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WinMBF goes 64 bit (WinMBF64 aka 3.0)


Redneckerz

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Would MBF21 distinguish it enough from regular MBF? WinMBF21 also does not sound right considering the other author coined it WinMBF64.

 

Perhaps a little poll is in order?

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Maybe we should wait for Eternal before determining its name. That way we can see if he gets along with that neon green dog, and also see if Daisy's really back or just an easter egg in the promo art. Because depending on our answers, we may have to demote the dog to "Marine's second Best Friend," if not lower.

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I am currently composing words which contain the MBF sequence. The best I've found so far would be dumbf*ck, but I guess that'd be a bit inappropriate. 

 

Or, could anyone come up with something food related? As in chocolate, crispy, strawberry - but with MBF in it?

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33 minutes ago, fabian said:

I am currently composing words which contain the MBF sequence. The best I've found so far would be dumbf*ck, but I guess that'd be a bit inappropriate. 

 

Or, could anyone come up with something food related? As in chocolate, crispy, strawberry - but with MBF in it?

Well, i got MBF Biscuit/BiscuitMBF..

 

It does have to be something that clearly highlights the 64 bit compatiblity (as in larger).

 

PopcornMBF, perhaps? Starts out small, but increases in compatibility? It does have a nice ring to it..

 

SodaMBF, for the sizzle fizz of 64 bitzz. Or BubbleMBF, but that sounds a lot sweeter. And its not a food. :P

Edited by Redneckerz

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4 hours ago, fabian said:

I am currently composing words which contain the MBF sequence. The best I've found so far would be dumbf*ck, but I guess that'd be a bit inappropriate. 

https://www.litscape.com/word_tools/contains_sequence.php

Quote
  1. combfish
  2. combfishes
  3. dumbfound
  4. dumbfounded
  5. dumbfounding
  6. dumbfoundingly
  7. dumbfoundingness
  8. dumbfounds
  9. numbfish
  10. numbfishes

Not exactly an inspiring list. I guess I kinda like "numbfish", though, it's cute.

 

qlBaXBg.jpg

Edited by Gez

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If it's nearly identical to the original, it could be TwinMBF.

 

Or making it personal could be quite fabulous: FabMBF.

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Apropos of nothing, K9 would be a good source port name. (Imagine typing that in pwsh.) Maybe a port that is mbfish but with umapinfo and udmf (doom) support. So, a lighter EE with umapinfo support? Hmm, that seems like a redundant source port. Better to include udmf (doom) in a prboom+ branch. And a level editor of course, heh. Now if only I could figure either out, hmm...

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55 minutes ago, fabian said:

bundled with a lot of 64-bit DLLs:

 

 

 

Wow, overall binary size is just 300kb less than GZDoom... Is all this stuff really needed?

 

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17 minutes ago, Graf Zahl said:

Wow, overall binary size is just 300kb less than GZDoom... Is all this stuff really needed?

 

Nope, this is the full-blown SDL2+SDL2_Mixer+SDL2_Image+SDL2_Net package with all optional dependencies as distributed with MSYS2.

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3 hours ago, fabian said:

First 64-bit test build with SDL2, Alt+Enter fullscreen toggle, PNG screenshots, etc., bundled with a lot of 64-bit DLLs:

 

Yes, it's still called "winmbf"...

winmbf64_FG20191220.zip

 

It doesn't start at all for me, nothing shows up.

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3 hours ago, seed said:

 

It doesn't start at all for me, nothing shows up.

You need an iwad in the same dir. 

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1 hour ago, fabian said:

You need an iwad in the same dir. 

 

Oh? Interesting, didn't know I gotta do it the old fashioned way.

 

I'll be back.

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26 minutes ago, seed said:

I'll be back.

 

So, played a bit of Doom with it and seems pretty cool (awfully familiar to Eternity when it comes to menus, so this is where it took them from I guess).

 

But some things need improvement:

 

- There's no way to delete key bindings apparently.

- Mouse is janky as hell. Aiming is too fast while turning around is too slow - Eternity used to have a similar problem but a toggleable option ("Smooth Turning") fixes it.

- VSync is even worse than usual.

- Status bar is redrawn too slow after leaving the menus, you can actually catch it doing just that.

Edited by seed

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At neat a project this is, why go back to WinMBF instead of making a fresh Boom and MBF version of Chocolate Doom? Advantages like "stable multiplayer" and "save states fully compatible with the dos versions" would make for a great treat, especially if demos recorded are both compatible with the DOS versions and PrBoom-Plus.

Besides, I have my doubts that the WinMBF codebase takes advantage of the MBF-Fixes branch (an option to turn on and off the 3 keys bug for a Chocolate MBF project would be a good idea though)

Edited by Danfun64

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20 hours ago, Danfun64 said:

At neat a project this is, why go back to WinMBF instead of making a fresh Boom and MBF version of Chocolate Doom?

 

Because I felt like it. WinMBF has always been a "special" port for me and I just wanted to compile and run it on my 64-bit Linux.

 

Quote

Advantages like "stable multiplayer" and "save states fully compatible with the dos versions" would make for a great treat, especially if demos recorded are both compatible with the DOS versions and PrBoom-Plus.

 

Just because I started this doesn't mean there will never be a Chocolate Boom or MBF project. In fact, there is already a Chocolate Boom project registered on Github, but it seems to be more or less born-dead: https://github.com/chocolatiers/chocolate-boom

 

Quote

Besides, I have my doubts that the WinMBF codebase takes advantage of the MBF-Fixes branch (an option to turn on and off the 3 keys bug for a Chocolate MBF project would be a good idea though)

 

I know the MBF-fixes branch. All relevant fixes, i.e. the ones not related to the Allegro library or code cosmetics, are already applied. The 3-keyed-doors fix is of course not applied, but since this is "the one famous MBF bug", I consider adding a menu switch for this. But, again, this won't be a bug fixing or feature port. Its purpose is to remain faithful to MBF and just add some quality-of-life sugar. 

Edited by fabian

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@fabian so as promised, ive tested your port out. With a bit of keybinding wizardy, i was able to generate a pleasant experience (Mouse for turning and shooting, A/D for strafing and WS for forward/backward)

 

The mouse movement by default is something i share with @danfun64. @seed. It ''glides'' when you use it. I remember that other games of that era used to do that aswell, but if that is still sensible in current year?

 

Big plus was the extra options in the menu, and hi-res worked aswell.

 

If you want, i can test further - This was just a brief look inbetween all other Doom work i am working on, so just give me a heads up and ill test it more thoroughly further. I just didn't wanted to leave you waiting after i've promised you to test this out today. :)

Edited by Redneckerz
Thought it was Danfun for no reason.

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19 hours ago, Redneckerz said:

The mouse movement by default is something i share with @danfun64.


Wait, what? I don't remember saying anything about mouse movement in this thread.

Edited by Danfun64

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Ya, I did bring up the mouse issues. Mouse support is rather janky in this.

 

And a few other issues/missing things.

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1 hour ago, Danfun64 said:


Wait, what? I don't remember saying anything about mouse movement in this thread.

That's right. Between this and that, i mixed up your name with Seed's.

 

Apologies.

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