dsda-dev Posted October 8, 2023 23 minutes ago, lastplayer said: I detected 2 problems or bugs in the latest version 1-The color of blood (bloodcolor.deh) in Eviternity I don't know if it should look like that in this version. The dark green is 0.26.2 and the light green is 0.25.6 2-Adjust sprite clipping With opengl in version 0.26.2 they sink into the ground and in 0.25.6 they stay above the ground (In 0.25.6 I am using indexed lighting mode) These are known limitations currently. I decided I want sprites at the right position in opengl, with the clipping, rather than having them at the wrong position, without clipping. 5 Share this post Link to post
lastplayer Posted October 8, 2023 3 hours ago, dsda-dev said: These are known limitations currently. I decided I want sprites at the right position in opengl, with the clipping, rather than having them at the wrong position, without clipping. Thanks for answering :) And is there a way to modify it or is it implemented in future versions? And about the colored blood, would you know why it happens? 0 Share this post Link to post
kaleb. Posted October 10, 2023 Sorry if this isn't a great place to post this, but how am I supposed to build this from source on Linux (Fedora/Nobara to be specific). Everytime I run make I just get this kaleb@kaleb-nobara build]$ make [ 0%] Building C object data/CMakeFiles/rdatawad.dir/rd_main.c.o [ 0%] Building C object data/CMakeFiles/rdatawad.dir/rd_util.c.o [ 1%] Building C object data/CMakeFiles/rdatawad.dir/rd_output.c.o [ 1%] Building C object data/CMakeFiles/rdatawad.dir/rd_sound.c.o [ 2%] Building C object data/CMakeFiles/rdatawad.dir/rd_palette.c.o [ 2%] Building C object data/CMakeFiles/rdatawad.dir/rd_graphic.c.o [ 3%] Linking C executable rdatawad [ 3%] Built target rdatawad [ 4%] Generating ../dsda-doom.wad [ 4%] Built target dsda-doom-wad src/CMakeFiles/dsda-doom.dir/build.make:3903: warning: overriding recipe for target 'dsda-doom' src/CMakeFiles/dsda-doom.dir/build.make:3893: warning: ignoring old recipe for target 'dsda-doom' src/CMakeFiles/dsda-doom.dir/build.make:3903: warning: overriding recipe for target 'dsda-doom' src/CMakeFiles/dsda-doom.dir/build.make:3893: warning: ignoring old recipe for target 'dsda-doom' make[2]: *** No rule to make target 'optimized', needed by 'dsda-doom'. Stop. make[1]: *** [CMakeFiles/Makefile2:169: src/CMakeFiles/dsda-doom.dir/all] Error 2 make: *** [Makefile:136: all] Error 2 [kaleb@kaleb-nobara build]$ 0 Share this post Link to post
plums Posted October 10, 2023 (edited) @kaleb. cd into prboom2, then type `cmake . -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release` then `make` Install prefix is optional/variable depending on if/where you want to install it, the build type is what's necessary. If you're already doing that then I dunno :p Edited October 10, 2023 by plums 2 Share this post Link to post
kaleb. Posted October 10, 2023 2 minutes ago, plums said: @kaleb. cd into prboom2, then type `cmake . -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release` then `make` Install prefix is optional/variable depending on if/where you want to install it, the build type is what's necessary. If you're already doing that then I dunno :p Yup, that did the trick. I only build things from source like once every two years so I had no idea that was something I had to do lol. Thank a lot! 0 Share this post Link to post
Bauul Posted October 11, 2023 On 10/8/2023 at 3:21 PM, lastplayer said: And is there a way to modify it or is it implemented in future versions? As I understand it, the best solution would be to have an over-draw pass at the end of the frame generation that draws the sprites so they appear on top of the floor texture. It's how it was implemented in Strife: Veteren Edition I believe, but AFAIK no Doom source port has ever implemented it. 2 Share this post Link to post
TheShep Posted October 12, 2023 (edited) edit: was able to download in Chrome after a computer restart... Edited October 12, 2023 by TheShep 0 Share this post Link to post
Catpho Posted October 16, 2023 (edited) For some reason, when playing Valiant MAP28 (it's the room immediately to the left of the start) on the latest dsda doom the trick for the lightbridge effect is broken like so. Is this just a me thing? It works fine on Eternity for me. Edited October 16, 2023 by Catpho 1 Share this post Link to post
dsda-dev Posted October 16, 2023 3 hours ago, Catpho said: For some reason, when playing Valiant MAP28 (it's the room immediately to the left of the start) on the latest dsda doom the trick for the lightbridge effect is broken like so. Is this just a me thing? It works fine on Eternity for me. Yes, midtex bleeding was broken in 0.26.2 for some cases. It's since been fixed for the next release. 2 Share this post Link to post
Dinoaur Posted October 17, 2023 16 hours ago, dsda-dev said: Yes, midtex bleeding was broken in 0.26.2 for some cases. It's since been fixed for the next release. Do you know when this release might drop? 0 Share this post Link to post
dsda-dev Posted October 17, 2023 5 hours ago, Dinoaur said: Do you know when this release might drop? Maybe by the end of october. 4 Share this post Link to post
Firebert Posted October 20, 2023 What are your thoughts reimplementing the boom advanced hud health/ammo/armor bars as an argument for the "text" hud components? It's just something I miss from before the hud rework. (pic is eternity but you get the point) 1 Share this post Link to post
dsda-dev Posted October 20, 2023 11 hours ago, Firebert said: What are your thoughts reimplementing the boom advanced hud health/ammo/armor bars as an argument for the "text" hud components? It's just something I miss from before the hud rework. I plan on having more graphical options in the hud in the future. 6 Share this post Link to post
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