ketmar Posted March 13, 2022 i do! sadly, it's easier to have most libraries bundled instead of relying on system ones. 1 Share this post Link to post
NightFright Posted March 13, 2022 (edited) Something seems to be wrong with the Crispy Doom 5.11.1 x64 compilation for Windows. At least in Hexen, I am not getting all ini/cfg entries. Autoload/music pack feature is completely missing. With the 32-bit binaries from the Crispy Doom repo, everything works as intended. It also has a lot more DLLs included, but I dunno if that is relevant. Edited March 13, 2022 by NightFright 0 Share this post Link to post
Gibbon Posted March 13, 2022 25 minutes ago, NightFright said: Something seems to be wrong with the Crispy Doom 5.11.1 x64 compilation for Windows. At least in Hexen, I am not getting all ini entries. Autoload/music pack feature is completely missing. With the 32-bit binaries from the Crispy Doom repo, everything works as intended. It also has a lot more DLLs included, but I dunno if that is relevant. On 32bit I dynamically link more than on 64bit. Shouldn’t be an issue though as any missing DLLs would cause the program to not run. I’ll take a look and see if I made a boo boo. 2 Share this post Link to post
wesleyjohnson Posted March 17, 2022 I complain about bloated binary size too. Do not like bloated installs. Do not like duplicate, static, or bundled libraries either, especially as I will compile many libraries for my CPU, and sometimes I have had to patch them. 1 Share this post Link to post
Edward850 Posted March 17, 2022 7 minutes ago, wesleyjohnson said: I complain about bloated binary size too. Do not like bloated installs. Do not like duplicate, static, or bundled libraries either, especially as I will compile many libraries for my CPU, and sometimes I have had to patch them. I do not like them, Sam I Am. I do not like, green eggs and ham. 3 Share this post Link to post
Doomkid Posted March 17, 2022 I do not like bloated installs, I do not like them in these halls. I complain of binary bloat, so large that it could sink a boat! 5 Share this post Link to post
Gibbon Posted March 17, 2022 Personally, I think it’s time to just update mentality. Storage is dirt cheap, with terabytes of space, I couldn’t care less about a 100mb binary. In addition to too much optimisation can cause issues with software. Don’t blindly trust the compiler, it’s dumb and does only what is told. 1 Share this post Link to post
ketmar Posted March 17, 2022 (edited) 5 hours ago, Gibbon said: Storage is dirt cheap ahem… not everywhere. Spoiler also, it's not directed at you, just a mumbling, but this kind of mentality is destructive. for example, some videogames are 20+ gigabytes in size now. do they look 20 times better than, for example, older 1gb sized games? nope. but storage is cheap, why bother to compress and deduplicate things? and then comes "CPUs and GPUs are powerful, why bother to optimise things?" and so on. it all starts in small steps, and now we have AAA game industry, where releasing non-working pre-beta as a final product for a full price is a totally normal thing. and not only AAAs do that, many smaller devs are thinking that it's ok. and all for the want of a horseshoe nail… oops. sorry, i tried to derail the topic yet again. my only excuse is that i have nothing against derails in k8vavoom topic too. ;-) Edited March 17, 2022 by ketmar 4 Share this post Link to post
Gibbon Posted March 17, 2022 4 hours ago, ketmar said: ahem… not everywhere. Reveal hidden contents also, it's not directed at you, just a mumbling, but this kind of mentality is destructive. for example, some videogames are 20+ gigabytes in size now. do they look 20 times better than, for example, older 1gb sized games? nope. but storage is cheap, why bother to compress and deduplicate things? and then comes "CPUs and GPUs are powerful, why bother to optimise things?" and so on. it all starts in small steps, and now we have AAA game industry, where releasing non-working pre-beta as a final product for a full price is a totally normal thing. and not only AAAs do that, many smaller devs are thinking that it's ok. and all for the want of a horseshoe nail… oops. sorry, i tried to derail the topic yet again. my only excuse is that i have nothing against derails in k8vavoom topic too. ;-) Well, for one.. a 30 year old engine is far from an AAA game, secondly we aren’t talking about 20 gigs here.. 100MB. Unless you’re on some crappy eeepc or potatoe powered calculator, then it’s nothing. While I get that storage isn’t cheap everywhere, in most developed countries it is fairly well priced (for Central Europe standards). Of course you can always write your code on paper and feed it into a mainframe to be executed… 1 Share this post Link to post
ketmar Posted March 17, 2022 2 hours ago, Gibbon said: a 30 year old engine is far from an AAA game i must admit that it is still better than most AAA products out there. ;-) 5 Share this post Link to post
