myk Posted November 13, 2008 If I read the description properly, applying demo insurance makes the demo less compatible with Doom because it's a feature that changes the way randomness is used. Without demo insurance calls to random values are closer to Doom's. HackNeyed said: Aesthetically it's a nice little upgrade though That's one of the things it ruins for me. I agree, translucency can enhance aesthetics, but if used in the right places, on things that should look translucent, not bright things that should, if anything, produce a blinding glare. Though translucency can be turned off in PrBoom(+ for sure) for all complevels that supported it for consistency. In PrBoom+ (and extra setting was added not long ago), but in PrBoom's Boom levels it can't be turned off* (short of using a BEX patch), even though in Boom you can do it. * Unless they just fixed this (haven't checked). 0 Quote Share this post Link to post
HackNeyed Posted November 14, 2008 myk said:if used in the right places, on things that should look translucent, not bright things that should, if anything, produce a blinding glare. I suppose we simply differ on what we think this stuff might be made of... Anyway I'd never done a test or anything before to see differences between Doom and "Doom compatibility" I had only felt them. I think your explanation about a subtle change in randomness might be the cause for the slight difference/increase in difficulty I felt. I wanted to try another test (still in PrBoom+) so I took a demo I recorded at complevel 9 and tried to force complevel 7 but it wouldn't for some reason. I know it wouldn't because the map depends on a Boom trigger half way through that always breaks in Doom/Doom Compatibility but it doesn't break during playback. 0 Quote Share this post Link to post
Grazza Posted November 14, 2008 HackNeyed said:I wanted to try another test (still in PrBoom+) so I took a demo I recorded at complevel 9 and tried to force complevel 7 but it wouldn't for some reason.Andrey has disallowed the forcing of complevels for playback that don't match the binary format of the demo. Note also that for Boom's "Doom compatibility" demos, prboom+ takes into account the Boom version it was recorded with, as there were differences between 2.01 and 2.02 in the way "Doom compatibility" was applied. See the changelog for details. 0 Quote Share this post Link to post
esselfortium Posted November 14, 2008 myk said:You mean like the fireballs? I've always felt that is nonsense, as it makes them less marked. I think translucency is best used for liquids and glass in Boom, not flames or energy. I agree. Being able to use additive blending for them, a la Eternity or ZDoom (which does this by default), allows them to be translucent while still being as bright and visible as their original Doom.exe counterparts. :) 0 Quote Share this post Link to post
myk Posted November 14, 2008 Yeah, additive blending is better than plain translucency on these, but still, personally plain full-bright is prettier, keeping the sprites' original colors and all. 0 Quote Share this post Link to post
DeletedUser Posted February 5, 2009 G'day Doomworld. I've been having one hell of an enjoyable rampage through 'Kama Sutra' through the use of GLBoom-plus as according to the text file the authors utilized voodoo dolls which are not compatible in ZDOOM, but more importantly I wanted to achieve a more authentic experience. However I've run into one problem MAP24's exit: It appears to be a scripted explosion where you observe your own death than watch a line of barrels push a ghost marine into a teleport possibly representing the exit? Unfortunately he refuses to teleport or is simply knocked to the edge. The only settings I tampered with in 'Doom Compatibility' are: -Archviles revive ghost monsters -Monsters don't give up pursuit of their targets -Pain Elementals limit lost souls to 21 Essentially this is my command line: glboom-plus -complevel 2 -iwad doom2 -file ksutra Any help would be appreciated, I can't get enough of this seductive beast! 0 Quote Share this post Link to post
myk Posted February 5, 2009 When you apply compatibility level 2 it overrides most of the individual compatibility settings, including the three you noted, applying everything as in the Doom2 DOS executable (which includes those three settings you mentioned, among others). Is level 24 ending? If so, everything is working as expected. And it should, because it's a vanilla level (made with compatibility level 2 in mind). By the way ZDoom does support voodoo dolls, it's Doom Legacy that doesn't (or didn't). 0 Quote Share this post Link to post
