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Doom 32X Resurrection


Vic

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On 11/11/2021 at 10:37 AM, Wesker said:

I'm experimenting a certain game issue when leaving this game "idle" for a while. For some reason, it doesn't seem to freeze the game, but the controller input stops from being recognized and I'm forced to reset the game. This is a little nuisance because I don't usually play this in one sitting (though because of this I don't have other choice) and I tend to play a little while before completing a certain level, then do some other thing and come back with the game paused (but sometime it does even unpaused, I tested that), only to find I can't move nor do anything at all. The game is not frozen because everything seems to be playing perfectly, including music, sound and animations, notably the GUI marine face or the skull icon options.

 

Not sure why this is happening or how can I report it properly. I'm not sure if this also happens in emulators as I mostly play on real hardware.

 

Sounds like an interesting bug... I'll have to try to recreate it. In the meantime, do remember that you have load and save options. You have several slots for saving, as well as the auto save at the end of the level.

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On 11/13/2021 at 12:03 AM, ChillyWilly said:

 

Sounds like an interesting bug... I'll have to try to recreate it. In the meantime, do remember that you have load and save options. You have several slots for saving, as well as the auto save at the end of the level.


Problem with that is, progress seem to be saved only at the beginning of each level and even if you save during a level, you are still sent back to the beginning when you load that saved game, so you are forced to lose all your progress in an on-going level if you happen to find this odd glitch (same as if you die).

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A slight issue with the new co-op mode. I was playing with someone when he accidentally got telefragged by me in E2M1. When the special death animation ended, his character portrait disappeared. A bit of testing confirmed that this happens to both players if they get killed in this way. The really odd part was when we finished that level and started E2M2, as the game somehow switched to deathmatch mode and spawned him in the corresponding deathmatch spawn. I don't know if this is tied to the first issue or it's just coincidence.

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18 minutes ago, Dimon12321 said:

Was I along who didn't know that this mod also brought the co-op mode?

It doesn't. Yet.

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12 hours ago, Mittens0407 said:

Holy moly

D32XR-extra000.png

I'm not going to comment on WIP stuff here and suggest people avoid discussing it here, to avoid confusion on what's been released on what's not. If you want to report bugs, take them to github.

Edited by Vic

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1 hour ago, Vic said:

I'm not going to comment on WIP stuff here and suggest people avoid discussing it here, to avoid confusion on what's been released on what's not. If you want to report bugs, take them to github.

Good point, it's probably not helpful to report issues with experimental builds on the main thread (issues you most likely already know about). I'm just very surprised with how well it runs. I remember Motocross Championship having a split screen mode that ran pretty badly, and that didn't seem nearly as intensive as something like Doom, so something like this amazes me. I'll make sure to report anything else on the Github from now on.

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v1.4 is now available:

Quote

- Added splitscreen coop and deathmatch modes.

- Fixed sounds effects being in mono on real hardware.

- Memory and CPU optimizations.

- Changed 240p PAL mode to use letter-boxing instead of vertical stretching.

- Pressing START button during the finale screen restarts the game now.

 

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Wow!  This is insane!  I told my non-gaming friend about it and he said "how can it run?! I feel like the genesis would catch flame"

 

This is quite impressive.

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Spoiler

- To begin with, it's easier to control 2 players than 4 players (https://www.youtube.com/watch?v=2hfclj3JaAc).

- Second, the game feels pretty much consistent and the framerate jumps are rare, so frame-by-frame movie building is not that tedious. The main obstacle was the random, how much damage monsters receive and how they move around depending on players' actions.

- Third, Hangar is a small map which is good start to introduce such a mode.

 

As you see, both players have 41% kills (12 monsters) each. There are 29 monsters on the map, but 5 monsters didn't count towards any of the players, that are 4 zombiemen which died of barrel explosions near the exit room and a zombieman in the main room on the stairs that was killed by a shotgunner.

