Kotzugi Posted July 11, 2022 Well I solved the problem, sort of, but I'm not sure what causes it yet. I'm using software that causes the screen to dim to a sort of reddish/orange color under normal circumstances starting at around sunset (f.lux). After disabling it, the problem stops. However, I still need to manually select the "GZDoom" value even though it is already selected, for it to be applied. F.lux obviously interacts with the software somehow but it's not expected behavior from the side of f.lux (it should not interfere with other applications and it should not randomly deselect gamma settings from those applications). Perhaps there is some system value (or values) that's changed by both the emulator and f.lux. I didn't know before how to change the gamma settings from the menu, I do know now, so I'm good. By the way, before disabling f.lux, changing these values made no difference: useglgamma 6 usegamma 1 but now they do. For the record: Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz 2.81 GHz NVidia GeForce GTX 1050 Windows 10 Thanks 0 Quote Share this post Link to post
JadingTsunami Posted July 11, 2022 4 minutes ago, Kotzugi said: F.lux obviously interacts with the software somehow but it's not expected behavior from the side of f.lux (it should not interfere with other applications and it should not randomly deselect gamma settings from those applications). Perhaps there is some system value (or values) that's changed by both the emulator and f.lux. Glad the issue has a workable resolution. Since that application is closed-source there is not much to go on. It sounds very much like conflicting settings are being applied, just as you suspect. Avoiding that program while recording seems like the best option here. 1 Quote Share this post Link to post
nobleflame Posted July 12, 2022 Any idea when the next dev version of PrBoom+UMAPINFO is releasing? 0 Quote Share this post Link to post
Never_Again Posted July 12, 2022 (edited) Latest dev builds, as of commit 3e957d6 (June 22 2022). Noteworthy changes since last official release (v2.6.2um, February 11 2022): - sort resolutions by width first and associated fixes - consider the case of only one available resolution - fixed integer overflow that caused jagged motion after running for about 26 minutes - UMAPINFO: fixed par times not loading for finale levels - generate mixer buffer size from sample rate - fixed mouse stuttering with uncapped framerate and VSync - convert uppercase shortcut keys from UMAPINFO - added complevel hints - UMAPINFO: fixed nextsecret inconsistencies - free temp footer buffers - fixed mid-texture judder when upper and middle textures overlap - optionally include wipe effect in video capture + console output 32-bit: prboom-plus-20220622-w32.zip (Mediafire) prboom-plus-20220622-w32.zip (Google Drive) 64-bit: prboom-plus-20220622-w64.zip (Mediafire) prboom-plus-20220622-w64.zip (Google Drive) Required DLLs included. See the accompanying TXT files for details. For a complete list of changes since last official release look here. Edited July 12, 2022 by Never_Again fixed 64-bit build 5 Quote Share this post Link to post
nobleflame Posted July 13, 2022 (edited) 18 hours ago, Never_Again said: Spoiler Latest dev builds, as of commit 3e957d6 (June 22 2022). Noteworthy changes since last official release (v2.6.2um, February 11 2022): - sort resolutions by width first and associated fixes - consider the case of only one available resolution - fixed integer overflow that caused jagged motion after running for about 26 minutes - UMAPINFO: fixed par times not loading for finale levels - generate mixer buffer size from sample rate - fixed mouse stuttering with uncapped framerate and VSync - convert uppercase shortcut keys from UMAPINFO - added complevel hints - UMAPINFO: fixed nextsecret inconsistencies - free temp footer buffers - fixed mid-texture judder when upper and middle textures overlap - optionally include wipe effect in video capture + console output 32-bit: prboom-plus-20220622-w32.zip (Mediafire) prboom-plus-20220622-w32.zip (Google Drive) 64-bit: prboom-plus-20220622-w64.zip (Mediafire) prboom-plus-20220622-w64.zip (Google Drive) Required DLLs included. See the accompanying TXT files for details. For a complete list of changes since last official release look here. Thank you so much mate :) Edited July 13, 2022 by nobleflame 0 Quote Share this post Link to post
