GoneAway Posted December 9, 2021 esspressoman had the same issue earlier in the thread, maybe you can check in with him and see if he figured it out. 0 Share this post Link to post
fabian Posted December 9, 2021 6 hours ago, Mr. Alexander said: Since the AUR package works, I'll just use that for now The AUR apparently "fixes" this by removing the dependency on portmidi altogether. Could you please post the lines when CMake reports that it has found the portmidi libraries? 1 Share this post Link to post
siege cunt Posted December 9, 2021 I'm on linux, just did a git pull and compile; it build successfully, and I can confirm that the resulting build links to portmidi. Last time someone had this problem, it seemed they were missing portmidi.h, which comes with the portmidi development files. Maybe check for those? 0 Share this post Link to post
fabian Posted December 9, 2021 1 hour ago, siege cunt said: Last time someone had this problem, it seemed they were missing portmidi.h, which comes with the portmidi development files. Maybe check for those? This is an error at the linking stage, so it's most probably not related to a missing header file. Does Arch have the porttime shared library in a separate package? 0 Share this post Link to post
Mr. Alexander Posted December 9, 2021 7 hours ago, fabian said: The AUR apparently "fixes" this by removing the dependency on portmidi altogether. Could you please post the lines when CMake reports that it has found the portmidi libraries? I hadn't realized that, but that makes sense. When I run `cmake .. -DCMAKE_BUILD_TYPE=Release`, the lines around the Portmidi report read: -- Found PCRE: /usr/lib/libpcre.so -- Found ZLIB: /usr/lib/libz.so (found version "1.2.11") -- Found LibMad: /usr/lib/libmad.so -- Found FluidSynth: /usr/lib/libfluidsynth.so -- Found Dumb: /usr/lib/libdumb.so -- Found Ogg: /usr/lib/libogg.so -- Found Vorbis: /usr/lib/libvorbis.so -- Found PortMidi: /usr/lib/libportmidi.so -- Looking for SDL_JoystickGetAxis -- Looking for SDL_JoystickGetAxis - found -- Configuring done -- Generating done -- Build files have been written to: /home/[user]/src/dsda-doom/prboom2/build The full output reads: Spoiler -- The C compiler identification is GNU 11.1.0 -- The CXX compiler identification is GNU 11.1.0 -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working C compiler: /usr/bin/cc - skipped -- Detecting C compile features -- Detecting C compile features - done -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ - skipped -- Detecting CXX compile features -- Detecting CXX compile features - done -- Looking for stricmp -- Looking for stricmp - not found -- Looking for strnicmp -- Looking for strnicmp - not found -- Looking for getopt -- Looking for getopt - found -- Looking for mmap -- Looking for mmap - found -- Looking for CreateFileMapping -- Looking for CreateFileMapping - not found -- Looking for sched_setaffinity -- Looking for sched_setaffinity - found -- Looking for usleep -- Looking for usleep - found -- Looking for strsignal -- Looking for strsignal - found -- Looking for mkstemp -- Looking for mkstemp - found -- Looking for sys/wait.h -- Looking for sys/wait.h - found -- Looking for unistd.h -- Looking for unistd.h - found -- Looking for asm/byteorder.h -- Looking for asm/byteorder.h - found -- Looking for dirent.h -- Looking for dirent.h - found CMake Warning (dev) at /usr/share/cmake-3.21/Modules/FindOpenGL.cmake:315 (message): Policy CMP0072 is not set: FindOpenGL prefers GLVND by default when available. Run "cmake --help-policy CMP0072" for policy details. Use the cmake_policy command to set the policy and suppress this warning. FindOpenGL found both a legacy GL library: OPENGL_gl_LIBRARY: /usr/lib/libGL.so and GLVND libraries for OpenGL and GLX: OPENGL_opengl_LIBRARY: /usr/lib/libOpenGL.so OPENGL_glx_LIBRARY: /usr/lib/libGLX.so OpenGL_GL_PREFERENCE has not been set to "GLVND" or "LEGACY", so for compatibility with CMake 3.10 and below the legacy GL library will be used. Call Stack (most recent call first): CMakeLists.txt:76 (find_package) This warning is for project developers. Use -Wno-dev to