entryway Posted January 29, 2006 Grazza said:This contains a simple dehacked file. It seems the translucency bit is interpreted as "disable translucency". I don't know if this will work with Prboom-plus 2.2.6.26 though, as that will feature a bug fix that might impact this.It's simple. This patch will disable translucency for PrBoom+ .26Thing 63 (Mega Sphere) Bits = SPECIAL + COUNTITEMThis patch will enable translucencyThing 63 (Mega Sphere) Bits = SPECIAL + COUNTITEM + TRANSLUCENT 0 Quote Share this post Link to post
Grazza Posted January 29, 2006 Ah, OK, it needs to be BEX-style, rather than DEH-style. 0 Quote Share this post Link to post
myk Posted January 29, 2006 You mean it'll be made to work like in Boom? I just added Bits = SOLID+SHOOTABLE+COUNTKILL+TRANSLUCENT to the Zombieman, and in PrBoom+ 2.2.6.25 it was not shootable, nonsolid and not translucent. In Boom the opposite occurred (the monster was as the bit flags indicate.) 0 Quote Share this post Link to post
Grazza Posted January 29, 2006 myk said:I just added Bits = SOLID+SHOOTABLE+COUNTKILL+TRANSLUCENT to the Zombieman, and in PrBoom+ 2.2.6.25 it was not shootable, nonsolid and not translucent.Part of the problem there is a bug (fixed in .26) whereby DEH-files in BEX-Format were not read properly. 0 Quote Share this post Link to post
myk Posted January 29, 2006 Grazza said: Part of the problem there is a bug (fixed in .26) whereby DEH-files in BEX-Format were not read properly. The "bits flags" read backwards... which is what happens to the translucency bit in DeHackEd format. 0 Quote Share this post Link to post
entryway Posted January 29, 2006 Grazza said:Ah, OK, it needs to be BEX-style, rather than DEH-style. Patch File for DeHackEd v3.0 # Note: Use the pound sign ('#') to start comment lines. # MF_SPECIAL = 0x1 # MF_COUNTITEM = 0x800000 # MF_TRANSLUCENT = 0x80000000 Doom version = 19 Patch format = 6 # Enable translucency # 0x1+0x800000+0x80000000 = 0x80800001 Thing 63 (Mega Sphere) Bits = 0x80800001 # Disable translucency # 0x1+0x800000 = 0x800001 # Thing 63 (Mega Sphere) # Bits = 0x800001 0 Quote Share this post Link to post
RazTK Posted January 29, 2006 entryway said:If you are saved while using a complevel [7..13] - you have this problem (2.2.6.24) But I didn't choose any complevel... ^_^' 0 Quote Share this post Link to post
entryway Posted January 29, 2006 RazTK said:But I didn't choose any complevel... ^_^' Email me on e6y at yahoo com with step-by-step instructions to reproducing of your bug and attach your cfg files 0 Quote Share this post Link to post
RazTK Posted January 29, 2006 entryway said:Email me on e6y at yahoo com with step-by-step instructions to reproducing of your bug and attach your cfg files Ok, I sent you a message. 0 Quote Share this post Link to post
entryway Posted January 29, 2006 RazTK said:Ok, I sent you a message.It is a bug in the original prboom-server.exe I've corrected it yesterday (2.2.6.26) 0 Quote Share this post Link to post
RazTK Posted January 30, 2006 entryway said:It is a bug in the original prboom-server.exe I've corrected it yesterday (2.2.6.26) Ok, thanks. 0 Quote Share this post Link to post
entryway Posted January 31, 2006 http://www.geocities.com/e6y/doom.html http://sourceforge.net/projects/prboom-plus/ 2.2.6.26 [+] Launcher (beta). Activated when no wad is specified in the command line. (\Options\Setup\Status Bar / HUD\Use In-Game Launcher) [+] Smooth movement: scrolling textures are interpolated. [+] Spechits overflow lines are listed in prboom.exe. [+] New command-line option (-net1) for single-player coop mode that works for play, recording and playback [+] New command-line options for setting a window (-window) or fullscreen (-nowindow) mode temporarily which is not saved in cfg. [+] Compatibility option to disable translucency applied to certain Things. Spechit overflow: the size of emulated overflow is limited by 14 lines. "Smooth movement" renamed to "Uncapped framerate". [-] PrBoom bug: bug in MBF compatibility mode (version number written wrongly in lmp header when recording). [-] PrBoom bug: translucency via dehacked/bex doesn't work. [-] PrBoom bug: DEH files preloaded in wrong order. [-] PrBoom bug: "Tagged doors don't trigger special lighting" handled wrongly. [-] prboom-server bug: -1 => 255 instead of maxcompat (14) [-] Alt mouse handling + OpenGL + Capped framerate + Fullscreen + server = mouse turning disabled (2.2.6.24) [-] Bug with DEH-files in BEX-Format (2.2.6.23) [-] The engine grab the mouse when it's waiting for the net game to start (2.2.6.24) 0 Quote Share this post Link to post
RazTK Posted February 1, 2006 Thank you very much Entryway! Great Job! Edit: I found a little mistake, when you use the launcher to choose the IWAD, it adds the IWAD two times: http://img6.picsplace.to/img6/12/Mistake.JPG 0 Quote Share this post Link to post
Grazza Posted February 1, 2006 Not a trivial issue either, as it then loads the iwad after any preloaded wads. :( I'd like to draw attention to the new -net1 command-line option. This makes this interesting game mode available without all the fuss of using the server and having two separate command lines - it can all be done with one command line or one batch file, which is a lot more convenient for recording especially. 0 Quote Share this post Link to post