Gez Posted July 13, 2022 On mercredi 29 juin 2022 at 11:12 PM, fabian said: Isn't `colormaps[0]` usually a direct mapping to the palette colors? There's no guarantee about that, actually. Take Doom's COLORMAP and look at it with a hex editor. You'll notice that while for the most part, the first 256 bytes are counting up in increments of 1, as expected, there are a few outliers. For example, #168 is 4. #190 is 45. #191 is 47. #208 is 4 again, and so is #224. #240 is 207. And lastly, #247 is 0. 1 Quote Share this post Link to post
maxmanium Posted July 13, 2022 8 hours ago, Gez said: There's no guarantee about that, actually. Take Doom's COLORMAP and look at it with a hex editor. You'll notice that while for the most part, the first 256 bytes are counting up in increments of 1, as expected, there are a few outliers. For example, #168 is 4. #190 is 45. #191 is 47. #208 is 4 again, and so is #224. #240 is 207. And lastly, #247 is 0. Yeah, but those are just duplicate colors in the palette. The code to generate the colormap presumably just chooses the first available color that matches each index so you get this result due to duplicates. 0 Quote Share this post Link to post
Gez Posted July 13, 2022 2 hours ago, maxmanium said: Yeah, but those are just duplicate colors in the palette. Until you change the palette without updating the colormap. 0 Quote Share this post Link to post
DSTS Posted July 15, 2022 Hey, I have a problem with the source port. I've noticed that the mouse movement is a lot better with OpenGL than Software, it is much more precise and snappy unlike with Software mode which feels too floaty, but when I change it to OpenGL, my pc starts to make a high pitched noise, the lighting gets all fucked up and is much too dark, and when I look around the walls are weirdly distorted. Any idea what could be the cause of any of these issues? If you need any technical details I'll give them to you. 1 Quote Share this post Link to post
JadingTsunami Posted July 15, 2022 7 minutes ago, abc said: Hey, I have a problem with the source port. I've noticed that the mouse movement is a lot better with OpenGL than Software, it is much more precise and snappy unlike with Software mode which feels too floaty, but when I change it to OpenGL, my pc starts to make a high pitched noise, the lighting gets all fucked up and is much too dark, and when I look around the walls are weirdly distorted. Any idea what could be the cause of any of these issues? If you need any technical details I'll give them to you. Technical details and screenshots would help. Also there are multiple OpenGL lighting modes; if you can post your PrBoom+ config that would help as well. 0 Quote Share this post Link to post
DSTS Posted July 15, 2022 All other lighting modes other than GLBoom make everything extremely bright and washed out, but for some reason the screenshots don't capture it or the wall distortions. But here is how the lighting is with GLBoom lighting mode selected. 0 Quote Share this post Link to post
JadingTsunami Posted July 15, 2022 6 minutes ago, abc said: And do you want the config file? Yes. What are your system specifications? Have you tried adjusting Gamma correction (default switching F11/F12)? Have you tried disabling "uncapped framerate"? 0 Quote Share this post Link to post
