Jump to content

PrBoom-Plus, ver. 2.5.1.4


Recommended Posts

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 ***

Share this post


Link to post
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.

Share this post


Link to post

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.

Share this post


Link to post
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.

Share this post


Link to post
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?

Share this post


Link to post

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)

Share this post


Link to post
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.

Share this post


Link to post
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. %)

Share this post


Link to post

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.

Share this post


Link to post
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 :)

Share this post


Link to post

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?

Share this post


Link to post
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.

Share this post


Link to post
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?

Share this post


Link to post

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).

Share this post


Link to post

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.

Share this post


Link to post
  • 2 weeks later...
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.

Share this post


Link to post

-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.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...