entryway Posted August 23, 2010 printz said:OS Version: Mac OS X 10.5.8 (9L30) As I know, the Mac build requires Mac OS X 10.6. Don't ask me why such situations even possible on Mac. Win32 binary works on Win95-Win7 which is 15 years interval, by the way. Probably you can try PrBoom-Plus-2.5.0.7a-OSX10_4ub.dmg printz said:And as for 2.5.0.7a? The downloaded disk image from sourceforge doesn't even work. Works for me 0 Quote Share this post Link to post
printz Posted August 23, 2010 entryway said:As I know, the Mac build requires Mac OS X 10.6.Thanks for the info. Seems like I have to upgrade. I'm stuck with vanilla Doom for now :P Too bad there isn't also a map editor, it's also very tedious to learn programming for mac to make my own editor... 0 Quote Share this post Link to post
JPL Posted August 24, 2010 entryway said:tar.gz is already there Ah, jolly good. It wasn't at the time of my post but it is now. Thanks! 0 Quote Share this post Link to post
Searcher Posted August 26, 2010 printz said:Thanks for the info. Seems like I have to upgrade. I'm stuck with vanilla Doom for now :P Too bad there isn't also a map editor, it's also very tedious to learn programming for mac to make my own editor... Phil1985 used to use, or may still use, hellmaker or Hell Maker to edit maps on a mac. I have not seen him around for a while but you may be able to pm him for info or a Google search may turn up something. Just a thought. Edit: this works: http://www.google.com/search?q=doom+maps+hellmaker&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a 0 Quote Share this post Link to post
vdgg Posted August 26, 2010 Is there a way to watch health of monsters which were killed and respawned? (skill 5 or -respawn). Do they have certain thing ID? edit: irrelevant post, sorry. It works with -trace_thingshealth, I checked with an older version in which such monsters had negative health maintained. 0 Quote Share this post Link to post
Phil1984 Posted August 27, 2010 Searcher said:Phil1985 used to use, or may still use, hellmaker or Hell Maker to edit maps on a mac. I have not seen him around for a while but you may be able to pm him for info or a Google search may turn up something. Just a thought. Edit: this works: http://www.google.com/search?q=doom+maps+hellmaker&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a Hello yes, I still drop it from time to time even though I am currently in a doom lull! As far as editing on the mac goes you have 3 main options really. 1) If you have a PPC Mac with Operating System 10.4 or less, install classic and run HellMaker. It's a great little doom editor that was, until doom builder, the most user friendly doom editor their was IMO. Alternatively, if you have an intel mac or 10.5+ you could try to run it under Balisk II emulation (an old emulator for MacOS 7.5.5 or so) although I haven't done it personally so I'm not sure if it works. 2) If you have a bit of a nerd bent, you could always try compiling Yadex (http://www.teaser.fr/~amajorel/yadex/) to run on your Mac. I have managed to do so successfully although never really spent much time using the actual editor I must say. 3) Finally, and this is really the preferred option if at all possible IMO and that is to install Windows on your intel mac either through a virtual OS or with boot camp and run Doom Builder. The advantage of this is that you will have available all the Doom tools that our pc using brethren have. Of course the cost of windows and/or emulation software makes this a rather expensive option..... As for PrBoom not working on 10.5 thats quite odd IMO. 10.6 was nothing but a glorified $29 Service Package really and I'm not sure why the software would break on 10.5. I guess this is the disadvantage of not having a mac programmer working on the mac version (no criticism of entryway their, he makes the best Port available on any OS IMO) 0 Quote Share this post Link to post
entryway Posted August 27, 2010 Phil1984 said:As for PrBoom not working on 10.5 thats quite odd IMO. 10.6 was nothing but a glorified $29 Service Package really and I'm not sure why the software would break on 10.5. I guess this is the disadvantage of not having a mac programmer working on the mac version There is PrBoom-Plus-2.5.0.7a-OSX10_4ub.dmg on sf.net. Does it work on 10.5? 0 Quote Share this post Link to post
vdgg Posted August 28, 2010 My tally screen in 2.5.0.5 (I say it's correct) The same screen in 2.5.0.7 My 2.5.0.7 config Why is it so? 0 Quote Share this post Link to post
entryway Posted August 28, 2010 vdgg said:Why is it so? Options\General\Status bar and menu appearance 0 Quote Share this post Link to post