DSTS Posted July 15, 2022 (edited) # Doom config file # Format: # variable value # System settings process_priority 0 # Misc settings default_compatibility_level 2 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 # 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 sts_always_red 1 sts_pct_always_gray 0 sts_traditional_keys 0 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 # Sound settings snd_pcspeaker 0 sound_card -1 music_card -1 pitched_sounds 0 samplerate 22050 sfx_volume 8 music_volume 0 mus_pause_opt 1 snd_channels 32 snd_midiplayer "portmidi" snd_soundfont "TimGM6mb.sf2" snd_mididev "" mus_extend_volume 0 mus_fluidsynth_chorus 1 mus_fluidsynth_reverb 1 mus_fluidsynth_gain 50 mus_opl_gain 50 # Video settings videomode "OpenGL" screen_resolution "1920x1080" use_fullscreen 1 render_vsync 0 translucency 1 tran_filter_pct 66 screenblocks 10 usegamma 2 uncapped_framerate 0 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 3 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 10 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_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 0x9d 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 0x0 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 0x37 key_weapontoggle 0x30 key_weapon1 0x31 key_weapon2 0x32 key_weapon3 0x71 key_weapon4 0x7a key_weapon5 0x63 key_weapon6 0x66 key_weapon7 0x72 key_weapon8 0x38 key_weapon9 0x39 key_nextweapon 0xeb key_prevweapon 0xec key_screenshot 0x12b # 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 0x0 map_always_updates 1 map_grid_size 128 map_scroll_speed 8 map_wheel_zoom 1 map_use_multisamling 1 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 6 hud_displayed 0 # Prboom-plus key bindings key_speedup 0x2a key_speeddown 0x12d key_speeddefault 0x12a speed_step 0 key_demo_skip 0xd2 key_level_restart 0xc7 key_nextlevel 0xd1 key_demo_jointogame 0x33 key_demo_endlevel 0xcf key_walkcamera 0x130 key_showalive 0x12f # Prboom-plus heads-up display settings hudadd_gamespeed 0 hudadd_leveltime 0 hudadd_demotime 0 hudadd_secretarea 0 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 10 mouse_doubleclick_as_use 1 # Prboom-plus demos settings demo_extendedformat 1 demo_demoex_filename "" getwad_cmdline "" demo_overwriteexisting 1 # Prboom-plus game settings movement_strafe50 0 movement_shorttics 0 interpolation_maxobjects 0 # Prboom-plus misc settings showendoom 1 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 "oggenc2 -r -R %s -q 5 - -o output.ogg" cap_videocommand "x264 -o output.mp4 --crf 18 --muxer mp4 --demuxer raw --input-csp rgb --input-depth 8 --input-res %wx%h --fps %r -" cap_muxcommand "mkvmerge -o %f output.mp4 output.ogg" cap_tempfile1 "output.ogg" cap_tempfile2 "output.mp4" 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 render_aspect 0 render_doom_lightmaps 0 fake_contrast 1 render_stretch_hud 1 render_patches_scalex 0 render_patches_scaley 0 render_stretchsky 1 sprites_doom_order 1 movement_mouselook 0 movement_maxviewpitch 90 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 0 gl_texture_hqresize_sprites 0 gl_texture_hqresize_patches 0 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 0 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 # Prboom-plus launcher settings launcher_enable 1 launcher_history0 "doom2.wad|E:\Games\prboom-plus-2.5.1.7um-win32\prboom-plus-2.5.1.7um\doom2.wad" launcher_history1 "" launcher_history2 "" launcher_history3 "" launcher_history4 "" launcher_history5 "" launcher_history6 "" launcher_history7 "" launcher_history8 "" launcher_history9 "" # Prboom-plus demo patterns list. Put your patterns here demo_patterns_mask "demo_pattern" demo_pattern0 "DOOM 2: Hell on Earth/((lv)|(nm)|(pa)|(ty))\d\d.\d\d\d\.lmp/doom2.wad" demo_pattern1 "DOOM 2: Plutonia Experiment/p(c|f|l|n|p|r|s|t)\d\d.\d\d\d\.lmp/doom2.wad|plutonia.wad" demo_pattern2 "DOOM 2: TNT - Evilution/((e(c|f|v|p|r|s|t))|(tn))\d\d.\d\d\d\.lmp/doom2.wad|tnt.wad" demo_pattern3 "The Ultimate DOOM/(((e|f|n|p|r|t|u)\dm\d)|(n\ds\d)).\d\d\d\.lmp/doom.wad" demo_pattern4 "Alien Vendetta/a(c|f|n|p|r|s|t|v)\d\d.\d\d\d\.lmp/doom2.wad|av.wad|av.deh" demo_pattern5 "Requiem/r(c|f|n|p|q|r|s|t)\d\d.