HackNeyed Posted October 23, 2009 Alright, I recorded a simple demo in 8bit with this .bat prboom-plus -devparm -complevel 4 -iwad tnt -file ht -skill 4 -warp 07 -record test then, still in 8bit, when I try to play it back using this .bat prboom-plus -devparm -playdemo test I get this log3 0 Quote Share this post Link to post
mammajamma Posted October 23, 2009 Probably a n00bish question; If so, sorry. Can you force a 320 X 240 X 2 resolution similar to how Chocolate Doom handles the resolution? 0 Quote Share this post Link to post
entryway Posted October 23, 2009 HackNeyed said:Alright, I recorded a simple demo in 8bit with this .bat prboom-plus -devparm -complevel 4 -iwad tnt -file ht -skill 4 -warp 07 -record test then, still in 8bit, when I try to play it back using this .bat prboom-plus -devparm -playdemo test I get this log3 Fixed in "2.5.0.5.test @ 2009-Oct-24 01:17" Still have crashes in 32bit mode? 0 Quote Share this post Link to post
HackNeyed Posted October 23, 2009 That fixed playback in 8bit thanks! But 32bit still crashes when I use -skill or -warp or play a demo. 0 Quote Share this post Link to post
entryway Posted October 23, 2009 HackNeyed said:That fixed playback in 8bit thanks! But 32bit still crashes when I use -skill or -warp or play a demo. FAULT ->0047c200 cc int 3 Heh. Missed Int 3. Reuploaded. 0 Quote Share this post Link to post
HackNeyed Posted October 23, 2009 Still crashes.. log coming soon When I try to record using my bat file in 32bit I get this log5 -EDIT- hmm, can't seem to reproduce the crash anymore though its the same exe and settings and file that made the crash log5. Before, when I was testing with the other versions, sometimes it wouldn't crash though it crashed the time before and then the time after. odd. 0 Quote Share this post Link to post
entryway Posted October 24, 2009 Never_Again said:True, though it also exists in the latest v2.5.0, it is not present in v2.4.0. No fix for that? v2.4.0 has no 32bit color mode and filtering/rounding stuff 0 Quote Share this post Link to post
Graf Zahl Posted November 6, 2009 Those modes might be more useful if proper true color colormaps were created for them... 0 Quote Share this post Link to post
entryway Posted November 6, 2009 Graf Zahl said:Those modes might be more useful if proper true color colormaps were created for them... They are useful with linear filtering Never_Again said:bug 2893527 Crash on BALLLOCK.LMP Have no this crash there. Also I have no MAP files for 2.5.0.4, so please attach drwtsn32.log for the latest 2.5.0.5.test 0 Quote Share this post Link to post
entryway Posted November 7, 2009 Never_Again said:Anyway, with that out of the way, I remembered something else: bug 2893707 - trying to skip to the end of a demo while the demo is paused breaks the skip function Fixed I think. 0 Quote Share this post Link to post
entryway Posted November 8, 2009 Never_Again said:Still broken, both of 'em. You are using old EXE then. glboom-plus.exe - 1 101 824, 07.11.09 15:55 MD5 hash: 5A43E9F065EA6BA7E1106DB03F56299D 0 Quote Share this post Link to post
entryway Posted November 13, 2009 The new version of PrBoom-Plus is available: http://sourceforge.net/projects/prboom-plus/ Change Log 2.5.0.5 @ 2009 Nov 14 [+] Added an "sdl_video_window_pos" config variable. Syntax: sdl_video_window_pos "center" sdl_video_window_pos "100,100" sdl_video_window_pos "" [+] Access violation emulation for the "S1 Floor Raise Donut (changes texture) (9)" action in demo compatibility mode. "-donut floorheight floorpic" - takes custom values, overriding the program's default values ("-donut 0xF1000000 7", for DOSBox behavior). Disabled by default. Updated to newest SDL libraries: SDL.dll v1.2.14, SDL_net.dll v1.2.9. The "Sky Mode" GUI setting and "gl_drawskys" config variable have been removed. Now "SkyBox" is used if mouse look is enabled, "Standard Sky" otherwise. There is no more sky stretching with "SkyBox" mode. [-] Fixed stat screen animation for The Ultimate Doom and the Doom II cast BOSSBACK after MAP30 when using 'not adjusted' rendering. [-] Fixed detail walls when "GL_ARB_multitexture" extension is not supported or gl_compatibility is used. [-] Fixed bug where music doesn't change after IDMUS is used and a New Game is started. [-] Fixed bug where using the "End Level" key while a demo is paused breaks the "End Level" feature. [-] Fixed vertical scrolling of sky texture in SkyBox mode. [-] Now the mirror flag for MBF skies is used in SkyBox mode. [-] Fixed music playback on Windows Vista and 7. Full Change Log 2.5.0.5 is ready for Hell Ground 0 Quote Share this post Link to post
Super Jamie Posted November 14, 2009 Left: Thing 51 (correct height) Right: Thing 61 (height offset wrong) Running 2.5.0.5 on Linux. 2.5.0.3 displayed the same. ZDoom displays both sprites like the one on the left, which is correct behaviour. This is upstream in PrBoom 2.5.0 as well, I've posted to Proff's sourceforge mailing list. 0 Quote Share this post Link to post
