natt Posted March 26, 2012 Interesting. The video dumping system uses the same code as the screenshot system to get its images, so I'm suspecting some bug in the screenshot system? Probably went unnoticed because one wouldn't normally take enough screenshots to notice something like this. 0 Quote Share this post Link to post
Kira Posted March 26, 2012 Looks like you are correct. I remember a GlBoom-plus screen where I am hit and I didn't see the red palette. 0 Quote Share this post Link to post
VinceDSS Posted March 26, 2012 here's my CFG: # Doom config file # Format: # variable value # System settings process_affinity_mask 0 process_priority 0 render_smp 0 try_to_reduce_cpu_cache_misses 1 # Misc settings default_compatibility_level -1 realtic_clock_rate 100 menu_background 1 max_player_corpse 32 flashing_hom 0 demo_insurance 2 endoom_mode 0x5 level_precache 1 demo_smoothturns 1 demo_smoothturnsfactor 6 # Files wadfile_1 "" wadfile_2 "" dehfile_1 "" dehfile_2 "" # Game settings default_skill 4 weapon_recoil 0 doom_weapon_toggles 1 player_bobbing 1 monsters_remember 1 monster_infighting 1 monster_backing 0 monster_avoid_hazards 0 monkeys 0 monster_friction 1 help_friends 0 allow_pushers 1 variable_friction 1 player_helpers 0 friend_distance 128 dog_jumping 1 sts_always_red 1 sts_pct_always_gray 0 sts_traditional_keys 0 show_messages 1 autorun 1 # Dehacked settings deh_apply_cheats 1 # Compatibility settings comp_zombie 0 comp_infcheat 0 comp_stairs 0 comp_telefrag 0 comp_dropoff 0 comp_falloff 0 comp_staylift 0 comp_doorstuck 0 comp_pursuit 0 comp_vile 0 comp_pain 0 comp_skull 0 comp_blazing 0 comp_doorlight 0 comp_god 0 comp_skymap 0 comp_floors 0 comp_model 0 comp_zerotags 0 comp_moveblock 0 comp_sound 0 comp_666 0 comp_soul 0 comp_maskedanim 0 # PrBoom-plus compatibility settings comp_ouchface 0 comp_maxhealth 1 comp_translucency 0 # Sound settings snd_pcspeaker 0 sound_card -1 music_card -1 pitched_sounds 0 samplerate 22050 sfx_volume 7 music_volume 7 mus_pause_opt 2 snd_channels 8 snd_midiplayer "fluidsynth" snd_soundfont "TimGM6mb.sf2" snd_mididev "" mus_extend_volume 0 # Video settings videomode "8bit" screen_resolution "1280x720" use_fullscreen 0 use_doublebuffer 1 translucency 1 tran_filter_pct 66 screenblocks 10 usegamma 3 uncapped_framerate 1 test_interpolation_method 0 filter_wall 3 filter_floor 3 filter_sprite 3 filter_z 2 filter_patch 3 filter_threshold 49152 sprite_edges 1 patch_edges 1 # Mouse settings use_mouse 1 mouse_sensitivity_horiz 10 mouse_sensitivity_vert 0 mouseb_fire 0 mouseb_strafe 2 mouseb_forward 1 mouseb_backward -1 mouseb_use -1 # Key bindings key_right 0xae key_left 0xac key_up 0x77 key_down 0x73 key_mlook 0x5c key_menu_right 0xae key_menu_left 0xac key_menu_up 0xad key_menu_down 0xaf key_menu_backspace 0x7f key_menu_escape 0x1b key_menu_enter 0** key_setup 0x0 key_strafeleft 0x61 key_straferight 0x64 key_fire 0x9d key_use 0x20 key_strafe 0xb8 key_speed 0xb6 key_savegame 0xbc key_loadgame 0xbd key_soundvolume 0xbe key_hud 0xbf key_quicksave 0xc0 key_endgame 0xc1 key_messages 0xc2 key_quickload 0xc3 key_quit 0xc4 key_gamma 0**7 key_spy 0**8 key_pause 0xff key_autorun 0xba key_chat 0x74 key_backspace 0x7f key_enter 0** key_map 0x9 key_map_right 0xae key_map_left 0xac key_map_up 0xad key_map_down 0xaf key_map_zoomin 0x3d key_map_zoomout 0x2d key_map_gobig 0x30 key_map_follow 0x66 key_map_mark 0x6d key_map_clear 0x63 key_map_grid 0x67 key_map_rotate 0x72 key_map_overlay 0x6f key_reverse 0x2f key_zoomin 0x3d key_zoomout 0x2d key_chatplayer1 0x67 