\d\d\d\.lmp/doom2.wad|requiem.wad|req21fix.wad|reqmus.wad" demo_pattern6 "Hell Revealed/h(c|e|f|n|p|r|s|t)\d\d.\d\d\d\.lmp/doom2.wad|hr.wad|hrmus.wad" demo_pattern7 "Memento Mori/mm\d\d.\d\d\d\.lmp/doom2.wad|mm.wad|mmmus.wad" demo_pattern8 "Memento Mori 2/m2\d\d.\d\d\d\.lmp/doom2.wad|mm2.wad|mm2mus.wad" # Weapon preferences weapon_choice_1 6 weapon_choice_2 9 weapon_choice_3 4 weapon_choice_4 3 weapon_choice_5 2 weapon_choice_6 8 weapon_choice_7 5 weapon_choice_8 7 weapon_choice_9 1 # Music mus_e1m1 "e1m1.mp3" mus_e1m2 "e1m2.mp3" mus_e1m3 "e1m3.mp3" mus_e1m4 "e1m4.mp3" mus_e1m5 "e1m5.mp3" mus_e1m6 "e1m6.mp3" mus_e1m7 "e1m7.mp3" mus_e1m8 "e1m8.mp3" mus_e1m9 "e1m9.mp3" mus_e2m1 "e2m1.mp3" mus_e2m2 "e2m2.mp3" mus_e2m3 "e2m3.mp3" mus_e2m4 "e2m4.mp3" mus_e2m5 "e1m7.mp3" mus_e2m6 "e2m6.mp3" mus_e2m7 "e2m7.mp3" mus_e2m8 "e2m8.mp3" mus_e2m9 "e3m1.mp3" mus_e3m1 "e3m1.mp3" mus_e3m2 "e3m2.mp3" mus_e3m3 "e3m3.mp3" mus_e3m4 "e1m8.mp3" mus_e3m5 "e1m7.mp3" mus_e3m6 "e1m6.mp3" mus_e3m7 "e2m7.mp3" mus_e3m8 "e3m8.mp3" mus_e3m9 "e1m9.mp3" mus_inter "e2m3.mp3" mus_intro "intro.mp3" mus_bunny "bunny.mp3" mus_victor "victor.mp3" mus_introa "intro.mp3" mus_runnin "runnin.mp3" mus_stalks "stalks.mp3" mus_countd "countd.mp3" mus_betwee "betwee.mp3" mus_doom "doom.mp3" mus_the_da "the_da.mp3" mus_shawn "shawn.mp3" mus_ddtblu "ddtblu.mp3" mus_in_cit "in_cit.mp3" mus_dead "dead.mp3" mus_stlks2 "stalks.mp3" mus_theda2 "the_da.mp3" mus_doom2 "doom.mp3" mus_ddtbl2 "ddtblu.mp3" mus_runni2 "runnin.mp3" mus_dead2 "dead.mp3" mus_stlks3 "stalks.mp3" mus_romero "romero.mp3" mus_shawn2 "shawn.mp3" mus_messag "messag.mp3" mus_count2 "countd.mp3" mus_ddtbl3 "ddtblu.mp3" mus_ampie "ampie.mp3" mus_theda3 "the_da.mp3" mus_adrian "adrian.mp3" mus_messg2 "messag.mp3" mus_romer2 "romero.mp3" mus_tense "tense.mp3" mus_shawn3 "shawn.mp3" mus_openin "openin.mp3" mus_evil "evil.mp3" mus_ultima "ultima.mp3" mus_read_m "read_m.mp3" mus_dm2ttl "dm2ttl.mp3" mus_dm2int "dm2int.mp3" Adjusting gamma correction fixed the darkness problem, and capped framerate fixes the wall distortion. My OS is Win 7 x64. Also for some reason it says I can't make any more posts today, so I have to edit this one. Edited July 15, 2022 by abc I made 3 posts and can't make any more per day?!?!?!?!?! 0 Quote Share this post Link to post
JadingTsunami Posted July 15, 2022 20 minutes ago, abc said: Adjusting gamma correction fixed the darkness problem, and capped framerate fixes the wall distortion Ok - the distortion you're talking about sounds like tearing; unless you are dissatisfied you may keep framerate capped to resolve this. If not you may try enabling V-sync, and/or try tweaking V-sync settings in your drivers if you have those. The gamma switching fixing it seems like a settings change issue of some kind; if it's resolved with adjusted gamma then just continue to use those working settings. 0 Quote Share this post Link to post
Legatron17 Posted August 27, 2022 Is there some way to return the bug that caused the Chaingun to make the firing sound twice while only having 1 bullet left in its chamber? I'm asking because I want the game to behave exactly like the classic Doom engine on complevels 2 and 3, and I REALLY don't appreciate PrBoom+ fixing random bugs like this without the simple option to turn them back on... 1 Quote Share this post Link to post
maxmanium Posted August 27, 2022 7 minutes ago, Legatron17 said: Is there some way to return the bug that caused the Chaingun to make the firing sound twice while only having 1 bullet left in its chamber? I'm asking because I want the game to behave exactly like the classic Doom engine on complevels 2 and 3, and I REALLY don't appreciate PrBoom+ fixing random bugs like this without the simple option to turn them back on... Not really. This was probably fixed across the board since it doesn't affect demos. It's not really sensible to muddy up the codebase with an option for this fix since most people don't mind. You'd probably need to fork the codebase and change it yourself in a new build. This particular change doesn't seem like it would be too difficult tho if you cared to go that route. 0 Quote Share this post Link to post
