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Pooch v1.05 (Updated 25th December 2021)


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2 hours ago, Gibbon said:

Separate binaries for accessibility users (removing all flickering lights, strobing effects and chain gun animated firing sprite)

this here is great i always see people complaining about how they cant play wads that make the chaingun faster or have rooms were the lights flicker too much

i even know some that cant play with auto run enabled because it causes motion sickness in them this here can be great for them

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Nice to see a "Chocolate MBF" like port. Also the accessibility features are a very welcome addition. Great work!

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found a mistake on the accessibility version of pooch when using freedoom 2

1915667999_Screenshotfrom2021-07-2910-20-55.png.7e189fea11224462c4f28756990b3115.png

the standard version is normal1808676218_Screenshotfrom2021-07-2910-22-23.png.2cae088dd7a73b7d9631e4099453c433.png

just to clarify the blue ball there is another sprite that is tied to the chaingun on the accessibility version

Edited by omalefico32x

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15 minutes ago, omalefico32x said:

found a mistake on the accessibility version of pooch when using freedoom 2

1915667999_Screenshotfrom2021-07-2910-20-55.png.7e189fea11224462c4f28756990b3115.png

the standard version is normal1808676218_Screenshotfrom2021-07-2910-22-23.png.2cae088dd7a73b7d9631e4099453c433.png

just to clarify the blue ball there is another sprite that is tied to the chaingun on the accessibility version

Perfect!  I'll get on that.  Come to think of it, I probably missed a few things from powerups flickering when powering down too.

I'm not really a freedoom player, but I'll play through all of 1 and 2 and list down the things that need to be addressed.

 

I have my own WAD for testing the accessibility things but not for this one, I'll see if I can replicate this on it too.

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I fixed it on my machine.  I'll fix a few more of these effects from powerups and I'll push them to github.

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@GibbonNothing pleases me more than seeing your work get the accolades it deserves and that you are becoming an active contributor to this community. Pooch has everything in it to become a great port sans updates.

 

And i like it that Woof's logo has a friend now :)

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On 7/29/2021 at 8:27 PM, Gibbon said:

And a change I am particularly happy with:

  • Separate binaries for accessibility users (removing all flickering lights, strobing effects and chain gun animated firing sprite)

It's already been said, but I just want to echo the sentiment: The inclusion of an accessibility version rules, happy to see a port finally make an attempt at tackling this.

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Awesome, congrats! So we now have modern MBF of both Chocolate and Crispy variety eh. What a time to be alive.

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1 hour ago, Mike Stu said:

Awesome, congrats! So we now have modern MBF of both Chocolate and Crispy variety eh. What a time to be alive.

Darn right.  Doom will never get old

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2 hours ago, Lollie said:

It's already been said, but I just want to echo the sentiment: The inclusion of an accessibility version rules, happy to see a port finally make an attempt at tackling this.

Thanks, it is definitely time for source port devs to think about this.  Doom isn't just for people without epilepsy.  The sad thing is, it took me 5 minutes to do it.  5 minutes to provide inclusion for others..  I'm surprised nobody else did it before me.

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I have now updated the binaries for Linux, Windows and Mac (Intel) to have the fixes for chaingun sprite on freedoom and to remove the invulnerability infrared colour reversal.

 

About the Linux build.  This one was done on my Debian developer machine and so the libc version is 2.31.  Older distro's that have an older libc version won't be able to use it.  Ubuntu 21.xx should be fine, but I don't use Ubuntu so I can't say.

Edited by Gibbon

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5 hours ago, Gibbon said:

I have now updated the binaries for Linux, Windows and Mac (Intel) to have the fixes for chaingun sprite on freedoom and to remove the invulnerability infrared colour reversal.

 

About the Linux build.  This one was done on my Debian developer machine and so the libc version is 2.31.  Older distro's that have an older libc version won't be able to use it.  Ubuntu 21.xx should be fine, but I don't use Ubuntu so I can't say.

Great stuff Gibbon :) Question, what is your roadmap with Pooch regarding features?

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27 minutes ago, Redneckerz said:

Great stuff Gibbon :) Question, what is your roadmap with Pooch regarding features?