suppress it. -- Found OpenGL: /usr/lib/libOpenGL.so -- Found SDL2: /usr/lib/libSDL2.so (found suitable version "2.0.16", minimum required is "2.0.7") CMake Warning (dev) at /usr/share/cmake-3.21/Modules/FindPackageHandleStandardArgs.cmake:438 (message): The package name passed to `find_package_handle_standard_args` (SDL2main) does not match the name of the calling package (SDL2). This can lead to problems in calling code that expects `find_package` result variables (e.g., `_FOUND`) to follow a certain pattern. Call Stack (most recent call first): cmake/FindSDL2.cmake:298 (FIND_PACKAGE_HANDLE_STANDARD_ARGS) CMakeLists.txt:79 (find_package) This warning is for project developers. Use -Wno-dev to suppress it. -- Found SDL2main: /usr/lib/libSDL2main.a (found version "2.0.16") CMake Warning (dev) at /usr/share/cmake-3.21/Modules/FindPackageHandleStandardArgs.cmake:438 (message): The package name passed to `find_package_handle_standard_args` (SDL2main) does not match the name of the calling package (SDL2). This can lead to problems in calling code that expects `find_package` result variables (e.g., `_FOUND`) to follow a certain pattern. Call Stack (most recent call first): cmake/FindSDL2.cmake:298 (FIND_PACKAGE_HANDLE_STANDARD_ARGS) cmake/FindSDL2_image.cmake:114 (find_package) CMakeLists.txt:83 (find_package) This warning is for project developers. Use -Wno-dev to suppress it. -- Found SDL2_image: /usr/lib/libSDL2_image.so (found version "2.0.5") CMake Warning (dev) at /usr/share/cmake-3.21/Modules/FindPackageHandleStandardArgs.cmake:438 (message): The package name passed to `find_package_handle_standard_args` (SDL2main) does not match the name of the calling package (SDL2). This can lead to problems in calling code that expects `find_package` result variables (e.g., `_FOUND`) to follow a certain pattern. Call Stack (most recent call first): cmake/FindSDL2.cmake:298 (FIND_PACKAGE_HANDLE_STANDARD_ARGS) cmake/FindSDL2_mixer.cmake:112 (find_package) CMakeLists.txt:91 (find_package) This warning is for project developers. Use -Wno-dev to suppress it. -- Found SDL2_mixer: /usr/lib/libSDL2_mixer.so (found version "2.0.4") -- Found PCREPOSIX: /usr/lib/libpcreposix.so CMake Warning (dev) at /usr/share/cmake-3.21/Modules/FindPackageHandleStandardArgs.cmake:438 (message): The package name passed to `find_package_handle_standard_args` (PCRE) does not match the name of the calling package (PCREPOSIX). This can lead to problems in calling code that expects `find_package` result variables (e.g., `_FOUND`) to follow a certain pattern. Call Stack (most recent call first): cmake/FindPCREPOSIX.cmake:23 (FIND_PACKAGE_HANDLE_STANDARD_ARGS) CMakeLists.txt:99 (find_package) This warning is for project developers. Use -Wno-dev to suppress it. -- Found PCRE: /usr/lib/libpcre.so -- Found ZLIB: /usr/lib/libz.so (found version "1.2.11") -- Found LibMad: /usr/lib/libmad.so -- Found FluidSynth: /usr/lib/libfluidsynth.so -- Found Dumb: /usr/lib/libdumb.so -- Found Ogg: /usr/lib/libogg.so -- Found Vorbis: /usr/lib/libvorbis.so -- Found PortMidi: /usr/lib/libportmidi.so -- Looking for SDL_JoystickGetAxis -- Looking for SDL_JoystickGetAxis - found -- Configuring done -- Generating done -- Build files have been written to: /home/[user]/src/dsda-doom/prboom2/build 0 Share this post Link to post
Mr. Alexander Posted December 9, 2021 6 hours ago, fabian said: This is an error at the linking stage, so it's most probably not related to a missing header file. Does Arch have the porttime shared library in a separate package? As far as I can tell in Manjaro, there are only two portmidi packages, both labeled "portmidi" rather than "porttime," though searching for "porttime" also finds the one in the "extra" database. "Porttime" doesn't turn up any other packages than these. One, portmidi, is in the "extra" package database, and that's the one installed on my computer. The other, lib32-portmidi, is an AUR package that has one vote of confidence and was last modified in July of 2019. 0 Share this post Link to post
