iddq_tea Posted October 16, 2020 I've been using Crispy Doom up until I found out that it fixes several visual bugs, most notably the HoM, which I need in order to pull off a mapping trick. Chocolate Doom won't suffice, because I need a limit-removing port. I want a port that only removes the limits and doesn't touch the bugs or modify the gameplay in any way. Being able to adjust to higher resolutions would be nice too. Does such sourceport exist? I tried compiling my own but had issues along the way, so if anyone could instruct me, that would fix my problem too! (I have basic programming knowledge but I've only ever made small personal projects) 1 Quote Share this post Link to post
GooberMan Posted October 16, 2020 HoM is fixed specifically by removing/increasing the MAXDRAWSEGS limit. You can't have what you want without fixing that bug. 1 Quote Share this post Link to post
drfrag Posted October 16, 2020 Try RUDE: https://github.com/drfrag666/RUDE/releases/download/3.1.0pre10c/RUDE-3.1.0pre10c-win32.zip 1 Quote Share this post Link to post
Plutonian20 Posted October 16, 2020 I'm not 100% Expert on the Sourceport matter, but i think BOOM is as doom as it can get without modern options, but i suggest you try out PRBoom+. 0 Quote Share this post Link to post
iddq_tea Posted October 16, 2020 54 minutes ago, drfrag said: Try RUDE: https://github.com/drfrag666/RUDE/releases/download/3.1.0pre10c/RUDE-3.1.0pre10c-win32.zip Tried it out, I had no idea this existed! Always happy to discover a lesser-known gem. Gonna miss the colored blood and infinite height removal, but this'll suffice for now. I'm up for more suggestions, if anyone has any! As for PRBoom+, I have it, but the mouse controls feel off for me. 0 Quote Share this post Link to post
Vermil Posted October 16, 2020 Could try Doomsday 1.8.6 and disable all the visual effects using the control panel? 0 Quote Share this post Link to post
ReaperAA Posted October 16, 2020 (edited) Doom+ (Doom-plus) is a port I would recommend if you don't mind DOSBox. It is basically a hex edit of the original DOS .exe that has increased limits. Doom-plus for UDoom: https://sourceforge.net/projects/prboom-plus/files/doom-plus/ Doom-plus for Doom 2: https://sourceforge.net/projects/prboom-plus/files/doom2-plus/ Edited October 16, 2020 by ReaperAA 1 Quote Share this post Link to post
VGA Posted October 16, 2020 4 hours ago, Vermil said: Could try Doomsday 1.8.6 and disable all the visual effects using the control panel? Dude, he needs the HoM glitch effect! 0 Quote Share this post Link to post
M_W Posted October 16, 2020 I don't know what the hell everyone else in this thread is talking about, because any limit-removing port is going to increase MAXDRAWSEGS, so you're not going to have the HOM glitch. If you want to create a fork of Crispy with vanilla MAXDRAWSEGS, I mean, go ahead, I guess. 0 Quote Share this post Link to post
GooberMan Posted October 16, 2020 And you'll need to put a similar check for visplanes in while you're at it. So instead of crashing in vanilla, you'll just add HoM on floors. I do not think "limit removing" means what OP think it means. 0 Quote Share this post Link to post
Redneckerz Posted October 16, 2020 54 minutes ago, GooberMan said: And you'll need to put a similar check for visplanes in while you're at it. So instead of crashing in vanilla, you'll just add HoM on floors. I do not think "limit removing" means what OP think it means. More like limit rebuilding, i suppose. 4 Quote Share this post Link to post
garbaged Posted October 17, 2020 10 hours ago, ReaperAA said: Doom+ (Doom-plus) is a port I would recommend if you don't mind DOSBox. It is basically a hex edit of the original DOS .exe that has increased limits. Doom-plus for UDoom: https://sourceforge.net/projects/prboom-plus/files/doom-plus/ Doom-plus for Doom 2: https://sourceforge.net/projects/prboom-plus/files/doom2-plus/ I second this @evanisdead 0 Quote Share this post Link to post
Gez Posted October 17, 2020 20 hours ago, evanisdead said: I want a port that only removes the limits and doesn't touch the bugs or modify the gameplay in any way. 17 hours ago, evanisdead said: Gonna miss the colored blood and infinite height removal Does not compute. :p 2 Quote Share this post Link to post
iddq_tea Posted October 17, 2020 1 hour ago, Gez said: Does not compute. :p Wym? Infinite height is not a bug, plus, it was removed in Heretic. The colored blood and higher resolutions are just a nice touch, they don't affect the gameplay. By "modify the gameplay" I mainly meant that the physics should stay the same, since GZDoom modifies those, and I want the bugs to remain purely for map-testing purposes. 1 Quote Share this post Link to post
SilverMiner Posted October 17, 2020 Maybe you should try Eternity (But I don't know if it has it fixes to HOMs and slime trails or not) But the thing I really like about this port is that here the ghost bug is not fixed 0 Quote Share this post Link to post