DeletedUser Posted February 5, 2009 Hmm I've just made an interesting discovery. Your explanation of compatibility modes is precisely what I thought the effect should be, including potentially overwriting those 3 options I ticked therefore their was no point in the first place. I restarted the map and noclipped to the exit and your correct it now exits as normal. I think I may have saved my game when launching PRBOOM+ without enabling compatibility mode 2, therefore loading it eradicates vanilla doom2.exe behaviour reverting back to a state where I never enabled -complevel 2 in the first place? Intriguing! Thanks for the assistance :] 0 Quote Share this post Link to post
Grazza Posted February 5, 2009 Note that you can set a default compatibility level (by editing the cfg file), which will always be applied unless you override it via the command line. Thus, if you almost always want to play with Doom2.exe compatibility, you can set the default compatibility level to 2, and the problem you have described won't happen. Of course, you'll then need to change it, or use -complevel x, when you want to play with different settings. Regarding the complevel overriding the individual compatibility settings, this happens quite generally. That is, if an executable that you have asked it to emulate doesn't allow a particular setting to be changed, then that setting in the cfg will be ignored. In practice, that means that twiddling with the individual settings will have very little impact below complevel 11 (MBF). 0 Quote Share this post Link to post
DeletedUser Posted March 22, 2009 I'm attempting to watch a demo of Hell Revealed II - MAP31 by stx-Vile in UV-Max in Prboom-plus 2.5.0.1, however it continues to desync regardless of trying different complevels. The demo was recorded with PrBoom 2.2.4 and cannot be watched in -complevel 2 (doom2.exe emulation) I attempted to play it back using the following complevels: 14 - prboom_3_compatibility - Emulates PrBoom v2.1.1-2.2.6 17 - prboom_6_compatibility - Latest PrBoom-plus Unfortunately they only caused the demo to desync earlier, if using -complevel 2 or none at all it desyncs after grabbing the blue key. Finally as a last resort I downloaded PrBoom v2.5.0 (as the directory on source net does not cater for older versions) and it desynced at the blue key once again. I haven't a clue what could be causing it, perhaps stx-Vile tweaked with the 'Enemy behaviour' section. 0 Quote Share this post Link to post
Andy Olivera Posted March 22, 2009 HR2-31 has what's known as a Spechits Overflow. Older versions of PRBoom didn't have emulation for this, so my guess is you have emulation turned on when playing back the demo, which causes the desync. Go into Options->General. On the last page you'll see "Warn on Spechits Overflow", with "Try to Emulate It" immediately beneath. "Try to Emulate It" should be set to "No". Close PRBoom, then try playing the demo again using -complevel 2. 0 Quote Share this post Link to post
sparerib1968 Posted March 23, 2009 When I play dawill.wad in PrBoom I get no music. The wad plays fine, with music, in Eternity Engine. I have the music volume turned all the way up in PrBoom's menu, and other wads play music just fine. Even the music in plutonia.wad plays fine. I have copied plutonia.wad into the same directory as dawill.wad, and the prboom directory is on my path. I start the game from command line with prboom -file dawill.wad. The stdout.txt file has a couple of interesting messages: Couldn't load MIDI from doom.tmp: Failed loading libvorbisfile-3.dll: The specified module could not be found. , and Couldn't write MIDI to doom.tmp. Google didn't find many result, and the ones I found were not helpful. stdout.txt: prboom v2.5.0 (http://prboom.sourceforge.net/) I_SetAffinityMask: manual affinity mask is 1 M_LoadDefaults: Load system defaults. default file: D:\Data\Games\DOOM\prboom/prboom.cfg found plutonia.wad IWAD found: plutonia.wad PrBoom (built Nov 9 2008), playing: DOOM 2: Plutonia Experiment PrBoom is released under the GNU General Public license v2.0. You are welcome to redistribute it under certain conditions. It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details. V_Init: allocate screens. found D:\Data\Games\DOOM\prboom/prboom.wad D_InitNetGame: Checking for network game. W_Init: Init WADfiles. adding plutonia.wad adding D:\Data\Games\DOOM\prboom/prboom.wad adding DaWill.wad W_InitCache Loading DEH file (WAD) M_Init: Init miscellaneous info. R_Init: Init DOOM refresh daemon - R_LoadTrigTables: Endianness...ok. R_InitData: Textures Flats Sprites Tranmap build [ ]........ R_Init: R_InitPlanes R_InitLightTables R_InitSkyMap R_InitTranslationsTables R_InitPatches P_Init: Init Playloop state. I_Init: Setting up machine state. I_InitSound: configured audio device with 1024 samples/slice I_InitSound: sound module ready S_Init: Setting up sound. S_Init: default sfx volume 15 HU_Init: Setting up heads up display. I_InitGraphics: 640x480 I_UpdateVideoMode: 640x480 (fullscreen) V_InitMode: using 8 bit video mode I_SetRes: Using resolution 640x480 I_UpdateVideoMode: 0xe0000000, SDL buffer, direct access ST_Init: Init status bar. Couldn't load MIDI from doom.tmp: Failed loading libvorbisfile-3.dll: The specified module could not be found. G_DoPlayDemo: playing demo with final doom compatibility Couldn't write MIDI to doom.tmp P_GetNodesVersion: using normal BSP nodes I_ShutdownMusic: removing doom.tmp I_ShutdownSound: . . . etc. 0 Quote Share this post Link to post
myk Posted March 23, 2009 That's the DLL used while playing OGG files, and indeed, the title and intermission tracks are OGGs. I'm guessing OGG playback is not fully or properly supported by PrBoom although SDL does allow it (as Eternity and PrBoom+ show), and thus, encountering a track it cannot play, the engine disables music. If you warp to a level, you get music, but it's again disabled once you reach the intermission. EDIT: I tried using the Vorbis DLL from PrBoom+ (renaming it as stated in the error message) and that didn't help. Either OOGs aren't fully supported in PrBoom, or another version of the DLL is needed. Probably the former, hence the lack of the DLL in the package. 0 Quote Share this post Link to post
raptir Posted April 1, 2009 I know this was mentioned in this thread before, but I still can't get it to work. My volume sliders do nothing, so the music is always really loud compared to the SFX. I have the latest versions of the SDL files I can find, and I'm using PrBoom 2.5.0. Any suggestions? Thanks. Edit: The obvious solution, changing the midi volume in Windows, worked. Still like to know what's going wrong with my volume sliders in-game. 0 Quote Share this post Link to post
Super Jamie Posted April 17, 2009 I'm playing PrBoom in Ubuntu 8.10, in fullscreen 1920x1200 software mode. I use Openbox as a window manager. Sometimes, for no reason I can see, the game leaves fullscreen, goes to a window, and I lose mouse and key focus, though this resolves itself after a few seconds. If I was firing at the time, I keep firing until the effect passes. If I press keys (like WASD for movement), these appear in the terminal from which I launched the game. It did this in both 2.4.7 and 2.5.0. If I can provide any additional info, please let me know. 0 Quote Share this post Link to post
darkreaver Posted April 22, 2009 PrBoom, PrBoom+ and GlBoom+ doesnt work on my laptop! Well, it does work, but after a while (usually after about 5 minutes, or when entering a new level) it just crashes. The only message i get is from windows, which says "PrBoom has stopped working". I blame Vista! But seriously, I dunno.. :/ 0 Quote Share this post Link to post
entryway Posted April 22, 2009 darkreaver said:The only message i get is from windows, which says "PrBoom has stopped working". Strange message... I do not know who can show it. Is it Vista's message? Do not have it. Common message prboom-plus shows after crashes is "Signal 11" If it is real crash, then you should have something in drwatson log. Send it to me (in XP Win+R drwtsn32 Enter -> Log File Path). And try to start 2502.test with -devparm and PM me the address of a crash. 0 Quote Share this post Link to post
Graf Zahl Posted April 22, 2009 darkreaver said:I blame Vista! But seriously, I dunno.. :/ The message is a classic indicator that some component outside the application's control has a problem. It's not necessarily Vista but more likely some driver that crashes. 0 Quote Share this post Link to post
darkreaver Posted April 22, 2009 entryway: Im sorry, but Im really not that into computers and stuff.. I cant find any drwtsn files or anything similar anywhere :S ps: "xxxxx has stopped working" is a Vista message Graf Zahl: Do you think it can have something to do with my soundcard/drivers? Because those are kinda f***ed. But all other ports work fine though. 0 Quote Share this post Link to post