 

Edited by Dimon12321

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Just a bit of a nitpick, but is there any reason why the map screen is horizontally squished (or would it be vertically stretched)? It's been like this for a while, but it just makes things slightly disorienting when viewing the map. It also results in the map scrolling at double speed when moving vertically.

Also, in co-op or deathmatch, a player is able to "pause the game" while another player has already opened the pause screen. This second pause usually removes the blue tint, but keeps the text onscreen, and unpausing in this state requires both players to press start. If you get out though, there is a chance that this can make the first player pause inoperable (it will tint the screen blue and pause the game, but it wont bring up the menu). In most cases I've found that the second player pause still works, though its possible it could happen the other way around.

Edited by Mittens0407
Added a small issue with two player mode

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13 hours ago, Dimon12321 said:

 

  Hide contents

- To begin with, it's easier to control 2 players than 4 players (https://www.youtube.com/watch?v=2hfclj3JaAc).

- Second, the game feels pretty much consistent and the framerate jumps are rare, so frame-by-frame movie building is not that tedious. The main obstacle was the random, how much damage monsters receive and how they move around depending on players' actions.

- Third, Hangar is a small map which is good start to introduce such a mode.

 

As you see, both players have 41% kills (12 monsters) each. There are 29 monsters on the map, but 5 monsters didn't count towards any of the players, that are 4 zombiemen which died of barrel explosions near the exit room and a zombieman in the main room on the stairs that was killed by a shotgunner.

 

 

Omg, this is beautiful :D

 

5 hours ago, Mittens0407 said:

Just a bit of a nitpick, but is there any reason why the map screen is horizontally squished (or would it be vertically stretched)? It's been like this for a while, but it just makes things slightly disorienting when viewing the map. It also results in the map scrolling at double speed when moving vertically.

Also, in co-op or deathmatch, a player is able to "pause the game" while another player has already opened the pause screen. This second pause usually removes the blue tint, but keeps the text onscreen, and unpausing in this state requires both players to press start. If you get out though, there is a chance that this can make the first player pause inoperable (it will tint the screen blue and pause the game, but it wont bring up the menu). In most cases I've found that the second player pause still works, though its possible it could happen the other way around.

 

Yeah, I'll look into these issues, thanks.

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  • 2 weeks later...

I wonder if the engine part of the port needs its own threads in the "Source ports" section of the forum.. There are certain areas I need help with, that I feel would get more attention if they were posted there.

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44 minutes ago, Vic said:

I wonder if the engine part of the port needs its own threads in the "Source ports" section of the forum.. There are certain areas I need help with, that I feel would get more attention if they were posted there.


Good idea. Not many people who digs into Doom source code watch this thread. Not sure if quoting them here, like @User1, @User2 etc is OK by forum rules.
That's pretty odd that no-one has created a topic like "Doom source code discussion". There are a lot of topics about Doom render, but they don't receive much attention.

 

Edited by Dimon12321

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@Vic I read your comment on YT about ROM regions. I'm just curious, if you make it NTSC-based, will it increase logic processing rate (will the guns shoot faster), like it is in the original 32X version?

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5 hours ago, Dimon12321 said:

@Vic I read your comment on YT about ROM regions. I'm just curious, if you make it NTSC-based, will it increase logic processing rate (will the guns shoot faster), like it is in the original 32X version?

I'm not sure what you mean by "NTSC-based". D32XR doesn't care for region of the original ROM. But yes, the game logic runs slightly faster on NTSC MD: 30fps vs 25fps on PAL.

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On 12/6/2021 at 2:49 PM, Dimon12321 said:

@Vic I read your comment on YT about ROM regions. I'm just curious, if you make it NTSC-based, will it increase logic processing rate (will the guns shoot faster), like it is in the original 32X version?

 

On 12/6/2021 at 8:48 PM, Vic said:

I'm not sure what you mean by "NTSC-based". D32XR doesn't care for region of the original ROM. But yes, the game logic runs slightly faster on NTSC MD: 30fps vs 25fps on PAL.