funduke Posted February 1, 2006 Thank you for the new version. I am currently most impressed by the new launcher. It's great. Just one little problem: The pull-down menues do not show all the options. When i have all my iwads in the prboomplus-directory, it shows only one at a time for selection and i have to use the very small up-and-down-symbols to select what i want. Can you change it, so it shows all iwads? Greetings Funduke 0 Quote Share this post Link to post
Grazza Posted February 1, 2006 (edited) Here are a couple of little dehacked files that are designed to work with the new version. They're for those who either like or dislike Boom's translucent Things effect, and would like either to enable it or to disable it for all complevels:transluc.zip - enables translucent Things for all complevelsnotransl.zip - disables translucent Things for all complevels In either case you could make it a preloaded file - it shouldn't clash with anything then. Edited September 2, 2022 by Grazza 0 Quote Share this post Link to post
entryway Posted February 1, 2006 funduke said:Just one little problem: The pull-down menues do not show all the options.http://prboom-plus.sourceforge.net/launcher.gif 0 Quote Share this post Link to post
funduke Posted February 1, 2006 entryway said:http://prboom-plus.sourceforge.net/launcher.gif Aha! You are using WinXP, i use win2k. The problem might be in the differences of the operating systems. Can it be solved? (Please?) Thanks to Grazza for the new dehacked patches! 0 Quote Share this post Link to post
entryway Posted February 1, 2006 funduke said:You are using WinXP, i use win2k. The problem might be in the differences of the operating systems.Try to redownload the last version from sf.net 0 Quote Share this post Link to post
funduke Posted February 1, 2006 entryway said:Try to redownload the last version from sf.net Wow! It works with the new version. That was a *very* quick solution to my problem! Many thanks! :) Also thank you for the svstrive update. I'm going to try it now. Greetings Funduke 0 Quote Share this post Link to post
entryway Posted February 1, 2006 funduke said:Also thank you for the svstrive update. I'm going to try it now.I need Strife to correct some problem(s) there. But I don't like Strife and don't wish to do anything for it. 0 Quote Share this post Link to post
myk Posted February 11, 2006 Two issues we encountered with v2.2.6.26 during DeathMatch on comp levels 2 and 3: Demos will play back fine using PrBoom+ but will desynch using Doom or Doom2 (as applicable.) I suppose I could provide the demos, if necessary. The mouse has a weird effect, like some sort of lag or wobble, that makes it less reliable. This does not happen using the standard PrBoom. 0 Quote Share this post Link to post
entryway Posted February 11, 2006 myk said: Demos will play back fine using PrBoom+ but will desynch using Doom or Doom2 (as applicable.) I suppose I could provide the demos, if necessary.please The mouse has a weird effect, like some sort of lag or wobble, that makes it less reliable. This does not happen using the standard PrBoom. movement_altmousesupport 0 if you have problems For the information: I use 1 and I have no problems. Owing to it my movements are very smooth in my new project 0 Quote Share this post Link to post
myk Posted March 2, 2006 entryway said: please I got around to sending the stuff over email. movement_altmousesupport 0 if you have problems I have to set it to 0 or else the mouse won't work. But it's not that, though; this issue shows up only in MultiPlayer. 0 Quote Share this post Link to post
entryway Posted March 2, 2006 myk said:I got around to sending the stuff over email. Very interesting. Your demos are desynchronized (not as in 'vanilla' I mean) in all versions of PrBoom and in Eternity too but by another way. I'll definitely see it later. At the moment I've forced some odddemos (blackbug.lmp, manorbug.lmp, manormis.lmp etc) to work correctly in PrBoom and Chocolate-Doom and I want to finish it. 0 Quote Share this post Link to post
entryway Posted March 14, 2006 myk said: Demos will play back fine using PrBoom+ but will desynch using Doom or Doom2 (as applicable.) I suppose I could provide the demos, if necessary. All your demos are desync because you use a key for switching to SSG directly (key_weapon9). It should not work in a demo compatibility mode. It is a mistake of Boom and it will be fixed in the next release. 0 Quote Share this post Link to post
VinceDSS Posted March 21, 2006 I have been using prboomplus to make AVIs. here are a couple suggestions : - when using -framecapture command, force prboom into 24bits true color so people dont have to use -bpp 24, otherwise it's problematic to make AVIs from 8bit screenshots - is it possible to make a wave file ? with a command like -wavecapture - is it possible to encapsulate the captured frames (and sound) into an AVI file? just like fraps does - add software filters like in prboom 2.3 ? 0 Quote Share this post Link to post
VinceDSS Posted March 24, 2006 another problem : even though palette color changes are all ON, the framescapture doesnt show any palette on damage nor item pick up ??? 0 Quote Share this post Link to post
entryway Posted March 24, 2006 VinceDSS said:even though palette color changes are all ON, the framescapture doesnt show any palette on damage nor item pick up ??? It works correctly in glboom, but wrongly in prboom. It's a bug of the M_DoScreenShot function in original prboom. 0 Quote Share this post Link to post
VinceDSS Posted March 24, 2006 I dont want to use glboom, it doesnt look right... 0 Quote Share this post Link to post
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