key_chatplayer2 0x69 key_chatplayer3 0x62 key_chatplayer4 0x72 key_weapontoggle 0x30 key_weapon1 0x31 key_weapon2 0x32 key_weapon3 0x33 key_weapon4 0x34 key_weapon5 0x35 key_weapon6 0x36 key_weapon7 0x37 key_weapon8 0x38 key_weapon9 0x39 key_nextweapon 0xeb key_prevweapon 0xec key_screenshot 0x13c # Joystick settings use_joystick 0 joy_left 0 joy_right 0 joy_up 0 joy_down 0 joyb_fire 0 joyb_strafe 1 joyb_speed 2 joyb_use 3 # Chat macros chatmacro0 "No" chatmacro1 "I'm ready to kick butt!" chatmacro2 "I'm OK." chatmacro3 "I'm not looking too good!" chatmacro4 "Help!" chatmacro5 "You suck!" chatmacro6 "Next time, scumbag..." chatmacro7 "Come here!" chatmacro8 "I'll take care of it." chatmacro9 "Yes" # Automap settings mapcolor_back 0xf7 mapcolor_grid 0x68 mapcolor_wall 0x17 mapcolor_fchg 0x37 mapcolor_cchg 0**7 mapcolor_clsd 0**0 mapcolor_rkey 0xaf mapcolor_bkey 0xcc mapcolor_ykey 0xe7 mapcolor_rdor 0xaf mapcolor_bdor 0xcc mapcolor_ydor 0xe7 mapcolor_tele 0x77 mapcolor_secr 0xfc mapcolor_exit 0x0 mapcolor_unsn 0x68 mapcolor_flat 0x58 mapcolor_sprt 0x70 mapcolor_item 0xe7 mapcolor_hair 0**0 mapcolor_sngl 0**0 mapcolor_me 0x70 mapcolor_enemy 0xb1 mapcolor_frnd 0x70 map_secret_after 0 map_point_coord 0 map_level_stat 0 automapmode 0x0 map_always_updates 0 map_grid_size 128 map_scroll_speed 4 map_wheel_zoom 1 map_use_multisamling 0 map_overlay_pos_x 0 map_overlay_pos_y 0 map_overlay_pos_width 320 map_overlay_pos_height 200 # Heads-up display settings hudcolor_titl 5 hudcolor_xyco 3 hudcolor_mapstat_title 6 hudcolor_mapstat_value 2 hudcolor_mapstat_time 2 hudcolor_mesg 6 hudcolor_chat 5 hudcolor_list 5 hud_msg_lines 1 hud_list_bgon 0 health_red 25 health_yellow 50 health_green 100 armor_red 25 armor_yellow 50 armor_green 100 ammo_red 25 ammo_yellow 50 hud_num 2 hud_displayed 0 # Prboom-plus key bindings key_speedup 0x12b key_speeddown 0x12d key_speeddefault 0x12a speed_step 0 key_demo_skip 0**2 key_level_restart 0xc7 key_nextlevel 0**1 key_demo_jointogame 0x71 key_demo_endlevel 0xcf key_walkcamera 0x130 key_showalive 0x12f # Prboom-plus heads-up display settings hudadd_gamespeed 1 hudadd_leveltime 1 hudadd_demotime 0 hudadd_secretarea 1 hudadd_smarttotals 1 hudadd_demoprogressbar 0 # Prboom-plus mouse settings mouse_acceleration 0 mouse_sensitivity_mlook 10 mouse_doubleclick_as_use 1 # Prboom-plus demos settings demo_extendedformat 1 demo_demoex_filename "" getwad_cmdline "" demo_overwriteexisting 1 # Prboom-plus game settings movement_strafe50 0 movement_strafe50onturns 0 movement_shorttics 0 interpolation_maxobjects 0 # Prboom-plus misc settings showendoom 0 screenshot_dir "" # Video capture encoding settings cap_soundcommand "oggenc2 -r -R %s -q 5 - -o output.ogg" cap_videocommand "x264 -o output.mp4 --crf 25 --muxer mp4 --demuxer raw --input-csp rgb --input-depth 8 --input-res %wx%h --fps 35 -" cap_muxcommand "mkvmerge -o %f output.mp4 output.ogg" cap_tempfile1 "output.ogg" cap_tempfile2 "output.mp4" cap_remove_tempfiles 1 # Prboom-plus video settings sdl_videodriver "default" sdl_video_window_pos "center" palette_ondamage 1 palette_onbonus 1 palette_onpowers 1 render_wipescreen 1 render_screen_multiply 1 render_interlaced_scanning 0 render_precise 1 render_aspect 0 render_doom_lightmaps 0 fake_contrast 1 render_stretch_hud 0 render_patches_scalex 0 render_patches_scaley 0 sprites_doom_order 1 # Prboom-plus emulation settings overrun_spechit_warn 0 overrun_spechit_emulate 1 overrun_reject_warn 0 overrun_reject_emulate 1 overrun_intercept_warn 0 overrun_intercept_emulate 1 