Gibbon Posted October 5, 2021 I have some fixes for MacOS crashes as well as some BSD things I did when I ported it to FreeBSD (though it freezes on startup) 1 Quote Share this post Link to post
BBQgiraffe Posted October 5, 2021 just released 0.02 :D https://github.com/BBQGiraffe/Neapolitan-Doom/releases/tag/0.02 2 Quote Share this post Link to post
BBQgiraffe Posted October 5, 2021 now that everything is working I'm going to attempt enabling higher resolutions later this week 1 Quote Share this post Link to post
BBQgiraffe Posted October 6, 2021 might add the ability to use SDL2 at some point since SFML might not work on older hardware 1 Quote Share this post Link to post
BBQgiraffe Posted October 6, 2021 got a lua script loaded in from a wad, going to try and get a lift moving soon as a proof of concept 1 Quote Share this post Link to post
BBQgiraffe Posted October 6, 2021 (edited) going to make it so wads can have lua lumps named something like L_E1M4 and you can have certain events call functions inside script, for example if a door is opened it would call DoorOpen(id) and you could use that to easily create complex events Edited October 6, 2021 by BBQgiraffe 1 Quote Share this post Link to post
BBQgiraffe Posted October 6, 2021 also working on adding Pk3 support since wads are very limiting 2 Quote Share this post Link to post
Gibbon Posted October 6, 2021 (edited) So I did a PR for some basic BSD and MacOS Fluidsynth fixes. One issue that now happens is that the horizontal mouse movement is bound to my cursor position (on MacOS) so when it starts, I turn right or left at the speed of light. Edited October 6, 2021 by Gibbon 2 Quote Share this post Link to post
BBQgiraffe Posted October 6, 2021 1 hour ago, Gibbon said: So I did a PR for some basic BSD and MacOS Fluidsynth fixes. One issue that now happens is that the horizontal mouse movement is bound to my cursor position (on MacOS) so when it starts, I turn right or left at the speed of light. ugggg why do different operating systems exist, I'll check out the pr in the morning thanks lol 1 Quote Share this post Link to post
BBQgiraffe Posted October 6, 2021 huh I don't see any pull requests 1 Quote Share this post Link to post
Gibbon Posted October 6, 2021 (edited) 1 hour ago, BBQgiraffe said: huh I don't see any pull requests Sorry, I created an issue. My brain said issue but my fingers said PR :) there were too many conflicts for me to do a PR in the morning, I'm still testing some BSD fixes too Edited October 6, 2021 by Gibbon 2 Quote Share this post Link to post
xdude_gamer Posted October 6, 2021 What about music and sounds? I can't hear anything in your vids :P 0 Quote Share this post Link to post
xdude_gamer Posted October 6, 2021 1 minute ago, xdude_gamer said: What about music and sounds? I can't hear anything in your vids :P Wait no that's just my speakers acting up, working now 2 Quote Share this post Link to post
BBQgiraffe Posted October 6, 2021 trying to get the game running at 640x400 has some... mixed results? 3 Quote Share this post Link to post
xdude_gamer Posted October 6, 2021 1 hour ago, BBQgiraffe said: trying to get the game running at 640x400 has some... mixed results? oh goodness. What about 640x480 1 Quote Share this post Link to post
BBQgiraffe Posted October 6, 2021 1 minute ago, xdude_gamer said: oh goodness. What about 640x480 it's running at 640x400 but stretched to 640x480 because Doom was designed to run on computers that had taller pixels than most modern monitors have 0 Quote Share this post Link to post
xdude_gamer Posted October 6, 2021 1 minute ago, BBQgiraffe said: it's running at 640x400 but stretched to 640x480 because Doom was designed to run on computers that had taller pixels than most modern monitors have Oh, that makes sense. 1 Quote Share this post Link to post
BBQgiraffe Posted October 6, 2021 high-res mode is slightly more stable now 1 Quote Share this post Link to post
xdude_gamer Posted October 6, 2021 14 minutes ago, BBQgiraffe said: high-res mode is slightly more stable now looks good 0 Quote Share this post Link to post
xdude_gamer Posted October 7, 2021 5 hours ago, BBQgiraffe said: Good lord, it turns everything into noclip particles! 0 Quote Share this post Link to post
Gibbon Posted October 7, 2021 (edited) I experimented with this for ReBOOM. Had barrels on the ceiling, holes in the floor, corruption every time I turned or moved. Quite funny indeed. Edited October 7, 2021 by Gibbon 2 Quote Share this post Link to post
BBQgiraffe Posted October 7, 2021 13 hours ago, Gibbon said: I experimented with this for ReBOOM. Had barrels on the ceiling, holes in the floor, corruption every time I turned or moved. Quite funny indeed. did you ever figure out what caused all the graphical glitching? 0 Quote Share this post Link to post
Sinshu Posted October 8, 2021 (edited) It seems that the top & bottom values in visplanes overflow. In hi-res, since the screen height can be > 255, the type of these values should be 16-bit or greater integer. Here is how Crispy Doom does for this:https://github.com/fabiangreffrath/crispy-doom/blob/a3b7534cfe4b142a0b46180d7edf9b10a5df9e12/src/doom/r_defs.h#L475 Edited October 8, 2021 by Sinshu 3 Quote Share this post Link to post
Gibbon Posted October 8, 2021 2 hours ago, Sinshu said: It seems that the top & bottom values in visplanes overflow. In hi-res, since the screen height can be > 255, the type of these values should be 16-bit or greater integer. Here is how Crispy Doom does for this:https://github.com/fabiangreffrath/crispy-doom/blob/a3b7534cfe4b142a0b46180d7edf9b10a5df9e12/src/doom/r_defs.h#L475 Pretty much the reason. I wanted to keep the window height the same (so switching back and forth wouldn't be so jarring). But I hardcoded a few values in the renderer and it went bananas. I fixed for ReBOOM experimental but reverted it for the main version. 2 Quote Share this post Link to post
xdude_gamer Posted October 8, 2021 4 hours ago, Gibbon said: Pretty much the reason. I wanted to keep the window height the same (so switching back and forth wouldn't be so jarring). But I hardcoded a few values in the renderer and it went bananas. I fixed for ReBOOM experimental but reverted it for the main version. Sounds very unpleasant :P 1 Quote Share this post Link to post
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