Jon Posted March 9, 2016 Danfun64 said:I may not be cybermind, but I have to ask. How do I find descriptions of prboom-plus svn commits? The main trunk doesn't give any descriptions, and the github mirror doesn't give a clear idea of svn commit numbers. After I recovered from the shock of realising prboom+ still used SVN, I went into my checkout and typed svn log -rNUMBER. 0 Quote Share this post Link to post
Danfun64 Posted March 9, 2016 so... why was PC_WRONG_FIXEDDIV removed? Did it make things overly complicated? 0 Quote Share this post Link to post
Azuruish Posted March 10, 2016 I have some weird issue with sound. In Deus Vult MAP04 (ending) instead of sound I hear there ugly shitty noise. Same shit I have with midi in Newgothic Movement 1 Map11 - instead of music I hear noise. Is it possible to fix it? I tested different 'midi players' and no effect. On others ports as Dos Boom, Chocolate Doom are the same problem. 0 Quote Share this post Link to post
kuchitsu Posted March 10, 2016 I have a problem with keybinds. When I set "Screenshot" to the Print Screen button, it says just JUNK: The bind still works but only until I quit the game. After that it resets and I have to set it again. What is going on? 0 Quote Share this post Link to post
Danfun64 Posted March 10, 2016 Azuruish said:I have some weird issue with sound. In Deus Vult MAP04 (ending) instead of sound I hear there ugly shitty noise. Same shit I have with midi in Newgothic Movement 1 Map11 - instead of music I hear noise. Is it possible to fix it? I tested different 'midi players' and no effect. On others ports as Dos Boom, Chocolate Doom are the same problem. So it only sounds right in vanilla? 0 Quote Share this post Link to post
Azuruish Posted March 10, 2016 Danfun64 said:So it only sounds right in vanilla? Yes. On Zdoom (for example) everything ok. 0 Quote Share this post Link to post
VGA Posted March 10, 2016 Music plays fine here. Do you have some midi device installed? Like BASSMIDI? 0 Quote Share this post Link to post
rehelekretep Posted March 11, 2016 i've installed VirtualMIDISynth ( http://coolsoft.altervista.org/en/virtualmidisynth ) and im using a Roland SC-55 soundfont with it. in GLBoom+ 2.5.1.4 the music hangs/repeats 3 times in quick succession when the MIDI itself changes (i.e. between intermission screens & levels). this does not happen in GZDoom. any idea why? many thanks, 0 Quote Share this post Link to post
Azuruish Posted March 11, 2016 VGA said:Music plays fine here. Do you have some midi device installed? Like BASSMIDI? Yeah. I got it but I have no idea how to install others midi players - they are doesn't appear in main menu. 0 Quote Share this post Link to post
entryway Posted March 11, 2016 Azuruish said:I have some weird issue with sound. In Deus Vult MAP04 (ending) instead of sound I hear there ugly shitty noise. because of unsupported format of DSBOSSIT 0 Quote Share this post Link to post
damerell Posted March 13, 2016 damerell said:I've just sent a pull request on github: I gather Sourcefrog may be the main development site for prboom-plus - should I raise an issue there pertaining to this, or just be less impatient, or something else? (It's fine if the answer is "be less impatient".) 0 Quote Share this post Link to post
entryway Posted March 14, 2016 damerell said:should I raise an issue I saw your patches. I'll apply later. Thanks. 0 Quote Share this post Link to post
BrainMuncher Posted March 14, 2016 First post, hope this is the right place to mention this. I've been using GLBoom-plus with the shader-based sector lighting mode (which is by far the best one imo), and there is a strange bug where all of the sprites and textures fail to draw until you've looked at some sky. So I start the program, and it looks like this: Spoiler Then as soon as once I've looked at some sky (eg by turning to the left to look at where the chainsaw is), it works perfectly until I quit and restart the program. It's only really a minor annoyance unless I'm playing a megawad which replaces all the usual levels, so I don't know where to warp to before playing to find some sky to look at. Any ideas about how to remedy this? 0 Quote Share this post Link to post
entryway Posted March 14, 2016 BrainMuncher said:Then as soon as once I've looked at some sky (eg by turning to the left to look at where the chainsaw is), it works perfectly until I quit and restart the program. Try gl_skymode 1,2,3 and 4 in cfg. Same effect? 0 Quote Share this post Link to post
BrainMuncher Posted March 14, 2016 entryway said:Try gl_skymode 1,2,3 and 4 in cfg. Same effect? gl_skymode=0 - Initial behaviour where looking at the sky fixes it gl_skymode=1 - Looking at sky no longer fixes it, sky renders as solid red gl_skymode=2 - Same as mode=0 gl_skymode=3 - Looking at sky no longer fixes it, sky renders correctly gl_skymode=4 - Same as mode=3 Screenshot of mode 0: Spoiler Screenshot of mode 1: Spoiler Screenshot of mode 3 & 4: Spoiler 0 Quote Share this post Link to post
dew Posted March 14, 2016 2.5.1.5 does something weird with binding the printscreen key. When bound, the menu will show "junk", but the key will work correctly. However on restart it shows... a star or something and the config file contains 0x40000046. I'm using win8.1. 1 Quote Share this post Link to post