overrun_playeringame_warn 0 overrun_playeringame_emulate 1 overrun_donut_warn 0 overrun_donut_emulate 0 overrun_missedbackside_warn 0 overrun_missedbackside_emulate 0 # Prboom-plus 'bad' compatibility settings comperr_zerotag 0 comperr_passuse 0 comperr_hangsolid 0 # Prboom-plus launcher settings launcher_enable 1 launcher_history0 "doom2.wad" launcher_history1 "doom2.wad|C:\Games\prboom-plus-2.5.1.3\doom2.wad" launcher_history2 "doom2.wad|C:\Games\prboom-plus-2.5.1.3\av.wad" launcher_history3 "" launcher_history4 "" launcher_history5 "" launcher_history6 "" launcher_history7 "" launcher_history8 "" launcher_history9 "" 0 Quote Share this post Link to post
ReFracture Posted March 27, 2012 Pastebin is your friend. http://pastebin.com/BCqZCw6N I only mentioned it in passing before entryway, but with PrBoom-Plus 2.5.1.4, I cannot change my resolution from 640x480 in the menu, I have to edit the config file. This is using a freshly configured .cfg generated by prboom-plus. 0 Quote Share this post Link to post
entryway Posted March 27, 2012 Mike.Reiner said:I only mentioned it in passing before entryway, but with PrBoom-Plus 2.5.1.4, I cannot change my resolution from 640x480 in the menu, I have to edit the config file. This is using a freshly configured .cfg generated by prboom-plus. No issue for me. Does it work with 2.5.1.3? 0 Quote Share this post Link to post
entryway Posted March 27, 2012 VinceDSS said:here's my CFG: ... key_gamma 0**7 key_spy 0**8 ... It is not your cfg :) I any case, I am not able to reproduce an issue. I removed broken lines from cfg you posted and start prboom-plus -iwad doom.wad -viddump cp4v0359.mkv -timedemo cp4v0359.lmp -config vincedss.cfg. Do you see palette bug during viddumping? 0 Quote Share this post Link to post
ReFracture Posted March 27, 2012 entryway said:No issue for me. Does it work with 2.5.1.3? Yeah, it works in 2.5.1.3. If I change resolution through .cfg, I can then go to any one I want from the menu. It's just when set to 640x480 that it does it. Odd. 0 Quote Share this post Link to post
entryway Posted March 27, 2012 Mike.Reiner said:Yeah, it works in 2.5.1.3. If I change resolution through .cfg, I can then go to any one I want from the menu. It's just when set to 640x480 that it does it. Odd. Does it work? http://prboom-plus.sf.net/glboom-plus.exe.zip If it does not, then I'll prepare a few executables of different revisions after 2.5.1.3 Btw, I added 'notarget' and 'fly' cheat codes (with key_flyup/key_flydown key bindings if mlook is not enabled). You can try it. 0 Quote Share this post Link to post
ReFracture Posted March 27, 2012 Fly and Notarget seem to work. I'll play around with them a bit. Still unable to change resolutions. 0 Quote Share this post Link to post
entryway Posted March 27, 2012 Mike.Reiner said:Still unable to change resolutions. Check PM 0 Quote Share this post Link to post
VinceDSS Posted March 28, 2012 I re-recorded it with the same settings and I didnt do it this time. It doesn't seem reproduce-able. Someone just reported that the damage doesnt show on my 30nm too , http://www.youtube.com/watch?v=dfijpjvS9Q8 . I guess I should use glboom with MSI afterburner, at least I know this doesnt use the screenshot code. edit : this stops showing damage/pick up after a while too : http://www.youtube.com/watch?v=Ljvd0fpB-bY http://www.youtube.com/watch?v=ip93S3mOzms http://www.youtube.com/watch?v=7rg4d6HrsIk I am sure it happened to others as well 0 Quote Share this post Link to post