Shepardus Posted August 27, 2022 45 minutes ago, Legatron17 said: Is there some way to return the bug that caused the Chaingun to make the firing sound twice while only having 1 bullet left in its chamber? I'm asking because I want the game to behave exactly like the classic Doom engine on complevels 2 and 3, and I REALLY don't appreciate PrBoom+ fixing random bugs like this without the simple option to turn them back on... dsda-doom still seems to preserve that bug, so maybe try that. That said, Chocolate Doom/Crispy Doom would be a better starting point for a "pure" vanilla experience. 1 Quote Share this post Link to post
Legatron17 Posted August 27, 2022 39 minutes ago, maxmanium said: Not really. This was probably fixed across the board since it doesn't affect demos. It's not really sensible to muddy up the codebase with an option for this fix since most people don't mind. You'd probably need to fork the codebase and change it yourself in a new build. This particular change doesn't seem like it would be too difficult tho if you cared to go that route. Nevermind, I figured it out. There is an option in the compatibility settings titled "Retain quirks in Doom's sound code" that brings back the buggy Chaingun sound among other sound related things. I still find it kind of weird though how it isn't activated by default when using complevels 2 and 3, but at least there's an option, so I take back my comment. 1 Quote Share this post Link to post
maxmanium Posted August 28, 2022 Will PRB+UM ever get MBF21 support? I'm aware it's in maintenance mode but I'm not really sure why it shouldn't be there otherwise. 2 Quote Share this post Link to post
Legatron17 Posted August 29, 2022 (edited) So there's an issue with PrBoom+ that's been annoying me for quite some time. Whenever you only have an IWAD loaded (e.g. "prboom-plus.exe -iwad DOOM -complevel 3") and wait in the title screen until a demo plays and eventually ends, the original credits screen that's supposed to appear gets replaced with the PrBoom+ credits screen. I'm assuming this is a bug, since this doesn't happen whenever you have an additional PWAD loaded that includes a custom credits screen. Oddly enough though, the bug doesn't happen whenever you just drag & drop the IWAD into prboom-plus.exe. Would be awesome if you guys could fix this in the next update! Edited August 29, 2022 by Legatron17 0 Quote Share this post Link to post
JadingTsunami Posted August 29, 2022 2 hours ago, Legatron17 said: So there's an issue with PrBoom+ that's been annoying me for quite some time. Whenever you only have an IWAD loaded (e.g. "prboom-plus.exe -iwad DOOM -complevel 3") and wait in the title screen until a demo plays and eventually ends, the original credits screen that's supposed to appear gets replaced with the PrBoom+ credits screen. I'm assuming this is a bug, since this doesn't happen whenever you have an additional PWAD loaded that includes a custom credits screen. Oddly enough though, the bug doesn't happen whenever you just drag & drop the IWAD into prboom-plus.exe. Would be awesome if you guys could fix this in the next update! There's no bug here; this is just how PrBoom+ behaves. If no CREDIT lump is loaded then a PrBoom+ credit screen is shown. 5 hours ago, maxmanium said: Will PRB+UM ever get MBF21 support? I'm aware it's in maintenance mode but I'm not really sure why it shouldn't be there otherwise. Realistically, no. Is there any reason not to use dsda-doom where mbf21 support is desired, though? 2 Quote Share this post Link to post