The speed of the original 32X port is inaccurate, which is why some things are faster, like the weapon firing speed. I can confirm that weapon speed in D32XR is literally identical to the original DOS Doom on real hardware (or when using the DOSBox emulator when setup correctly). So i suppose Vic could add this to the list of improvements ;D

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42 minutes ago, Polonium said:

The speed of the original 32X port is inaccurate, which is why some things are faster, like the weapon firing speed. I can confirm that weapon speed in D32XR is literally identical to the original DOS Doom on real hardware (or when using the DOSBox emulator when setup correctly). So i suppose Vic could add this to the list of improvements ;D

 

Yeah, the firing speed was pretty rad in the original 32X port. Perhaps they felt they needed to compensate for lousy gamepad controls, who knows :)

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HOLY SHIT

HOLY_FUCKING_SHIT.PNG

 

Congrats to @Vic and the rest of the D32XR team! It's been awesome seeing this project evolve so quickly and become superior than the original 32x verson!

Edited by Wavy

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4 hours ago, V.I.D.E.O. Files Entertain said:

this whole thing looks pretty cool, but it lacks final doom levels.

 

Being able to play Doom 2 or Final Doom levels is one of the things on the TODO list. I think Heretic is also on the TODO list.

 

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BTW I could post my updated script for compiling all this... pretty bleeding edge, I'm afraid.

FYI...

 

Traceback (most recent call last):
  File "../wadcode/wadcode", line 54, in <module>
    mc.run(sys.argv[1:])
  File "/home/***/src/doom32/build/wadcode/MultiCommand.py", line 115, in run
    parseresult.cmd.action(parseresult.cmd.name, parseresult.args)
  File "/home/***/src/doom32/build/wadcode/CommandCombine.py", line 87, in __init__
    outwad.write(args.wadout, b"IWAD")
TypeError: write() missing 2 required positional arguments: 'ssf' and 'base_offset'

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I'm impressed the map looks great now and AA too! I feel I am being annoying but just to let you know, when I add the Jaguar levels I get this...

Traceback (most recent call last):
  File "../wadcode/wadcode", line 54, in <module>
    mc.run(sys.argv[1:])
  File "/home/***/src/doom32/build/wadcode/MultiCommand.py", line 115, in run
    parseresult.cmd.action(parseresult.cmd.name, parseresult.args)
  File "/home/***/src/doom32/build/wadcode/CommandCompile.py", line 35, in __init__
    wadfile = WADFile.create_from_directory(args.indir, endian)
  File "/home/***/src/doom32/build/wadcode/WADFile.py", line 197, in create_from_directory
    with open(dirname + "/files/" + resource_info["filename"], "rb") as f:
FileNotFoundError: [Errno 2] No such file or directory: 'doomCombine/files/podth3'

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5 hours ago, biggles said:

FileNotFoundError: [Errno 2] No such file or directory: 'doomCombine/files/podth3' 

Proprietary stuff, can't add it to github.

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v1.5 is now up at RHDN: http://www.romhacking.net/hacks/6269/
 

Quote

- Improved renderer performance by 25%.
- Restored the "Sign of Evil" music track for E1M8.
- Menu logos, font and HUD icons revamped by Polonium to closer match the original box art.
- All maps have proper REJECT lumps now, boosting performance even further.
- Restored the missing third sight and death grunts for zombie monsters.
- The game now defaults to fullscreen video mode.
- Pressing MODE+Start now switches to fist if you have berserk.
- Fixed the automap being squished vertically and also tweaked default automap scale.
- The automap is now anti-aliased.
- Fixed the menu occasionally wouldn't play the switch sound upon being brought up.
- The second player can no longer pause or unpause the game in splitscreen mode.

 

Edited by Vic

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On 12/11/2021 at 10:25 AM, Vic said:

Heretic is definitely _not_ on my personal TODO list :D

 

I've worked on a few Heretic ports, so it's on mine. Not soon, but eventually. It's a cool game.

 

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