entryway Posted October 8, 2010 Graf Zahl said:Have you reported that bug? Done. testcase: http://prboom-plus.sf.net/nvidia-shaders-bug.zip shaders/wave.txt "#if 1" -> "#if 0" for correct behaviour 0 Quote Share this post Link to post
entryway Posted October 8, 2010 NVidia's shaders compiler is so cool! :) while (fmax.z > sin(-pi*4.0*2.0 * length(fmax.xy) + timer * 1.0) * wave_h) { // fmax -= delta; fmax.x -= delta.x; fmax.y -= delta.y; fmax.z -= delta.z; }stduot.txt: gld_LoadShader: Problem compiling shader "(glvp+glvpempt) + (glfp+WAVE)": Fragment info ------------- (0) : fatal error C9999: *** exception during compilation *** 0 Quote Share this post Link to post
Graf Zahl Posted October 8, 2010 I still haven't updated my driver from 197.xx and I know why. ;) 0 Quote Share this post Link to post
entryway Posted October 8, 2010 Graf Zahl said:I still haven't updated my driver from 197.xx and I know why. ;) Does tastcase work for you?? You should have the same result with "#if 0" and with "#if 1". I have 197.45 on my work and the latest at home. Both do not work. 0 Quote Share this post Link to post
Ledmeister Posted October 12, 2010 I'm relatively new to PrBoom+, but it's my favorite so far in my limited experience with source ports. Thanks for all the hard work. :) Two questions, though:Never_Again said [about PrBoom, in December 2007]: [...]Another long-standing sound bug: the pitch-shift emulation of v1.1 doesn't work.[...] Downloaded v2.5.0.7 recently, and the pitch effect option still seems dead here, too. Is there a chance this'll be fixed in the next release? I'd really like to see this implemented. /vote Also, I'm probably overlooking something simple, but is there a way in GlBoom+ to get the old-school partial-invisibility effect? Meaning, an animated scrambling of blocky translucent pixels, versus just a steady, faded translucent image? Thanks for reading. 0 Quote Share this post Link to post
Gez Posted October 12, 2010 Ledmeister said:Also, I'm probably overlooking something simple, but is there a way in GlBoom+ to get the old-school partial-invisibility effect? Meaning, an animated scrambling of blocky translucent pixels, versus just a steady, faded translucent image? As far as I know, the only OpenGL port with that effect is EDGE. 0 Quote Share this post Link to post
entryway Posted October 13, 2010 Ledmeister said:Downloaded v2.5.0.7 recently, and the pitch effect option still seems dead here, too. Is there a chance this'll be fixed in the next release? I'd really like to see this implemented. Fixed. Do not forget about "pitched_sounds 1" in cfg http://prboom-plus.sourceforge.net/history.html 0 Quote Share this post Link to post
Gez Posted October 13, 2010 entryway said:http://prboom-plus.sourceforge.net/history.html Little typo in the changelog: it says "Enabe Textured Display", not "Enable". 0 Quote Share this post Link to post
Ledmeister Posted October 14, 2010 entryway said:Fixed [v1.1 pitch sounds].That was quick. Thanks! Downloaded GlBoom+ 2.5.0.8 test, and I'm noticing something a little weird with pitch-shifting on: Standing near, or on, some slow-moving structures, such as emerging staircases, the sound is extra thumpy, with a sort of pew-pew-pew overtone. Like... I dunno, a Stormtrooper blaster with a built-in subwoofer. %) Here's a video of the crushers in Doom v1.9 E2M2. (Stereo recommended. You may, or may not, want to crank the sound.) I get the same sound when, for example, standing on the slow-building stairs near the regular exit in E1M3. Anyone else hear this the same way when trying the pitch-shifting on their own rigs? 0 Quote Share this post Link to post
RjY Posted October 14, 2010 Ooh, it's phasing beautifully! You have DSSTNMOV being played by several different moving ceiling sectors at once at slightly different pitches, so you're getting beating and phasing (or is it flanging? I can't remember the terminology) 0 Quote Share this post Link to post
entryway Posted October 14, 2010 Ledmeister said:Anyone else hear this the same way when trying the pitch-shifting on their own rigs? Same with Eternity, but not with gzdoom. 0 Quote Share this post Link to post
Ledmeister Posted October 15, 2010 entryway said:Same with Eternity, but not with gzdoom.Would it be hard to fix? (I don't remember that phenomenon happening in the original Doom game... buuut I could be wrong. %) 0 Quote Share this post Link to post
4mer Posted October 16, 2010 Try Doom 1.2 with DosBox you will probably find it sounds the same. You can use this program to change versions. 0 Quote Share this post Link to post
