sprite fix in use. I've tried this for several WADs, including the WAD-specific sprite fix patches (i.e. sunlust sprite fix as well as the generic sprite fix) and I'm not having much luck. Any ideas? 1 Quote Share this post Link to post
Pistoolkip Posted July 21, 2021 (edited) Edit: Issue seems to have been fixed. hi guys, Our CP WAD is getting a very specific error in PR Boom+. It works fine in Crispy Doom, GZDoom, etc The error reads "P_GroupLines: Subsector a part of no sector!" Any ideas how we can fix this? Edited July 21, 2021 by Pistoolkip Issue resolved 0 Quote Share this post Link to post
JadingTsunami Posted July 21, 2021 1 hour ago, Pistoolkip said: Edit: Issue seems to have been fixed. hi guys, Our CP WAD is getting a very specific error in PR Boom+. It works fine in Crispy Doom, GZDoom, etc The error reads "P_GroupLines: Subsector a part of no sector!" Any ideas how we can fix this? For those in the future who hit this, it is most likely a nodebuilder issue and could be resolved by either fully rebuilding the nodes (i.e., not doing an incremental build) or trying a different nodebuilder, or trying other combinations of nodebuilder settings. 2 Quote Share this post Link to post
fabian Posted July 30, 2021 Hey @Never_Again, I'd like to release the current state as 2.6.1um. Do you think it is possible for you to create another test build and include a fine changelog with it? Thanks! 4 Quote Share this post Link to post
deimosSSG Posted July 31, 2021 (edited) Hey I'm having an issue regarding the 26um build of prboom+,, I'm having this really weird issue with glboom+ where as soon as I load into any level and move the mouse, the whole screen is shaky, as if its attempting to hijack my mouse, jerking it left and right very fast almost giving it a "motion blur" kind of effect, although motion blur is set to 0 in the .cfg file. i will attach my .cfg for (hopefully) a developer to see what my issue could possibly be, ill also list my specs, thank you for your time, i look forward to a response from anyone if the issue can be resolved, thanks again. laptop specs: CPU: 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz RAM: 12gb GFX: Intel Iris XE (integrated) Spoiler .cfg: # Doom config file # Format: # variable value # System settings process_priority 0 # Misc settings default_compatibility_level 4 realtic_clock_rate 100 menu_background 1 max_player_corpse 32 flashing_hom 0 demo_insurance 2 endoom_mode 0x5 level_precache 1 demo_smoothturns 0 demo_smoothturnsfactor 6 boom_autoswitch 1 # Files wadfile_1 "" wadfile_2 "" dehfile_1 "" dehfile_2 "" # Game settings default_skill 4 weapon_recoil 0 doom_weapon_toggles 1 player_bobbing 1 weapon_attack_alignment 0 monsters_remember 1 monster_infighting 1 monster_backing 0 monster_avoid_hazards 1 monkeys 0 monster_friction 1 help_friends 0 allow_pushers 1 variable_friction 1 player_helpers 0 friend_distance 128 dog_jumping 1 colored_blood 0 sts_always_red 1 sts_pct_always_gray 0 sts_traditional_keys 0 sts_armorcolor_type 1 show_messages 1 autorun 1 # Dehacked settings deh_apply_cheats 1 # Compatibility settings comp_zombie 1 comp_infcheat 0 comp_stairs 0 comp_telefrag 0 comp_dropoff 0 comp_falloff 0 comp_staylift 0 comp_doorstuck 0 comp_pursuit 0 comp_vile 0 comp_pain 