vadrig4r Posted March 15, 2016 BrainMuncher said:First post, hope this is the right place to mention this. I've been using GLBoom-plus with the shader-based sector lighting mode (which is by far the best one imo), and there is a strange bug where all of the sprites and textures fail to draw until you've looked at some sky. So I start the program, and it looks like this: Shader sector lighting works perfectly on my setup(HD4870 512 with EOL drivers on Win7 64). What's your video card? Driver version? OS? dew said:2.5.1.5 does something weird with binding the printscreen key. When bound, the menu will show "junk", but the key will work correctly. However on restart it shows... a star or something and the config file contains 0x40000046. I'm using win8.1. I could have sworn I remember this from previous versions too but might be wrong. 0 Quote Share this post Link to post
damerell Posted March 15, 2016 entryway said:I saw your patches. I'll apply later. Thanks. Thank you (especially if they seem to work). I'll be less impatient. :-) 0 Quote Share this post Link to post
Doom_user Posted March 15, 2016 I'm getting an error message when I try to start today's builds of PrBoom+ and GLBoom+. It says something about pcre3.dll being missing. The February 24th builds work perfectly for me. 0 Quote Share this post Link to post
entryway Posted March 15, 2016 Doom_user said:It says something about pcre3.dll being missing. reuploaded with dll 0 Quote Share this post Link to post
Doom_user Posted March 15, 2016 entryway said:reuploaded with dll Thanks. It works perfectly now. 0 Quote Share this post Link to post
plums Posted March 16, 2016 Latest build gives me an error when I try to run it: The procedure entry point _except_handler4_common could not be located in the dynamic link library msvcrt.dll Using Windows XP, still. I think I've got all the MSVC redists installed that I should need. 0 Quote Share this post Link to post
printz Posted March 19, 2016 POSSIBLE DEMO DESYNC ALERT I've noticed that PrBoom+ still uses the P_CreateBlockMap function from Boom, instead of the newer one from MBF. Eternity uses the MBF one. What happens: the demo va27-1201.zip for Valiant (http://doomedsda.us/lmps/2601/1/va27-1201.zip), recorded with -complevel 11, which should run on Eternity, fails on Eternity at some point late in the level. Suspicion: Demon (doomednum 3002) thing index 254 at location (14233.56, -1570.53) tries to move (P_TryMove from P_Move) into a spot that hits both walls and spechits. I've noticed that in PrBoom+ the spechits after this attempt are 0, while in Eternity they're several. This causes a movedir reset to NODIR in Eternity. After this moment, the demo desyncs in Eternity. And I could only explain this by the blockmap lines being ordered differently, due to different algorithms between Boom and MBF. If this is true, then demos in huge maps from PrBoom+ may also fail in plain MBF. 0 Quote Share this post Link to post
BrainMuncher Posted March 22, 2016 I've been having an issue with mouse precision when recording demos in PrBoom-Plus, and I think I've figured out what is happening. When recording with -complevel 17, the mouse behaves the same as when not recording. But with most lower levels (9, 2, etc.), there seems to be minimum amount of granularity to the turning. The minimum amount you can turn seems to be about the same as a single stroke of an arrow key. I noticed the same behaviour in Chocolate Doom, so I'm assuming this is a result of the demo format itself. My issue is that in PrBoom-Plus, any amount of movement that is less than enough to cause one increment of turning appears to be discarded. This makes mouse movement very imprecise and unpredictable. Let's call the minimum amount of turning that can happen a "step". If I move the mouse enough to turn 3.5 "steps", it will turn 3 steps and the 0.5 is lost. If that happens twice in a row, I've only turned 6 steps when I should have turned 7. If you want a really noticeable example of this, turn your mouse sensitivity way down, start recording a demo, and move the mouse slowly. It is possible to move the mouse all the way across your mouse pad with out the character turning at all. If you try the same thing in Chocolate or Crispy Doom you should be able to see what I am getting at - they still have the coarse quantisation, but without the loss of precision between "steps". The leftover precision that isn't enough for a full step should be getting carried over and summed with the next input measurement, this would result in much smoother mouse movement. 0 Quote Share this post Link to post
vadrig4r Posted March 22, 2016 Wow, interesting find. I don't record demos much so never came across this but the difference is very noticeable. 0 Quote Share this post Link to post
Linguica Posted March 22, 2016 Just to be clear, your complaint about loss of mouse half-steps is only happening in PrBoom, right? 0 Quote Share this post Link to post
BrainMuncher Posted March 22, 2016 vadrig4r said:Wow, interesting find. I don't record demos much so never came across this but the difference is very noticeable. Yeah it reminds me of the feeling of an old ball mouse when the ball would stick, so your hand would move but the cursor would not. Linguica said:Just to be clear, your complaint about loss of mouse half-steps is only happening in PrBoom, right? Right, and only while recording a demo, and only at lower -complevels. There's no issue at -complevel 17, presumably because it's not even trying to do the low-res turning thing when compatibility isn't a factor (same goes for zdoom). At first I thought my mouse was dying or had some fluff in it or something, I didn't assume it was prboom because people seem to recommend it for demo recording. 0 Quote Share this post Link to post
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