ReFracture Posted October 16, 2010 Hi Entryway. I just tried the latest test version and I noticed a bug with the textured automap feature, though it appears to only affect widescreen users. Here is a screen shot: http://img297.imageshack.us/img297/5918/doom00.jpg If you notice, down at the bottom on the right and left sides of the status bar, it shows the texture it's supposed to normally be but the textured automap goes over it. 0 Quote Share this post Link to post
Doom_user Posted October 20, 2010 Change Log said:[+] Two new sponsored HUDs. I see a new hud displayed if I set hud_active to 3. How do I get the other one to display? 0 Quote Share this post Link to post
entryway Posted October 20, 2010 Doom_user said:I see a new hud if I set hud_active to 3. How do I see the other one? F5 F5 F5 F5 or hud_distributed 0/1 Don't ask my why there are two variables for single stuff :) 0 Quote Share this post Link to post
entryway Posted October 22, 2010 Mike.Reiner said:http://img297.imageshack.us/img297/5918/doom00.jpg Fixed 0 Quote Share this post Link to post
entryway Posted October 24, 2010 Graf Zahl said:Have you reported that bug? Fixed in 260.89_desktop_win7_winvista_64bit_english_whql.exe 0 Quote Share this post Link to post
Ledmeister Posted October 26, 2010 When watching a demo in super-slow motion (something I did the first time today w/PrBoom+), I noticed that the chasecam/walkcam controls and the Automap display controls were equally slow. Just curious, would it be possible to have those functions work at normal speed, either by default, or as an on/off option? 0 Quote Share this post Link to post
entryway Posted October 26, 2010 Ledmeister said:When watching a demo in super-slow motion (something I did the first time today w/PrBoom+), I noticed that the chasecam/walkcam controls and the Automap display controls were equally slow. Just curious, would it be possible to have those functions work at normal speed, either by default, or as an on/off option? No. Slow motion stuff use global gametic timer. Everything becomes slower. Even menu. If you want to see around, you can pause a demo and use chase/walkcam. 0 Quote Share this post Link to post
Ledmeister Posted October 26, 2010 entryway said:No. Slow motion stuff use global gametic timer.Ah, I was wondering if that was the case. Okay, thanks. :) 0 Quote Share this post Link to post
entryway Posted October 28, 2010 tatsurd-cacocaco said: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. Fixed. 0 Quote Share this post Link to post
Grazza Posted October 28, 2010 entryway said:[1.2 desyncs] Fixed. Wow. I see that must have been a lot of work, given the multiple issues. Are you aware of any remaining problems with 1.2 compatibility? 0 Quote Share this post Link to post
entryway Posted October 28, 2010 Grazza said:Are you aware of any remaining problems with 1.2 compatibility? Only WP2-33.LMP @ WADPAK2.WAD+WP233fix.WAD http://doomedsda.us/1082col215.html And it is already fixed. I just need to do some tests before commiting. 0 Quote Share this post Link to post
entryway Posted October 28, 2010 Are there any public doom 1.2 old demos? I know only these: http://www.google.com/search?q=site:doomedsda.us %22DooM%2Bv1.2%22 0 Quote Share this post Link to post
Grazza Posted October 28, 2010 There are these, for a start: http://cd.textfiles.com/ugameware/DOOM3/LMPVOL1.ZIP http://cd.textfiles.com/ugameware/DOOM3/LMPVOL2.ZIP You'll need to use the 1.2 iwad in some cases (any E1M1 and E1M4 demos, for instance), as some maps were changed in later versions. And some are for Randoom (those with an accompanying .w file). There are also 1.2 demos packaged with some wads, such as Dinner (all three play back OK). 0 Quote Share this post Link to post
Grazza Posted October 29, 2010 All the demos I listed above tested OK (apart from the Randoom ones, which I didn't try to do anything with). I also tested Gokuma's demos in 12fun.zip (more info). So the 1.2 emulation looks pretty good! Certainly very usable. 0 Quote Share this post Link to post
tatsurd-cacocaco Posted November 7, 2010 entryway said:(1.2 desyncs) Fixed. Oh, nice work. I have another request. Would you be able to jump to more than 32 maps by "idclev" cheat? This is because that recent megawads tend to have over 32 maps. 0 Quote Share this post Link to post
entryway Posted November 8, 2010 -warp still works P.S. I've looked into Chocolate-Doom sources and it says if ((gamemode == commercial) && (( epsd > 1) || (map > 34))) return false;But doom2.exe checks for 40, not 34. IDCLEV40 tries to load map40 IDCLEV41 does nothing Doom2.exe allows to load map35 (with d_dm2int.mid), but Chocolate-Doom does not. 0 Quote Share this post Link to post
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