entryway Posted March 28, 2012 Actually capturing code does not use screenshot code for software mode. Screenshot code itself is simple as hell:int I_ScreenShot (const char *fname) { return SDL_SaveBMP(SDL_GetVideoSurface(), fname); } Capturing code is much more complex: if (pixel_data) { SDL_Surface *scr = SDL_GetVideoSurface(); SDL_PixelFormat *fmt = scr->format; SDL_Palette *pal = fmt->palette; unsigned char *pixel_src = (unsigned char *) scr->pixels; int lock_needed = SDL_MUSTLOCK(scr); int lock_was_successful = 0; if (!lock_needed || SDL_LockSurface(scr) >= 0) { // While the screen is locked write it into a buffer unsigned char *s = pixel_data; int i; if (pal) // 8bpp { for (i = 0; i < REAL_SCREENWIDTH * REAL_SCREENHEIGHT; i++) { *s++ = pal->colors[pixel_src{i}].r; *s++ = pal->colors[pixel_src{i}].g; *s++ = pal->colors[pixel_src{i}].b; } } else // high/truecolor { for (i = 0; i < REAL_SCREENWIDTH * REAL_SCREENHEIGHT; i++) { Uint32 p = *(Uint32 *) (pixel_src + i * fmt->BytesPerPixel); *s++ = (unsigned char) (((p & fmt->Rmask)>>fmt->Rshift)<<fmt->Rloss); *s++ = (unsigned char) (((p & fmt->Gmask)>>fmt->Gshift)<<fmt->Gloss); *s++ = (unsigned char) (((p & fmt->Bmask)>>fmt->Bshift)<<fmt->Bloss); } } if (lock_needed) SDL_UnlockSurface(scr); } } return pixel_data; But before trying to change something (use actual palette buffer instead of fmt->palette, etc) I need to be able to reproduce, but looks like you are not able to localize the reasons (switching to desktop, wrong SDL version, etc). Such things cannot happen or not happen because of stars layout. VinceDSS said:I guess I should use glboom with MSI afterburner, at least I know this doesnt use the screenshot code. You do not need gl renderer for fraps/afterburner. "Use GL surface for software mode" setting also will work with capturing software. 0 Quote Share this post Link to post
VinceDSS Posted March 28, 2012 But before trying to change something (use actual palette buffer instead of fmt->palette, etc) I need to be able to reproduce, but looks like you are not able to localize the reasons (switching to desktop, wrong SDL version, etc). Such things cannot happen or not happen because of stars layout. You do not need gl renderer for fraps/afterburner. "Use GL surface for software mode" setting also will work with capturing software. [/B] switching to desktop can cause that? Because I did with most of the longer recordings. SDL cant be wrong, that's the one coming with the build (started a new directory from scratch) 0 Quote Share this post Link to post
natt Posted March 30, 2012 entryway said:Actually capturing code does not use screenshot code for software mode. Screenshot code itself is simple as hell: That's only if libpng isn't enabled. If libpng is enabled, the screenshots use the same code as the video capture. See write_png_palette() fill_buffer_hicolor() and screenshot_sdl() http://www.crowproductions.de/repos/prboom/branches/prboom-plus-24/prboom2/src/SDL/i_sshot.c They are where I got the code for the software surface readback for video capture. If there's something wrong with video capture, it's also wrong with (png) screenshots. 0 Quote Share this post Link to post
entryway Posted March 30, 2012 libpng is not enabled for windows builds 0 Quote Share this post Link to post