0 comp_skull 0 comp_blazing 0 comp_doorlight 0 comp_god 0 comp_skymap 0 comp_floors 0 comp_model 0 comp_zerotags 0 comp_moveblock 0 comp_sound 0 comp_666 0 comp_soul 0 comp_maskedanim 0 # PrBoom-plus compatibility settings comp_ouchface 0 comp_maxhealth 0 comp_translucency 0 comp_skytransfers 0 # Sound settings snd_pcspeaker 0 sound_card -1 music_card -1 pitched_sounds 0 samplerate 48000 sfx_volume 4 music_volume 4 mus_pause_opt 1 snd_channels 32 snd_midiplayer "fluidsynth" snd_soundfont "SC-55.sf2" snd_mididev "" mus_extend_volume 0 mus_fluidsynth_chorus 0 mus_fluidsynth_reverb 0 mus_fluidsynth_gain 50 mus_opl_gain 50 # Video settings videomode "8bit" screen_resolution "640x480" use_fullscreen 1 render_vsync 0 translucency 0 tran_filter_pct 66 screenblocks 10 usegamma 0 uncapped_framerate 1 test_interpolation_method 0 filter_wall 1 filter_floor 1 filter_sprite 1 filter_z 1 filter_patch 1 filter_threshold 49152 sprite_edges 0 patch_edges 0 # OpenGL settings gl_compatibility 0 gl_arb_multitexture 1 gl_arb_texture_compression 1 gl_arb_texture_non_power_of_two 1 gl_ext_arb_vertex_buffer_object 1 gl_arb_pixel_buffer_object 1 gl_arb_shader_objects 1 gl_ext_blend_color 1 gl_ext_framebuffer_object 1 gl_ext_packed_depth_stencil 1 gl_ext_texture_filter_anisotropic 1 gl_use_stencil 1 gl_use_display_lists 0 gl_finish 1 gl_clear 0 gl_ztrick 0 gl_nearclip 5 gl_colorbuffer_bits 32 gl_depthbuffer_bits 24 gl_texture_filter 0 gl_sprite_filter 0 gl_patch_filter 0 gl_texture_filter_anisotropic 0 gl_tex_format_string "GL_RGBA" gl_sprite_offset 0 gl_sprite_blend 0 gl_mask_sprite_threshold 50 gl_skymode 0 gl_sky_detail 16 gl_use_paletted_texture 0 gl_use_shared_texture_palette 0 # Mouse settings use_mouse 1 mouse_sensitivity_horiz 13 mouse_sensitivity_vert 0 mouseb_fire 0 mouseb_strafe 1 mouseb_forward -1 mouseb_backward -1 mouseb_use -1 # Key bindings key_right 0xae key_left 0xac key_up 0x77 key_down 0x73 key_mlook 0x5c key_novert 0x0 key_menu_right 0xae key_menu_left 0xac key_menu_up 0xad key_menu_down 0xaf key_menu_backspace 0x7f key_menu_escape 0x1b key_menu_enter 0xd key_menu_clear 0xc8 key_setup 0x0 key_strafeleft 0x61 key_straferight 0x64 key_flyup 0x2e key_flydown 0x2c key_fire 0xad key_use 0x20 key_strafe 0xb8 key_speed 0xb6 key_savegame 0xbc key_loadgame 0xbd key_soundvolume 0xbe key_hud 0xbf key_quicksave 0xc0 key_endgame 0xc1 key_messages 0xc2 key_quickload 0xc3 key_quit 0xc4 key_gamma 0xd7 key_spy 0xd8 key_pause 0xff key_autorun 0xba key_chat 0x74 key_backspace 0x7f key_enter 0xd key_map 0x9 key_map_right 0xae key_map_left 0xac key_map_up 0xad key_map_down 0xaf key_map_zoomin 0x3d key_map_zoomout 0x2d key_map_gobig 0x30 key_map_follow 0x66 key_map_mark 0x6d key_map_clear 0x63 key_map_grid 0x67 key_map_rotate 0x72 key_map_overlay 0x6f key_map_textured 0x0 key_reverse 0x2f key_zoomin 0x3d key_zoomout 0x2d key_chatplayer1 0x67 key_chatplayer2 0x69 key_chatplayer3 0x62 key_chatplayer4 0x36 key_weapontoggle 0x30 key_weapon1 0x31 key_weapon2 0x32 key_weapon3 0x33 key_weapon4 0x34 key_weapon5 0x35 key_weapon6 0x72 key_weapon7 0x66 key_weapon8 0x38 key_weapon9 0x39 key_nextweapon 0xeb key_prevweapon 0xec key_screenshot 0x2a # Joystick settings use_joystick 0 joy_left 0 joy_right 0 joy_up 0 joy_down 0 joyb_fire 0 joyb_strafe 1 