Shepardus Posted August 29, 2022 2 hours ago, Legatron17 said: So there's an issue with PrBoom+ that's been annoying me for quite some time. Whenever you only have an IWAD loaded (e.g. "prboom-plus.exe -iwad DOOM -complevel 3") and wait in the title screen until a demo plays and eventually ends, the original credits screen that's supposed to appear gets replaced with the PrBoom+ credits screen. I'm assuming this is a bug, since this doesn't happen whenever you have an additional PWAD loaded that includes a custom credits screen. Oddly enough though, the bug doesn't happen whenever you just drag & drop the IWAD into prboom-plus.exe. Would be awesome if you guys could fix this in the next update! That's intentional, it replaces the credits screen if the CREDIT lump comes from the IWAD (M_DrawCredits), but allows PWADs to override it with their own. The CREDIT screen is displayed later in the sequence regardless, though - just wait a couple more demos (this is the sequence defined for each game mode). If you drag & drop the IWAD onto the executable, you're loading it as a PWAD, so the PWAD rules would apply. 2 Quote Share this post Link to post
Legatron17 Posted August 29, 2022 (edited) 10 hours ago, Shepardus said: That's intentional, it replaces the credits screen if the CREDIT lump comes from the IWAD (M_DrawCredits), but allows PWADs to override it with their own. The CREDIT screen is displayed later in the sequence regardless, though - just wait a couple more demos (this is the sequence defined for each game mode). If you drag & drop the IWAD onto the executable, you're loading it as a PWAD, so the PWAD rules would apply. Thank you for the thorough explanation, I understand now. I agree that if a PWAD doesn't have a unique CREDITS lump, the PrBoom+ credits should show up after every title screen demo ending. I think that it would be a good idea though to have an exception built in for when ONLY a commercial IWAD is loaded, that the CREDITS lump from said IWAD is then always shown after every demo ending, because in a sense, the IWAD's CREDITS lump is its own unique lump. Alternatively, there could also be a miscellaneous option to toggle whether or not you want the IWAD's credits to be replaced by the PrBoom+ credits. I'd imagine something like this makes more sense: Edited August 29, 2022 by Legatron17 1 Quote Share this post Link to post
Andromeda Posted August 29, 2022 (edited) I think it would make more sense to show the CREDIT lump after the first demo, then the PrBoom+ credits after the second in all cases. Edited August 29, 2022 by Andromeda 0 Quote Share this post Link to post
Shadow Hog Posted August 29, 2022 13 hours ago, JadingTsunami said: Realistically, no. Is there any reason not to use dsda-doom where mbf21 support is desired, though? Showing off your ASCII art skillz in ENDOOM, I guess? That was the lump all that drama was over, right? 1 Quote Share this post Link to post
Gez Posted August 30, 2022 (edited) A suggestion for PrBoom+: add automatic detection of GOG/Steam paths. Chocolate Doom has that, Eternity Engine has that, GZDoom has that, Woof has that... PrBoom+ is the only major outlier here. Edited August 30, 2022 by Gez fix ee link 6 Quote Share this post Link to post
maxmanium Posted September 3, 2022 (edited) Has translucency on this port always been universally active regardless of complevel? I'm seeing translucent projectiles in -cl 2-4. I'm an idiot -- I apparently requested this to be the case over a year ago on GitHub but completely forgot about it. I thought the compatibility option wasn't working, but it just requires a restart. Edited September 3, 2022 by maxmanium 1 Quote Share this post Link to post
lastplayer Posted September 15, 2022 (edited) When I open prboom+ it tells me that it is infected by a virus, I should worry about that. thanks greetings Edited September 15, 2022 by lastplayer 0 Quote Share this post Link to post
PBeGood Posted September 16, 2022 16 hours ago, lastplayer said: When I open prboom+ it tells me that it is infected by a virus, I should worry about that. thanks greetings Its a false positive. No need to worry 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.