entryway Posted November 14, 2009 Super Jamie said:Left: Thing 51 (correct height) Right: Thing 61 (height offset wrong) wad? sector? 0 Quote Share this post Link to post
Super Jamie Posted November 14, 2009 entryway said:wad? sector? That specifically is something I'm working on, but even if I make a new two-sector map and just place a player start, Thing 51 and Thing 61 the same thing happens. As far as I can tell, the behaviour is not dependent on WAD. 0 Quote Share this post Link to post
Graf Zahl Posted November 14, 2009 No. The height of these 2 items is different. One is 84, the other 52. And guess what: This bug is present in Doom.exe originally! 0 Quote Share this post Link to post
Doom Marine Posted November 14, 2009 Of PrBoom-Plus-2.5.0.5.Test-Win32's music and SFX: --- --- Operating System: Windows 7 Executable: GlBoom-Plus.exe Test conditions: 1. D_RUNNIN from Doom2.WAD 2. MAP01 is launched Result: Music is heard, as expected from Doom2.WAD's D_RUNNIN. Issue(s): When the Music Slider in Volume is adjusted, the audible SFX volume (not the one on the slider) is adjusted as well. Example: Sliding the Music Volume to 0 will cause the SFX volume to mute as well. --- --- Operating System: Windows 7 Executable: GlBoom-Plus.exe Test conditions: 1. D_RUNNIN is an MP3 lump 2. MAP01 is launched Result: Music is heard, as expected from Doom2.WAD's D_RUNNIN. The SFX and Music Sliders are effective, and render SFX and Music volume independent of one another. Issue: None --- --- Congratulations on bringing MP3s into PrBoom, now my DVII-2 will have one MP3 track for every level. 0 Quote Share this post Link to post
Super Jamie Posted November 14, 2009 Graf Zahl said:No. The height of these 2 items is different. One is 84, the other 52. And guess what: This bug is present in Doom.exe originally! Wouldn't the idea be to fix the bug? It's a non-blocking item, so I don't see how it would affect anything except appearance. 0 Quote Share this post Link to post
entryway Posted November 14, 2009 Super Jamie said:Wouldn't the idea be to fix the bug? It's a non-blocking item, so I don't see how it would affect anything except appearance. You really think, prboom should show things differently from doom2? As GrafZahl said, height of #61 is 52, so all is absolutely correct. If you do not like it, you can use DEHACKED patch Thing 109 (One-legged Body 2) Height = 5505024 0 Quote Share this post Link to post
Graf Zahl Posted November 14, 2009 Super Jamie said:Wouldn't the idea be to fix the bug? It's a non-blocking item, so I don't see how it would affect anything except appearance. For a port like ZDoom, yes, certainly (which it has.) But for anything that wants to be compatible with Doom.exe it's a bad idea. 0 Quote Share this post Link to post
Super Jamie Posted November 14, 2009 Fair enough, thanks for the response. And thanks e6y for the DEH. 0 Quote Share this post Link to post
Gez Posted November 14, 2009 Super Jamie said:It's a non-blocking item, so I don't see how it would affect anything except appearance. It wouldn't affect anything except appearance as long as the item isn't modified by dehacked. (Of course, there are way around this issue, for example the DEHSUPP lump in ZDoom contains information about the fixed items' original height values. But regardless of whether or not it could be done, it's just not part of PrBoom's design goals.) 0 Quote Share this post Link to post
entryway Posted November 15, 2009 Doom Marine said:Operating System: Windows 7 Executable: GlBoom-Plus.exe Test conditions: 1. D_RUNNIN from Doom2.WAD 2. MAP01 is launched Result: Music is heard, as expected from Doom2.WAD's D_RUNNIN. Issue(s): When the Music Slider in Volume is adjusted, the audible SFX volume (not the one on the slider) is adjusted as well. Example: Sliding the Music Volume to 0 will cause the SFX volume to mute as well. Have no this issue with my Realtek HD 0 Quote Share this post Link to post
SaladBadger Posted November 15, 2009 Doom Marine said:Of PrBoom-Plus-2.5.0.5.Test-Win32's music and SFX: --- --- Operating System: Windows 7 Executable: GlBoom-Plus.exe Test conditions: 1. D_RUNNIN from Doom2.WAD 2. MAP01 is launched Result: Music is heard, as expected from Doom2.WAD's D_RUNNIN. Issue(s): When the Music Slider in Volume is adjusted, the audible SFX volume (not the one on the slider) is adjusted as well. Example: Sliding the Music Volume to 0 will cause the SFX volume to mute as well. That's probably a result of the SDL bug on windows Vista/7. In SDL (and a few other sound libraries), MIDI music volume used the MIDI Volume slider in the old volume mixer. This worked well on XP, but Vista and 7 removed that feature from the mixer, resulting in a strange bug where adjusting midi volume in SDL apps also affects sound 0 Quote Share this post Link to post
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