Gibbon Posted March 23, 2022 Just a note. Since many folks are now capable of compiling on Windows, I will stop providing binaries of Crispy and Woof. I did that because upstream never used to provide all binaries. Now that is not the case and now users can mostly do it themselves, duplication isn’t a good thing. I will still do builds for which upstream do not provide builds for. Such as macOS and Linux (portable). 2 Share this post Link to post
wesleyjohnson Posted March 24, 2022 I anyone is going to use an old machine they are going to only have the HD that it came with, and it is not going to get upgraded to anything bigger. You cannot even buy a hard drive that will work on some of those older machines. The old Win98 machine has a 360MB drive and it is not going to get bigger. 0 Share this post Link to post
Edward850 Posted March 24, 2022 (edited) On 3/17/2022 at 7:06 PM, Gibbon said: Personally, I think it’s time to just update mentality. Storage is dirt cheap, with terabytes of space, I couldn’t care less about a 100mb binary. In addition to too much optimisation can cause issues with software. Don’t blindly trust the compiler, it’s dumb and does only what is told. Even with Kex's heavily modular design, the biggest executable we have so far is Quake at 15MB, and that's with bnet and playfab included. Getting 100MB out of a binary requires so very heavy weight library usage that we won't out of a Doom port with all the static libraries we can throw at one. It's a complete non-issue from the start. :P 17 minutes ago, wesleyjohnson said: I anyone is going to use an old machine they are going to only have the HD that it came with, and it is not going to get upgraded to anything bigger. You cannot even buy a hard drive that will work on some of those older machines. The old Win98 machine has a 360MB drive and it is not going to get bigger. For restoring retro machines, the approach is to use an IDE-to-CF adapter and a <= 4GB CompactFlash card (you can do bigger if you know what you're doing, obviously). For laptops, you can even use a PCMCIA CF reader card, which a good number of laptops from around the 98 era can boot from the BIOS. Notably the Thinkpads. Edited March 24, 2022 by Edward850 2 Share this post Link to post
Graf Zahl Posted March 30, 2022 On 3/24/2022 at 5:59 AM, Edward850 said: Getting 100MB out of a binary requires so very heavy weight library usage that we won't out of a Doom port with all the static libraries we can throw at one. It's a complete non-issue from the start. :P Doomsday Engine managed to get past 100 MB for its binaries, though.:? 0 Share this post Link to post
Edward850 Posted March 30, 2022 (edited) I guess I shouldn't be surprised, Doomsday always being the weird exception to the rules and thus the last port I ever think to check. I'm curious if that's library related or if it's baking data into the executable. Though it has apparently a rather complex scripting and client/server setup? May just end up being two distinct packages rolled together. More if it's merged the launcher and Heretic/Hexen as well. I seem to recall it doesn't merge the 3 games quite the way zdoom did. They were treated as functionally separate rather than merging the behaviors together. Edited March 30, 2022 by Edward850 0 Share this post Link to post
Graf Zahl Posted April 1, 2022 It's a huge collection of DLLs, the largest one being assimp with almost 30 MB. I can't easily tell which DLL is being used by which part and how much of it is unstripped debug symbols, but the package as a whole is just hideous. The stuff for the separate games is not that much. 0 Share this post Link to post
NightFright Posted April 1, 2022 (edited) I feel kinda ashamed nowadays for having adored Doomsday with highres pack and fugly, poorly animated models 15+ years ago. It deviated so much and made the game look so different, completely losing its late 90s charme, turning into a clusterf*ck of different styles due to different artists being involved. Over time I had my redemption moment and saw the light, recognizing the awesomeness of more faithful ports with rather subtle improvements. Even in GZDoom, I tend towards conservative settings unless it's a mod that is really intended to be visually opulent. Edited April 1, 2022 by NightFright 5 Share this post Link to post
Gibbon Posted April 18, 2022 2 new builds (both Linux) k8vavoom git master: k8vavoom-gitmaster-2022-04-18_ubuntu_21_10_x64.tar.xz Edge-Classic 1.1 edge-classic-1.1_ubuntu_21_10_x64.tar.xz As the names suggest, both were done on Ubuntu 21.10 x64. Install the dependencies yourself using your package manager. 1 Share this post Link to post
Gibbon Posted May 29, 2022 (edited) Been a while, just one little build this time: Doom Retro 5.4.1 for Intel Macs (M1 build coming): Name: DoomRetro.app-5.4.1_intel_big_sur.zip This one has a custom config which enables widescreen by default. Edited May 29, 2022 by Gibbon 2 Share this post Link to post
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