fabian Posted December 9, 2021 Seems like I had a syntax glitch in my previous fix. This should work: https://github.com/coelckers/prboom-plus/commit/11c8550635737d942813fecfb9438994e9e9a32d 0 Share this post Link to post
Spectre01 Posted December 9, 2021 On 12/8/2021 at 10:44 AM, kraflab said: Added parallel sfx settings Within window game tics, allow the same sound to be played limit times This sounds really cool. So if I have 32 sound channels and a limit of 8 sounds, 32 Revenants waking up will sound the same as 8? 0 Share this post Link to post
Dimon12321 Posted December 10, 2021 @kraflab Codeaward is definitely well-deserved! Congratulations on behalf of Doomworld's speedrun community! 9 Share this post Link to post
Mr. Alexander Posted December 10, 2021 18 hours ago, fabian said: Seems like I had a syntax glitch in my previous fix. This should work: https://github.com/coelckers/prboom-plus/commit/11c8550635737d942813fecfb9438994e9e9a32d Prboom-Plus compiles successfully! Hopefully this will work if it's pulled into DSDA-Doom. Sorry for taking so long to post a response. I had a long day at work yesterday. 1 Share this post Link to post
GoneAway Posted December 10, 2021 It's merged, try it out and let us know if it works. 2 Share this post Link to post
GoneAway Posted December 10, 2021 https://www.doomworld.com/forum/post/2425626 cross-post 0 Share this post Link to post
Mr. Alexander Posted December 10, 2021 54 minutes ago, kraflab said: It's merged, try it out and let us know if it works. It works great! It compiled successfully and the sound is fine. Thanks very much for the fix. Hope it doesn't screw anything up for the other distros, but I don't imagine it will. And congratulations on the Cacoward! 0 Share this post Link to post
Scorpius Posted December 11, 2021 (edited) I just migrated to this lovely port but I have a slight problem: I changed the "palette on damage/items" to no but the screen still flashes and tints red. Am I missing something? Edited December 11, 2021 by Scorpius 1 Share this post Link to post
Andromeda Posted December 11, 2021 8 minutes ago, Scorpius said: I just migrated to this lovely port but I have a slight problem: I changed the "palette on damage/items" to no but the screen still flashes and tints red. Am I missing something? You're probably recording a demo - DSDA-Doom has a feature called strict mode which locks some options not allowed for speedrunning, the palette on pain/bonus being one of them. 1 Share this post Link to post
Scorpius Posted December 11, 2021 1 minute ago, Andromeda said: You're probably recording a demo - DSDA-Doom has a feature called strict mode which locks some options not allowed for speedrunning, the palette on pain/bonus being one of them. Oh, I never knew disabling the palettes was not allowed in speedrunning. Thanks! 0 Share this post Link to post
GoneAway Posted December 13, 2021 Updated to v0.22.4 Small bump before holiday vacation :^) What's New: Improved exit sequence priority Demo files are written before doing anything else when exiting the game The port will now attempt to write a demo file even if it crashed Removed -statdump (obsolete and not maintained) Fixed an issue with casual format demo playback (only affected playback) Download 9 Share this post Link to post
Ramon_Demestre Posted December 14, 2021 Win32 build of dsda-doom 0.22.4: https://github.com/RamonUnch/dsda-doom/releases/download/0.22.4/DSDADoom-0.22.4-win32.7z 7 Share this post Link to post
Redneckerz Posted December 14, 2021 1 hour ago, Ramon_Demestre said: Win32 build of dsda-doom 0.22.4: https://github.com/RamonUnch/dsda-doom/releases/download/0.22.4/DSDADoom-0.22.4-win32.7z Just a word of thanks and a highlight - Thank you for compiling these practically every single time a new release by Kraflab is published. Thank you. And Kraflab, as already echoed earlier - The codeaward was pretty much a given considering the amount of things you and your dedicated laid out this past year. It now remains to time to see what people will do with these new possibilities. 2 Share this post Link to post