manny Posted April 19, 2012 I'm experiencing some rendering issues: when standing onto or directly underneath a section of wall, the wall texture is twitching. I've put some screens with comments here. I've searched the bug tracker but I couldn't find any related unclosed issues. This only happens with the software renderer (prboom-plus.exe). This happens while using the default config, but it's more noticable on higher resolutions (linedefs seem to move more). My version is 2.5.1.3, PrBoom (regular) 2.5.0 has the same problem. My OS is Windows 7 32-bit. Also, I've tried to Fraps it, but I couldn't find the "Use GL surface for software mode" option entryway was talking about. Selecting OpenGL as video mode doesn't work. 0 Quote Share this post Link to post
Kira Posted April 19, 2012 I confirm: easily reproducible on any map. 0 Quote Share this post Link to post
entryway Posted April 19, 2012 manny said:I'm experiencing some rendering issues: when standing onto or directly underneath a section of wall, the wall texture is twitching. Maes is working on this :) Probably :) manny said:Also, I've tried to Fraps it, but I couldn't find the "Use GL surface for software mode" option entryway was talking about. Selecting OpenGL as video mode doesn't work. You should use glboom-plus.exe, not prboom-plus Options\General\first page or in cfg: videomode "8bit" use_gl_surface 1 http://prboom-plus.sourceforge.net/vibr.mkv.zip 0 Quote Share this post Link to post
Melon Posted April 27, 2012 So I thought I'd try out the 2.5.1.4.test version of GLBoom to see what the health bar feature was like, but OpenGL rendering has been completely broken. It worked absolutely fine in version 2.5.1.3, so some change between the version has ruined how it works on my computer. What happens is that the whole screen is drawn as a single block of colour. It's red, unless I start the program in a software rendering mode and change it to GL via the options, in which case it's brown. I'm not really sure what information you'd need to debug this. This is a laptop with one of those integrated intel graphics chip things. 0 Quote Share this post Link to post
MrrCaliber Posted May 9, 2012 Hi there. Is there any way to stop sounds and music from playing while the prboom window is inactive? zDoom for example does it. 0 Quote Share this post Link to post
entryway Posted May 9, 2012 MrrCaliber said:Hi there. Is there any way to stop sounds and music from playing while the prboom window is inactive? zDoom for example does it. No way currently. You need to press 'pause' (and 'mus_pause_opt' should be 0 or 1) to stop sounds and music 0 Quote Share this post Link to post
abyrvalg Posted May 22, 2012 Is it possible to add TAS demo recording capabilities for solo-net? Also is there way to make items (ammo/powerups) respawn after a certain amount of time? It would be so great to be able to record demos for coop-oriented wads, which often lack items in singleplayer (inb4 chillax). 0 Quote Share this post Link to post
ClumsyDoomer Posted May 24, 2012 I downloaded 2.5.1.4test and launched PrBoom Plus. It worked fine. When I launched glboom, my computer started unreal lagging (everyting was ~3 fps, demo in main menu was loading about 4 minutes). i decided to reboot my PC, next launch of it caused the same thing. In 2.5.1.3 everything is insane. What happened to that awesome PRB+? 0 Quote Share this post Link to post
TimeOfDeath Posted May 29, 2012 How do you disable mouse acceleration in Windows Vista 64bit? The "acceleration" bar is set to zero and I have "enhance pointer precision" turned off. 0 Quote Share this post Link to post
ReFracture Posted May 30, 2012 I can't speak to Windows Vista, but on Windows 7 that disabled it. 0 Quote Share this post Link to post