Alter Posted May 21, 2009 I think I found some nasty bug in prboom-plus 2.5.01! For some reason, you can get NOCLIPPING without typing idclip etc. I died on first map in skullspeed-2.wad, I accidentally out of boredom typed idclev07 because i died and guess what, I was able to go through all the walls, could'nt trigger anything, also LOL not any weapon of mine could hit monsters! Here's the wad i used: http://www.speedyshare.com/888257358.html And here's the video demonstration of that: http://www.youtube.com/watch?v=5fWhpzAiy8Y Looks like BSP/Reject is screwed or something 0 Quote Share this post Link to post
hawkwind Posted May 21, 2009 MAP07 of skullspeed-2.wad has no BLOCKMAP. I'm guessing that is the reason. Rebuilding the nodes with the BLOCKMAP lump included fixes the problem. 0 Quote Share this post Link to post
entryway Posted May 21, 2009 hawkwind said:MAP07 of skullspeed-2.wad has no BLOCKMAP. I'm guessing that is the reason. Rebuilding the nodes with the BLOCKMAP lump included fixes the problem. You are right. PrBoom-Plus uses D_SHAWN lump (next after REJECT) as blockmap. hawkwind said:Rebuilding the nodes with the BLOCKMAP lump included fixes the problem. or glboom-plus skullspeed-2.WAD -warp 7 -blockmap 0 Quote Share this post Link to post
gggmork Posted November 18, 2009 alterworldruler said:I was able to go through all the walls, could'nt trigger anything, also LOL not any weapon of mine could hit monsters! sounds like the all ghosts bug: http://games.moria.org.uk/doom/research/ghosts happened in scythe2 v2 map 30 a lot to multiple speedrunners 0 Quote Share this post Link to post
myk Posted November 18, 2009 Not really. As explained above, the WAD has no BLOCKMAP. The all-ghosts bug is due to a vanilla-specific INTERCEPTS overflow, so you get it when using compatibility level 2, which alterworldruler likely wasn't using. 0 Quote Share this post Link to post
roystonlodge Posted January 2, 2010 (I searched the forums but did not find this topic. If it has already been covered, I apologize.) I'm playing prdoom on an OLPC XO laptop, running Debian Lenny. Mostly, it works fine except that the game crashes any time I try to pick up a premium item, like the white environment suit for example. Anybody know if there is a fix for this? I tried installing chocolate-doom from the squeeze repository, but it crashes on launch. There are no other engines in the repository, so unless I compile from source (which I really suck at) my only other option is to play via dosbox, which is much slower than playing with a linux-native engine, and I can't get the sound to work i dosbox. Thanks in advance! 0 Quote Share this post Link to post
Super Jamie Posted January 2, 2010 roystonlodge said:There are no other engines in the repository, so unless I compile from source (which I really suck at) Odd problem you're having. I don't know about that but compiling from source is easy! There are instructions on the PrBoom site which apply to -Plus as well. Basically download the source, extract it, in a command prompt type sudo apt-get install build-essential libsdl1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev, change to the directory you extracted and type ./configure --prefix=/usr then make then sudo make install-strip. You can now delete the source code. Launch from commandline with prboom-plus -iwad /path/to/doom2.wad, I have this as an alias to "doom2" in my .bashrc, so I can launch games with doom2 -file othermap.wad The Chocolate Doom Wiki also has very good step by step instructions of the same process. 0 Quote Share this post Link to post
RjY Posted January 4, 2010 roystonlodge said: Mostly, it works fine except that the game crashes any time I try to pick up a premium item, like the white environment suit for example.Emphasis added to the part which I think is telling. :) If you see "W_GetNumForName: DSGETPOW not found" in your terminal then you probably have a v1.2 IWAD and you need to upgrade it. See crash on e1m2. 0 Quote Share this post Link to post
roystonlodge Posted January 4, 2010 Thanks for that! I'll try to find a 1.9 WAD. 0 Quote Share this post Link to post
Searcher Posted January 5, 2010 roystonlodge said:Thanks for that! I'll try to find a 1.9 WAD. http://www.doomworld.com/vb/doom-general/39702-doom-patcher/ 0 Quote Share this post Link to post
Kagemaru_H Posted January 17, 2010 I can't seem to get music working in prboom-plus-2.5.0.6. I tried some configuration settings, but they didn't work. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.