GoneAway Posted August 10, 2021 19 minutes ago, Lol 6 said: Is there any launch parameter to choose classes in HeXen? It's "-class [0-2]" where 0 is fighter, 1 is cleric, and 2 is mage afaik 3 Share this post Link to post
Ramon_Demestre Posted August 11, 2021 Win32 build of dsda-doom v0.20.0 (including server) and all necessary DLLs. https://github.com/RamonUnch/dsda-doom/releases/download/v0.20.0/DSDADoom-0.20.0-win32.7z 2 Share this post Link to post
GoneAway Posted August 11, 2021 Updated to v0.20.1 (see original post for download) What's new: Added fake avj cheat for testing purposes Fixed map spot drawing (hexen) Fixed "move floor and ceiling" action (hexen) Fixed enter key binding not working 7 Share this post Link to post
GoneAway Posted August 11, 2021 On 8/9/2021 at 11:10 PM, Alper002 said: - Some sensitive sector movement scripts seem to break. I tested out MAP20 of this thing I made almost two years ago, and the elevator (which comprises almost the whole map) didn't move all the way down. Probably has to do with the weird way I got it to move that long way down. The ACS source is inside the wad file in case it helps fix that. This one was actually caused by a difference in how pr+ handles sector special data - it wasn't properly handling setting both the floor and ceiling moving at once. Should be fixed now. 1 Share this post Link to post
maxmanium Posted August 11, 2021 Question: is there any particular reason certain graphical/audio fixes are still complevel'd? (e.g. ouch face, arch-vile fire typo, two blazing door sound fix, etc.) If not it'd be nice to have those fixes available while still retaining proper game logic. But maybe there's a reason I'm not aware of. 0 Share this post Link to post
GoneAway Posted August 11, 2021 The sound and graphics are proper game logic. 0 Share this post Link to post
maxmanium Posted August 11, 2021 10 minutes ago, kraflab said: The sound and graphics are proper game logic. They affect demo compat? 1 Share this post Link to post
SiFi270 Posted August 11, 2021 By that logic, shouldn't complevels up to 11 or so disable the "medikit you really need!" message? 0 Share this post Link to post
GoneAway Posted August 11, 2021 (edited) The port's not perfect, if you've been following the development then you know I've removed or adjusted a ton of features 😉 It's not chocolate doom either though, this message is not bothering me. Just to be clear for the 100th time: this isn't like pr+ where a debate or vote is going to matter to me - I have my own philosophy and the port will continue to move in that direction, for better or worse. Touching code related to the compatibility vector is not high on my list of priorities. Edited August 11, 2021 by kraflab 1 Share this post Link to post
Xaser Posted August 11, 2021 This is maybe a tangent, but re: complevels, in case anyone's asking these questions from the perspective of a mapper/modder (e.g. "hey can I make a complevel 2 wad but also enable translucency?", consider targeting MBF21 and tailoring the OPTIONS lump to taste. Complevels are pretty stone-age tech at this point. ;) 9 Share this post Link to post
maxmanium Posted August 11, 2021 (edited) 42 minutes ago, Xaser said: This is maybe a tangent, but re: complevels, in case anyone's asking these questions from the perspective of a mapper/modder (e.g. "hey can I make a complevel 2 wad but also enable translucency?", consider targeting MBF21 and tailoring the OPTIONS lump to taste. Complevels are pretty stone-age tech at this point. ;) That's a really good idea, thanks for bringing it up. Looks like I'll have more lumps to add to my autoloads :) EDIT: Looking at the OPTIONS lump defaults on github, I think there's a mistake -- comp_soul is listed as 1 for the Ultimate Doom when it should be 0 (since that's when they fixed the whole bouncing off of floors issue). Edited August 11, 2021 by maxmanium 0 Share this post Link to post
GoneAway Posted August 11, 2021 1 hour ago, maxmanium said: EDIT: Looking at the OPTIONS lump defaults on github, I think there's a mistake -- comp_soul is listed as 1 for the Ultimate Doom when it should be 0 (since that's when they fixed the whole bouncing off of floors issue). The value of 1 is correct. The comp_soul flag is used for 2 things: bouncing off of floors (!comp_soul || ultimate doom+) and bouncing off of ceilings (!comp_soul). Starting in ultimate doom we have floor bounces, but comp_soul doesn't become zero until ceiling bouncing is introduced, which is from post-mbf. By using comp_soul = 1 in mbf21, you have the floor bounce (mbf21 > ultimate doom) and not the ceiling bounce, which is correct for ultimate doom's bounce behaviour. 0 Share this post Link to post
GarrettChan Posted August 11, 2021 2 hours ago, Xaser said: This is maybe a tangent, but re: complevels, in case anyone's asking these questions from the perspective of a mapper/modder (e.g. "hey can I make a complevel 2 wad but also enable translucency?", consider targeting MBF21 and tailoring the OPTIONS lump to taste. Complevels are pretty stone-age tech at this point. ;) Hopefully in the near future everything will be in MBF21 and nobody needs to deal with complevels anymore except older WADs. I personally wholeheartedly support the idea that just using MBF21 to emulate whatever the behavior style mapper likes and make things simpler. It's funny that I always play with translucency off even thought the map format is Boom and above. Actually a question about MBF21, if I'm understand the options correctly, you can enable Map30 telefragging mechanic to all maps? If so, is it possible to actually disable Map30 telefragging mechanic as an option so Map30 won't be weird in a way? 1 Share this post Link to post