joyb_strafeleft 4 joyb_straferight 5 joyb_speed 2 joyb_use 3 # Chat macros chatmacro0 "No" chatmacro1 "I'm ready to kick butt!" chatmacro2 "I'm OK." chatmacro3 "I'm not looking too good!" chatmacro4 "Help!" chatmacro5 "You suck!" chatmacro6 "Next time, scumbag..." chatmacro7 "Come here!" chatmacro8 "I'll take care of it." chatmacro9 "Yes" # Automap settings mapcolor_back 0xf7 mapcolor_grid 0x68 mapcolor_wall 0x17 mapcolor_fchg 0x37 mapcolor_cchg 0xd7 mapcolor_clsd 0xd0 mapcolor_rkey 0xaf mapcolor_bkey 0xcc mapcolor_ykey 0xe7 mapcolor_rdor 0xaf mapcolor_bdor 0xcc mapcolor_ydor 0xe7 mapcolor_tele 0x77 mapcolor_secr 0xfc mapcolor_exit 0x0 mapcolor_unsn 0x68 mapcolor_flat 0x58 mapcolor_sprt 0x70 mapcolor_item 0xe7 mapcolor_hair 0xd0 mapcolor_sngl 0xd0 mapcolor_me 0x70 mapcolor_enemy 0xb1 mapcolor_frnd 0x70 map_secret_after 0 map_point_coord 0 map_level_stat 1 automapmode 0x8 map_always_updates 1 map_grid_size 128 map_scroll_speed 8 map_wheel_zoom 1 map_use_multisamling 0 map_textured 1 map_textured_trans 100 map_textured_overlay_trans 66 map_lines_overlay_trans 100 map_overlay_pos_x 0 map_overlay_pos_y 0 map_overlay_pos_width 320 map_overlay_pos_height 200 map_things_appearance 2 # Heads-up display settings hudcolor_titl 5 hudcolor_xyco 3 hudcolor_mapstat_title 6 hudcolor_mapstat_value 2 hudcolor_mapstat_time 2 hudcolor_mesg 6 hudcolor_chat 5 hudcolor_list 5 hud_msg_lines 1 hud_list_bgon 0 health_red 25 health_yellow 50 health_green 100 armor_red 25 armor_yellow 50 armor_green 100 ammo_red 25 ammo_yellow 50 ammo_colour_behaviour 2 hud_num 2 hud_displayed 0 # Prboom-plus key bindings key_speedup 0x0 key_speeddown 0x0 key_speeddefault 0x0 speed_step 0 key_demo_skip 0xd2 key_level_restart 0xc7 key_nextlevel 0xd1 key_demo_jointogame 0x71 key_demo_endlevel 0xcf key_walkcamera 0x130 key_showalive 0x12f # Prboom-plus heads-up display settings hudadd_gamespeed 0 hudadd_leveltime 1 hudadd_demotime 0 hudadd_secretarea 1 hudadd_smarttotals 0 hudadd_demoprogressbar 1 hudadd_crosshair 0 hudadd_crosshair_scale 0 hudadd_crosshair_color 3 hudadd_crosshair_health 0 hudadd_crosshair_target 0 hudadd_crosshair_target_color 9 hudadd_crosshair_lock_target 0 # Prboom-plus mouse settings mouse_acceleration 0 mouse_sensitivity_mlook 0 mouse_doubleclick_as_use 0 mouse_carrytics 0 # Prboom-plus demos settings demo_extendedformat 1 demo_demoex_filename "" getwad_cmdline "" demo_overwriteexisting 1 quickstart_window_ms 0 # Prboom-plus game settings movement_strafe50 0 movement_shorttics 0 interpolation_maxobjects 0 # Prboom-plus misc settings showendoom 0 screenshot_dir "" health_bar 0 health_bar_full_length 1 health_bar_red 50 health_bar_yellow 99 health_bar_green 0 # Video capture encoding settings cap_soundcommand "ffmpeg -f s16le -ar %s -ac 2 -i - -c:a libopus -y temp_a.nut" cap_videocommand "ffmpeg -f rawvideo -pix_fmt rgb24 -r %r -s %wx%h -i - -c:v libx264 -y temp_v.nut" cap_muxcommand "ffmpeg -i temp_v.nut -i temp_a.nut -c copy -y %f" cap_tempfile1 "temp_a.nut" cap_tempfile2 "temp_v.nut" cap_remove_tempfiles 1 cap_fps 60 # Prboom-plus video settings sdl_video_window_pos "center" palette_ondamage 1 palette_onbonus 1 palette_onpowers 1 render_wipescreen 1 render_screen_multiply 1 integer_scaling 0 render_aspect 0 render_doom_lightmaps 0 