printz Posted September 2, 2010 Just like ZDoom, PrBoom+ misinterprets Dehacked's "Max health" as medikit max health. Even if I set -complevel to something like 11 (MBF mode, where I'm positive the medikit behavior is like in vanilla), the maximum medikit health is still modified. Can it be fixed back, so only health bonus can bring the player to "Max health" level? 0 Quote Share this post Link to post
Grazza Posted September 3, 2010 Old issue, fixed a few years ago in Prboom+. The error was introduced in Boom (and not fixed in MBF*) and is now a compatibility option. For Doom complevels, the Doom2.exe/Dehacked meaning is preserved. For Boom and most higher complevels, Boom's erroneous interpretation is used. Because that's what those exes did, unconditionally. For the most recent complevels, you can choose whether you want Boom or Doom's interpretation. BTW, I think Zdoom now has this as a compatibility option. -------------- <small>* For instance, there is a TASMBF movie demo on Hacx that demonstrates the erroneous Boom behaviour. It would desync if the correct maxhealth interpretation were forced upon it. I imagine the reason Lee Killough didn't implement a comp option is that it was a pure oversight by the Boom developers rather than a deliberate change. A comment by Ty Halderman pretty much confirmed this.</small> 0 Quote Share this post Link to post
Coolster Posted September 6, 2010 I like new Prboom+ pretty much but the only thing that isn't still fixed is the OpenGL rendering http://www.sendspace.com/file/xcfd7w Here are 2 screenshots from Glboom+ and Gzdoom, the Gzdoom doesn't have any problem rendering those effects and Glboom+ has them, if it was mentioned before then sorry (also you can see this effect happen at first map of Hell Revealed with the Demon room and it's best to watch Tatsurdcacocaco video of Map 25 of Community Chest since you can see this effect in action) 0 Quote Share this post Link to post
vdgg Posted September 12, 2010 I just took a look at pe4_dt3.wad (Death Tormention 3) and to my surprise, there were no pseudo-misalignments (I don't use GLBoom, see link below for reference if you don't know what I'm talking about). This is great news! I guess vv2.wad is fixed the same way? In which version was it fixed and where can I find the corresponding info in the Change Log? Link: http://www.doomworld.com/vb/showthread.php?s=&postid=840508#post840508 0 Quote Share this post Link to post
entryway Posted September 12, 2010 vdgg said:In which version was it fixed and where can I find the corresponding info in the Change Log? 2.5.0.7 @ 2010-Aug-15 Recalculates seg offsets that are sometimes incorrect with certain nodebuilders. Fixes among others, line 20365 of DV.wad, map 5. 0 Quote Share this post Link to post
Gez Posted September 12, 2010 That's the second line after explanation of the detail texture definition format. 0 Quote Share this post Link to post
entryway Posted September 23, 2010 I experimented with hardware shaders in glboom-plus yesterday and wrote a few test shaders http://prboom-plus.sourceforge.net/glboom-plus-shaders.zip (23MB) 0 Quote Share this post Link to post
_bruce_ Posted September 23, 2010 entryway said:I experimented with hardware shaders in glboom-plus yesterday and wrote a few test shaders http://prboom-plus.sourceforge.net/glboom-plus-shaders.zip (23MB) Wow. Love it. 0 Quote Share this post Link to post
ReFracture Posted September 23, 2010 entryway said:I experimented with hardware shaders in glboom-plus yesterday and wrote a few test shaders http://prboom-plus.sourceforge.net/glboom-plus-shaders.zip (23MB) Wow, that was pretty cool. 0 Quote Share this post Link to post
tatsurd-cacocaco Posted September 29, 2010 A japanese doomer said to me that Never_Again's uac_dead demos (http://doomedsda.us/wad892.html) are desync. Therefore, I also tried to watch them, but they are desync under PrBoom+ even if I used complevel 0. As a result, I downgraded vanilla udoom.exe to v1.2 and was able to watch them. However, how can you watch them under PrBoom+? I want to know it. 0 Quote Share this post Link to post
entryway Posted September 29, 2010 tatsurd-cacocaco said:However, how can you watch them under PrBoom+? I want to know it. Doom 1.2 demo? Support for 1.2 is limited. 0 Quote Share this post Link to post
tatsurd-cacocaco Posted September 30, 2010 OK! Have you still needed a long time for enough emulation of v1.2? Tag 666 dosen't work 2 times on complevel 3. Everyone probably feels complicated if I use vanilla doom v1.2. Should I use compleve 2 when recording this wad? I like it that result screens are always displayed in PrBoom+ even if it is after finishing ExM8 or under emulation of v1.2. 0 Quote Share this post Link to post