VanaheimRanger Posted August 11, 2021 A question, and forgive me if this has already been answered: If dsda-doom supports Hexen now, does that mean it also supports Doom-in-Hexen format maps? 2 Share this post Link to post
Dimon12321 Posted August 11, 2021 4 minutes ago, VanaheimRanger said: If dsda-doom supports Hexen now, does that mean it also supports Doom-in-Hexen format maps? You mean, like Chex Quest 3? 0 Share this post Link to post
Shepardus Posted August 11, 2021 42 minutes ago, GarrettChan said: Actually a question about MBF21, if I'm understand the options correctly, you can enable Map30 telefragging mechanic to all maps? If so, is it possible to actually disable Map30 telefragging mechanic as an option so Map30 won't be weird in a way? The wording sounds to me that it deals specifically with monster spawners (which, if telefragging is not enabled, will spawn monsters on top of each other, resulting in stuck monsters). I think enabling/disabling monster telefragging altogether would be a good addition to UMAPINFO if it's not already part of the standard. 2 Share this post Link to post
GarrettChan Posted August 11, 2021 9 minutes ago, Shepardus said: The wording sounds to me that it deals specifically with monster spawners (which, if telefragging is not enabled, will spawn monsters on top of each other, resulting in stuck monsters). I think enabling/disabling monster telefragging altogether would be a good addition to UMAPINFO if it's not already part of the standard. That wording sounds like all the map can have telefrag mechanics like Map30, but I don't know whether I read it wrong. If true, then you can make a wacky WAD with 32 IoS maps :P Though, I would rather have an option to disable it on Map30 so you don't need to do weird stuff to avoid this mechanic. I think you also want this if I read your post correctly. 0 Share this post Link to post
PBeGood Posted August 11, 2021 1 hour ago, VanaheimRanger said: A question, and forgive me if this has already been answered: If dsda-doom supports Hexen now, does that mean it also supports Doom-in-Hexen format maps? Yeah. Kraf said it will eventually support it. Im also looking forward to seeing ACS on non zdoom wads 2 Share this post Link to post
PVS Posted August 11, 2021 kraflab Which 2 demo files are problematic for DSDA HeXen? 0 Share this post Link to post
Ramon_Demestre Posted August 12, 2021 Win32 build of dsda-doom v0.20.1 (including server) and all necessary DLLs. https://github.com/RamonUnch/dsda-doom/releases/download/v0.20.1/DSDADoom-0.20.1-win32.7z 1 Share this post Link to post
Gez Posted August 12, 2021 13 hours ago, Xaser said: This is maybe a tangent, but re: complevels, in case anyone's asking these questions from the perspective of a mapper/modder (e.g. "hey can I make a complevel 2 wad but also enable translucency?", consider targeting MBF21 and tailoring the OPTIONS lump to taste. Complevels are pretty stone-age tech at this point. ;) Does that work with Heretic and Hexen? 0 Share this post Link to post
GoneAway Posted August 12, 2021 8 hours ago, PVS said: kraflab Which 2 demo files are problematic for DSDA HeXen? You can see a more detailed discussion here: https://github.com/chocolate-doom/chocolate-doom/issues/1381 For chocolate there were more than 2, but the other cases were fixed in dsda-doom. 1 Share this post Link to post
msx2plus Posted August 12, 2021 i get an I_SignalHandler error (signal 22) when booting, sadly - earlier versions didn't work either, i just wasn't actively posting when i tried them. 0 Share this post Link to post
Shepardus Posted August 12, 2021 42 minutes ago, msx2plus said: i get an I_SignalHandler error (signal 22) when booting, sadly - earlier versions didn't work either, i just wasn't actively posting when i tried them. May be relevant: https://github.com/coelckers/prboom-plus/issues/214 For starters, try launching with the -nomusic parameter. If that works, try switching the MIDI player in the options. 0 Share this post Link to post
msx2plus Posted August 12, 2021 (edited) it does indeed launch with -nomusic, tried switching to all the other playback methods and they all crash on boot. should i be using different versions of the fluidsynth/portaudio/etc DLLs? i think this is the only application i have that throws an error using them, including prboom+/glboom+ which work fine. Edited August 12, 2021 by msx2plus added information 0 Share this post Link to post
GoneAway Posted August 12, 2021 32 minutes ago, msx2plus said: including prboom+/glboom+ which work fine. Does the latest prboom+ work fine, or do you mean old versions? 0 Share this post Link to post
msx2plus Posted August 12, 2021 oh, the latest doesn't! i was previously on 2.5.1.4 and it worked fine. 0 Share this post Link to post
Xaser Posted August 13, 2021 Sorta anecdotal, but I ran into something like that a while back and the trouble was I had 64-bit DLLs and a 32-bit dsda-doom.exe -- or vice-versa; my memory is spongy. Dunno if that helps at all -- it's been a while so I forget where exactly I grabbed the 'correct' DLLs from -- but there you go. :P 0 Share this post Link to post
Blue Phoenix Posted August 13, 2021 When I tried running Hexen I get 'createPatch: Unkown patch format INTERPIC.' I'm using Dsda 20.0 and then 20.1 on windows 10 64-bit, the hexen Iwad came from steam. 0 Share this post Link to post
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