I have a few things in mind that won't alter the historic gameplay elements.  But nothing too drastic, otherwise it quickly would become like Woof-lite which isn't what I want.  Though I am focusing a lot on portability too, I'm working on ppc big endian, solaris and raspberry pi arm7/8 too.

Edited by Gibbon

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3 minutes ago, Gibbon said:

I have a few things in mind that won't alter the historic gameplay elements.  But nothing too drastic, otherwise it quickly would become like Woof-lite which isn't what I want.  Though I am focusing a lot on portability too, I'm working on ppc big endian, solaris and raspberry pi arm7/8 too.

Would you look at that :) Now portability is a great feature all by itself.

 

With PPC Big Endian, you could target consoles like the PlayStation 3, Xbox 360, Nintendo Wii and Nintendo Wii U.

 

Having MBF-class features on these platforms is great and definitely helps bringing advanced mapsets to new platforms :)

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IDK if it's an intended feature or a bug, but whenever I turn the high resolution off, I notice that the mouse sensitivity drops a lot, making the turning slower.

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Oh, Pooch_Acc is the accessibility version. I thought it was the accurate version at first.

 

Awesome port, I love how you took a Chocolate approach to MBF.

 

I wonder if there'll be a similar Chocolate approach to TNT's Boom that preserves bugs fixed by the OG MBF...

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On 8/9/2021 at 5:51 AM, Lol 6 said:

IDK if it's an intended feature or a bug, but whenever I turn the high resolution off, I notice that the mouse sensitivity drops a lot, making the turning slower.

I'll take a look but I decided against implementing the control fixes from Chocolate Doom that many source ports added, the controls are straight up MBF without changes, so if it is a bug, consider it an authentic feature :)

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On 8/12/2021 at 12:29 AM, Nikku4211 said:

Oh, Pooch_Acc is the accessibility version. I thought it was the accurate version at first.

 

Awesome port, I love how you took a Chocolate approach to MBF.

 

I wonder if there'll be a similar Chocolate approach to TNT's Boom that preserves bugs fixed by the OG MBF...

Sometimes, leaving the originals unadulterated is a nice thing.  There are already so many source ports that make these changes on top.  Hmmm, getting the latest Boom release working with the Pooch SDL patches etc..  should not be too hard, they both come from older code and would share a ton of code between them.

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1 hour ago, Gibbon said:

Sometimes, leaving the originals unadulterated is a nice thing.  There are already so many source ports that make these changes on top.  Hmmm, getting the latest Boom release working with the Pooch SDL patches etc..  should not be too hard, they both come from older code and would share a ton of code between them.

Yes. Awesome.

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Indeed, thanks for suggesting it, better than letting these older ports rot.  I guess I'll do an announcement when its ready..  probably with a new name again :)

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2 hours ago, Gibbon said:

Indeed, thanks for suggesting it, better than letting these older ports rot.  I guess I'll do an announcement when its ready..  probably with a new name again :)

That could be its own fork, no? A catty sister next to the boss dog Pooch. ;)

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10 minutes ago, Redneckerz said:

That could be its own fork, no? A catty sister next to the boss dog Pooch. ;)

Yes it likely will be.  A lot of Boom code is tied to allegro, outdated functions and some assembler.  By the time it is cleaned it is basically Pooch without dogs and without the credits screen, without hires and with more bugs :) but it'll be another source port saved!

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7 hours ago, Gibbon said:

I'll take a look but I decided against implementing the control fixes from Chocolate Doom that many source ports added, the controls are straight up MBF without changes, so if it is a bug, consider it an authentic feature :)

I mean, of course, if it's an intended bug to be accurate to the original mbf it's fine by me. Also, another question, is it possible to start a multiplayer game? IDK if its even possible in the original mbf...

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17 hours ago, Gibbon said:

Yes it likely will be.  A lot of Boom code is tied to allegro, outdated functions and some assembler.  By the time it is cleaned it is basically Pooch without dogs and without the credits screen, without hires and with more bugs :) but it'll be another source port saved!

Whenever you are ready ill cover it.

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So I have been pushing a few commits and comparisons to more original MBF files.  I'll be ready for another release fairly soon and that will be essentially DOS MBF with perfect compatibility and zero differences (except where there has to be such as memory, windowing etc..).

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