Evolution Posted May 30, 2012 TimeOfDeath said:How do you disable mouse acceleration in Windows Vista 64bit? The "acceleration" bar is set to zero and I have "enhance pointer precision" turned off. Try the "Mark C" fix: http://www.esreality.com/?a=post&id=1846538 0 Quote Share this post Link to post
TimeOfDeath Posted June 1, 2012 I tried this: http://donewmouseaccel.blogspot.ca/2010/04/markc-mouse-acceleration-fix-builder.html But I still have mouse acceleration (vista 64bit). I tested by moving my mouse on my desktop from left to right. Even when I turn OFF "enhance pointer precision", I still have acceleration in all programs. Turning ON "enhance pointer precision" makes the acceleration even worse. I think the MarkC fix did work, it disabled "enhance pointer precision" even when it was ON, but since I still had acceleration with it turned OFF, it didn't fix my problem. 0 Quote Share this post Link to post
TimeOfDeath Posted June 3, 2012 Does anyone else use Vista and can confirm there is still mouse acceleration with "enhance pointer precision" turned off, in all programs? Different subject: did something change in prboom-plus with textures in dark sectors? Before, you could stand against a wall and look at the texture and it would be full-bright, even in zero brightness sectors. Now, the texture is darker, depending on the sector brightness, even when you are right against the wall looking at it. How do I turn that off? 0 Quote Share this post Link to post
myk Posted June 7, 2012 About warping in demo playback: When you use -warp or -skipsec with a demo, you get a blank screen till the designated point starts. Couldn't it be possible to have the engine write the game time elapsed versus total game time on the screen? Maybe also the current level or even "estimated real time" based on the average real time of the fast-forwarding. This data is useful because doing this on a long demo one would know how much time one has to do something else while waiting. TimeOfDeath said: Different subject: did something change in prboom-plus with textures in dark sectors? Before, you could stand against a wall and look at the texture and it would be full-bright, even in zero brightness sectors. Now, the texture is darker, depending on the sector brightness, even when you are right against the wall looking at it. How do I turn that off? The current light mapping method you described is Doom's and Boom's, and the one that caused full-bright walls was a buggy one from PrBoom. The render_doom_lightmaps setting controls that, but I couldn't get it to do anything. Either it's been removed, it's broken or I'm missing something. Perhaps Andrey threw it out because it's not the behavior of any of the emulated engines and just an error by cph... PS: I just discovered the Fullscreen Menu Background option. Good feature, I always wanted to get rid of the backgrounds :) 0 Quote Share this post Link to post
RjY Posted June 9, 2012 myk said: PS: I just discovered the Fullscreen Menu Background option. Good feature, I always wanted to get rid of the backgrounds :) Would you believe that option exists precisely because you requested it the old PrBoom bugs thread? It took an awfully long time to get out of my patch queue into trunk, and longer still to reach an engine that people actually use, but, here we are. Also, regarding -warp/-skipsec, the screen shouldn't be completely blank—there should be a progress meter right at the bottom. Only a couple of pixels high but nonetheless... 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.