myk Posted September 30, 2010 tatsurd-cacocaco said: Tag 666 dosen't work 2 times on complevel 3. Everyone probably feels complicated if I use vanilla doom v1.2. Should I use compleve 2 when recording this wad? I like it that result screens are always displayed in PrBoom+ even if it is after finishing ExM8 or under emulation of v1.2. I recommend using compatibility level 2 for WADs with dual tag 666 use (such as UAC Dead). Disrupting the functionality of a WAD just because some people won't be able to drag and drop a demo to the executable is wrong. Using SendTo or shotcuts as drag points to run vanilla demos at alternate compatibility levels solves this for PrBoom+-only users, anyway. Version 1.2 compatibility is usually not necessary. It might be needed in WADs using that removed line type (like old Return to Phobos.) 0 Quote Share this post Link to post
entryway Posted October 7, 2010 I've coded pixel shader for fake 3D wave (depends from player position). Looks interesting: http://prboom-plus.sourceforge.net/3dwave.avi 0 Quote Share this post Link to post
DaniJ Posted October 7, 2010 Certainly some neat effects entryway. Are these shaders going to be combined into some form of library for users/modders/demo purposes or are they just you experimenting? 0 Quote Share this post Link to post
ReFracture Posted October 8, 2010 Very interesting developments, Entryway. 0 Quote Share this post Link to post
Grazza Posted October 8, 2010 tatsurd-cacocaco said:OK! Have you still needed a long time for enough emulation of v1.2? Tag 666 dosen't work 2 times on complevel 3. Everyone probably feels complicated if I use vanilla doom v1.2. Should I use compleve 2 when recording this wad? I like it that result screens are always displayed in PrBoom+ even if it is after finishing ExM8 or under emulation of v1.2. You could use -complevel 1. That emulates Doom 1.666 (which has the same tag 666 behaviour as Registered Doom 1.9, but will be autodetected correctly). As far as I know this complevel works pretty well. At least, I don't recall any demos that desync due to failings in that complevel, and I tested pretty much every demo in existence a few years back. :) Edit: Summary for those who didn't get my main point: If you use -complevel 1, then you basically get the same behaviour as -complevel 2, but prboom+ will play it back correctly without any need for the user to force a -complevel. But yeah, don't even touch -complevel 0. It was added in Prboom in a completely unfinished (actually barely started) state, and there is no real prospect of it being emulated at all accurately in the foreseeable future. Andrey has improved a few things in 1.2 emulation, but there are some major differences in the behaviour which would be hard to emulate without a 1.2 source code release, or some serious reverse engineering. 0 Quote Share this post Link to post
myk Posted October 8, 2010 Grazza said: You could use -complevel 1. Yeah, but -complevel 2 is better because the v1.9 is easier to get (from the shareware package or current DOOM II) and the v1.666 engine is practically the same deal except for some bugs; for some reason I sometimes get random (venetian blinds) crashes running it on Windows 98. Only v1.4 might be less stable than v1.666, I think. To play back v1.666 demos in DOS it's better to hack the version marker on the demo (a bit annoying) or better yet, tweak a copy of Doom v1.9 to play demos marked as "106". From experience, most if not all demos from v1.5 to v1.9 (excluding Ultimate and Final "v1.9") are equivalent to v1.9 demos except for the version marker and any level differences. Version 1.5 may be missing some DOOM II features, but that shouldn't matter as there wouldn't be any DOOM II demos with it. 0 Quote Share this post Link to post
entryway Posted October 8, 2010 Mike.Reiner said:Very interesting developments, Entryway. Btw, I found very serious bug in NVidia shaders compiler (in the latest drivers at least) This code does not work correctly on my NVidiawhile (fmax.z > sin(-pi*4.0*2.0 * length(fmax.xy) + timer * 1.0) * wave_h) { fmax -= delta; }But this works fine:float f = sin(-pi*4.0*2.0 * length(fmax.xy) + timer * 1.0) * wave_h; while (fmax.z > f) { fmax -= delta; f = sin(-pi*4.0*2.0 * length(fmax.xy) + timer * 1.0) * wave_h; }It is funny, because the first example works correctly even on Intel GMA X5700HD NVidia compiler by some strange reasons calculates sin() in while() ONLY ONCE, lol, and result of that shader becomes similar tofloat f = sin(-pi*4.0*2.0 * length(fmax.xy) + timer * 1.0) * wave_h; while (fmax.z > f) { fmax -= delta; } 0 Quote Share this post Link to post
entryway Posted October 8, 2010 Graf Zahl said:Have you reported that bug? At least I can make testcase with shader in .txt 0 Quote Share this post Link to post
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