Xaser Posted December 18, 2021 Got a bug report of sorts -- module music doesn't seem to work in the latest dsda-doom, though it plays fine in pr+um upstream (and all the other MBF21-supporting ports I've tried thus far). Quick test wad -- https://static.angryscience.net/pub/doom/tests/moduletest.wad -- warp into MAP01 and the music just sorta glitches and stops playing. FWIW, I tried both the official build and Ramon's Win32 build and both of 'em glitch out in the same way. [also, to answer the "ok but who even uses modules in non-zdoom projects question" in advance -- my WIP thing does. :P ] 1 Share this post Link to post
GoneAway Posted December 18, 2021 Are you using the same music backend? If I remember correctly, not all types work in all options, although I'm not completely sure how it all works. I'm not aware of there being any differences in the code base related to music. 1 Share this post Link to post
Xaser Posted December 19, 2021 Huh, sure enough, it only seems to bork if "SDL" is selected as the midi player -- switching it to one of the others fixes it, and I can reproduce this behavior on pr+ upstream, so I'll report it over there. Thanks! Weird, I could've sworn I tried wiping my config and trying it, but that may have been with one of the other ports. 1 Share this post Link to post
khades Posted December 20, 2021 (edited) On 12/10/2021 at 12:11 AM, Spectre01 said: This sounds really cool. So if I have 32 sound channels and a limit of 8 sounds, 32 Revenants waking up will sound the same as 8? finally no earraping sounds on some maps due to crushers @kraflab are things like removing automatic weapon switch for ammo\weapon pickup considered? Edited December 20, 2021 by khades 0 Share this post Link to post
maxmanium Posted December 20, 2021 8 hours ago, khades said: @kraflab are things like removing automatic weapon switch for ammo\weapon pickup considered? I can tell you that won't happen because it will affect demos. Things like that are left for ports like GZDoom. 1 Share this post Link to post
khades Posted December 21, 2021 17 hours ago, maxmanium said: I can tell you that won't happen because it will affect demos. Things like that are left for ports like GZDoom. Given new section of settings called "casual play settings" i think it is possible to add now. 0 Share this post Link to post
NinjaDelphox Posted December 25, 2021 Sorry if this issue has been posted/is known about, but I was casually playing Hell Revealed II Map 19 when DSDA V.0.22.4 decided to tank performance and then do some REALLY weird stuff when moving or doing anything. Video of the bug occuring: 1 Share this post Link to post
liveincity Posted December 26, 2021 (edited) I don't know if anyone has this demo-play problem. The same command line parameters works with v0.21.3, but it doesn't work with v0.22.4. The window will appear for a second, and then it exits automatically. dsda-doom -iwad "E:\games\doom\iwad\doom2.wad" -complevel 2 -skill 4 -warp 27 -file "E:\games\doom\1k3rc3.wad" -geom 2560x1600f -playdemo "C:/Users/lenovo/Desktop/test.lmp" -shorttics Edited December 27, 2021 by liveincity 0 Share this post Link to post
GoneAway Posted December 27, 2021 Please post the demo and link the wad if possible. I won't be able to check until I'm back from the holidays, but maybe someone else can. 1 Share this post Link to post
Never_Again Posted December 27, 2021 4 hours ago, liveincity said: dsda-doom -iwad "E:\games\doom\iwad\doom2.wad" -complevel 2 -skill 4 -warp 27 -file "E:\games\doom\1k3rc3.wad" -geom 2560x1600f -playdemo "C:/Users/lenovo/Desktop/test.lmp" -shorttics You don't need all these cmd-line arguments when playing back a demo, only when recording. The simple dsda-doom -playdemo C:/Users/lenovo/Desktop/test.lmp -auto works with v0.22.4 and the current prb+, provided your %DOOMWADPATH% points to where you keep your WADs (E:\games\doom ?) and %DOOMWADDIR% to the IWADs folder (E:\games\doom\iwad ?). The demo is five seconds long, though, not much to see there. Here's an article on how to set your enviroment vars in Windows 7-10. The examples deal with %PATH% but the other vars are set the same way. 2 Share this post Link to post
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