Gez Posted October 17, 2020 (edited) 1 hour ago, evanisdead said: Wym? Infinite height is not a bug, plus, it was removed in Heretic. The colored blood and higher resolutions are just a nice touch, they don't affect the gameplay. By "modify the gameplay" I mainly meant that the physics should stay the same, since GZDoom modifies those, and I want the bugs to remain purely for map-testing purposes. Of course, changing a fundamental aspect of how collisions work is perfectly compatible with "physics staying the same". For example, when a swarm of cacodemon manages to get over and under each other to enter an area faster, it absolutely does not modify the gameplay. :p Edited October 17, 2020 by Gez 1 Quote Share this post Link to post
iddq_tea Posted October 17, 2020 56 minutes ago, Gez said: Of course, changing a fundamental aspect of how collisions work is perfectly compatible with "physics staying the same". For example, when a swarm of cacodemon manages to get over and under each other to enter an area faster, it absolutely does not modify the gameplay. :p Alright, I see your point, I should've clarified lol The infinite heights are optional, I'm looking for a port that doesn't touch the visual bugs. 1 hour ago, SilverMiner said: Maybe you should try Eternity (But I don't know if it has it fixes to HOMs and slime trails or not) But the thing I really like about this port is that here the ghost bug is not fixed I'll give it a shot. The ghost bugs are always a surprise to encounter, why would anyone try to fix them?? I know wads that will purposely create ghost monsters (Hell Revealed, for example), and that's an awesome "feature" c; 0 Quote Share this post Link to post
SilverMiner Posted October 17, 2020 1 hour ago, evanisdead said: why would anyone try to fix them 1 hour ago, evanisdead said: and that's an awesome "feature" That's right and I've actually found a workaround to emulate this bug in Zdoom he-he 0 Quote Share this post Link to post
iddq_tea Posted October 17, 2020 1 hour ago, SilverMiner said: That's right and I've actually found a workaround to emulate this bug in Zdoom he-he Do share! Oh, and I tried Eternity Engine, it's really good! I'm going to use that to test my maps during casual gameplay and RUDE to look for very specific, minor graphical glitches. 0 Quote Share this post Link to post
SilverMiner Posted October 17, 2020 1 minute ago, evanisdead said: Do share! Spoiler Here is a piece of decorate code from some my recent wad important things are in bold actor FastGuy replaces hangTLookingDown { Health 30 Radius 20 Height 56 Speed 9 PainChance 255 Monster -COUNTKILL +FLOORCLIP Translation 0 SeeSound "grunt/sight" PainSound "grunt/pain" DeathSound "grunt/death" ActiveSound "grunt/active" AttackSound "wolfss/attack" Obituary "%o chewed on zombie's boomstick" Dropitem "Shotgun" States { Spawn: spos AB 10 A_Look Loop See: spos AABBCCDD 3 A_Chase("None","Missile",CHF_FASTCHASE) Loop Fright: spos AABBCCDDAABBCCDD 1 A_Chase("None","Missile",CHF_FASTCHASE) spos abcd 4 A_Recoil(-8) spos a 0 A_turn(128) spos a 0 A_Changeflag(frightened,0) goto see Missile: spos E 3 A_FaceTarget spos F 6 Bright A_SPosAttack spos AABBCCDD 2 A_Chase spos E 2 a_cposrefire Goto Missile+1 Pain: spos G 3 spos G 3 A_Pain spos g 1 A_Turn(random(-128,128) * 3) spos g 1 A_Recoil(random(1,4) * 3) tnt1 a 0 A_Changeflag(frightened,1) Goto Fright Death: spos H 5 spos I 5 A_Scream spos J 5 A_NoBlocking spos K 5 spos L -1 Stop XDeath: spos M 5 spos N 5 A_XScream spos O 5 A_NoBlocking spos PQRST 5 spos U -1 Stop Raise: sswv M 0 A_JumpIf(ACS_ExecuteWithResult(2)==32, "Raise32") spos K 5 spos JIH 5 Goto See Raise32: sswv M 0 A_SpawnItemEx("FastGuyGhost") Goto Null } } ACS is used just to trigger ghost behaviour on a special map like e.g. Map32 script 2 (void) { SetResultValue(GetLevelInfo(LEVELINFO_LEVELNUM)); } actor FastGuyGhost : WolfensteinSS //75 { Health 120 Radius 0 Height 0 Speed 9 PainChance 255 Renderstyle Translucent Alpha 0.7 +FLOORCLIP -COUNTKILL Translation 0 SeeSound "grunt/sight" PainSound "grunt/pain" DeathSound "grunt/death" ActiveSound "grunt/active" AttackSound "wolfss/attack" Obituary "%o chewed on zombie's boomstick" Dropitem "Shotgun" States { Spawn: spos AB 10 A_Look Loop See: spos AABBCCDD 3 A_Chase("None","Missile",CHF_FASTCHASE) Loop Missile: spos E 3 A_FaceTarget spos F 6 Bright A_SPosAttack spos AABBCCDD 2 A_Chase spos E 2 a_cposrefire Goto Missile+1 Pain: spos G 3 spos G 3 A_Pain spos g 1 A_Turn(random(-128,128) * 3) spos g 1 A_Recoil(random(1,4) * 3) Goto See Death: spos H 5 spos I 5 A_Scream spos J 5 A_NoBlocking spos K 5 spos L -1 Stop XDeath: spos M 5 spos N 5 A_XScream spos O 5 A_NoBlocking spos PQRST 5 spos U -1 Stop Raise: spos K 5 spos JIH 5 Goto See } } 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.