fake_contrast 1 render_stretch_hud 0 render_patches_scalex 0 render_patches_scaley 0 render_stretchsky 1 sprites_doom_order 1 movement_mouselook 0 movement_mousenovert 0 movement_maxviewpitch 90 movement_mousestrafedivisor 4 movement_mouseinvert 0 # Prboom-plus OpenGL settings gl_allow_detail_textures 1 gl_detail_maxdist 0 render_multisampling 0 render_fov 90 gl_spriteclip 2 gl_spriteclip_threshold 10 gl_sprites_frustum_culling 1 render_paperitems 0 gl_boom_colormaps 1 gl_hires_24bit_colormap 0 gl_texture_internal_hires 1 gl_texture_external_hires 0 gl_hires_override_pwads 0 gl_texture_hires_dir "" gl_texture_hqresize 0 gl_texture_hqresize_textures 1 gl_texture_hqresize_sprites 0 gl_texture_hqresize_patches 1 gl_motionblur 0 gl_motionblur_min_speed "21.36" gl_motionblur_min_angle "20.0" gl_motionblur_att_a "55.0" gl_motionblur_att_b "1.8" gl_motionblur_att_c "0.9" gl_lightmode 1 gl_light_ambient 20 gl_fog 1 gl_fog_color 0x0 useglgamma 6 gl_color_mip_levels 0 gl_shadows 0 gl_shadows_maxdist 1000 gl_shadows_factor 128 gl_blend_animations 0 # Prboom-plus emulation settings overrun_spechit_warn 0 overrun_spechit_emulate 1 overrun_reject_warn 0 overrun_reject_emulate 1 overrun_intercept_warn 0 overrun_intercept_emulate 1 overrun_playeringame_warn 0 overrun_playeringame_emulate 1 overrun_donut_warn 0 overrun_donut_emulate 0 overrun_missedbackside_warn 0 overrun_missedbackside_emulate 0 # Prboom-plus 'bad' compatibility settings comperr_zerotag 0 comperr_passuse 0 comperr_hangsolid 0 comperr_blockmap 0 comperr_allowjump 0 comperr_freeaim 0 Edited July 31, 2021 by deimosSSG # Prboom-plus launcher settings # Prboom-plus demo patterns list # Weapon preferences # Music (removed these sections to avoid spamming more than necessary, sorry for any inconvenience 2 Quote Share this post Link to post
maxmanium Posted July 31, 2021 Is MBF21 support being implemented? 0 Quote Share this post Link to post
fabian Posted July 31, 2021 2 hours ago, maxmanium said: Is MBF21 support being implemented? Nope. Nobody volunteered yet. 0 Quote Share this post Link to post
HavoX Posted July 31, 2021 (edited) @deimosSSG You could've used the spoiler tag for hiding the .cfg, you know... that would help make your post less cluttery and everyone wouldn't have to scroll all the way up and down when seeing everyone else's posts. Edited July 31, 2021 by HavoX 1 Quote Share this post Link to post
deimosSSG Posted July 31, 2021 48 minutes ago, HavoX said: @deimosSSG You could've used the spoiler tag for hiding the .cfg, you know... that would help make your post less cluttery and everyone wouldn't have to scroll all the way up and down when seeing everyone else's posts. sorry, im new to this i didnt know i could do that, i originally intended on adding the raw .cfg file but it said i could only add like jpgs and zips and stuff, sorry for the inconvenience, i marked it as spoiler, thank you for pointing it out, i myself was bothered having to scroll. still hoping for a response to my issue tho, i tried screen recording the issue but glboom doesnt seem to want to be recorded on obs, all i get is a black screen.. once again thank you for pointing my inconvenience out. 0 Quote Share this post Link to post
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