Average Posted November 10, 2013 I see there is very little mention of this new port let alone a thread for it so I thought I'd get the ball rolling with a problem! I had no problem loading up pwads through the launcher up until yesterday. Now, none will load. There is no error but only the iwad starts. I've tried deleting the cfg files to no avail. anyone have this issue? PS: Tried it on 2 different machines. One XP and the other Win 7... 0 Quote Share this post Link to post
Average Posted November 11, 2013 Wow. 78 views and not a single word said. I can tell this is a really popular port! :P 0 Quote Share this post Link to post
Springy Posted November 11, 2013 I haven't came across this issue yet. I know this is going to sound silly but are you loading the correct PWAD with the correct IWAD? E.g: you're not loading a UDoom wad with Doom 2? Also, remember you can only load vanilla wads. Oh, this reminds me, I still have to submit my demo so thanks for reminding me if this port. 0 Quote Share this post Link to post
Average Posted November 11, 2013 Yeah, I load the correct iwads with the correct pwads. Thanks though. It's always good to clarify the silly things first. :) And yeah, I've only loaded vanilla (and limit removing wads). For example Doom2 and Suspended in Dusk. A fairly strange thing happened earlier though. I thought I'd try one last experiment so I just clicked on all the pwads in the launcher and it actually loaded up Nerve.wad (NRFTL). It's the only one that seems to load like that though. Strange... and this was on both computers... ?? 0 Quote Share this post Link to post
Memfis Posted November 11, 2013 Well, does CnDoom know where your pwads are and are they really there? 0 Quote Share this post Link to post
Average Posted November 11, 2013 Well, yes otherwise I couldn't tick them in the launcher and yes otherwise they wouldn't show up in the launcher in the first place. :P Also, this happens on both my machines so I'd be surprised if there was a problem with the installation and I've also deleted the cfg files on both machines... 0 Quote Share this post Link to post
wesleyjohnson Posted November 12, 2013 Whenever I had a problem that suddenly shows up on two machines, I have always traced it back to the operator (me) forgetting how the program works, trying to use it like some other program I had been using recently. Most doom ports require that you input -file junk.wad junk2.wad instead of just plain names, and they will silently ignore you if you leave off the -file switch. It might be that the launcher requires a specific configuration to get that right on that doom port, and you had recently been using the launcher for something else. 0 Quote Share this post Link to post
Average Posted November 13, 2013 That's the perplexing thing. The launcher only works with cndoom. And the only 2 options are setting the path to the wads folder and setting the path to the engine folder. There are no other options and there is no command line to add anything to (like ZDL for example) and it doesn't install anything (that I'm aware of) in the registry. The most strange thing is that it worked fine then I closed the game to load up another pwad and then it didn't... never worked since... Thanks for replying but I'm just giving up the ghost on this one. 0 Quote Share this post Link to post
Zed Posted November 14, 2013 I really have no clue how that works, but maybe if you type -merge instead of -file? 0 Quote Share this post Link to post
Average Posted November 14, 2013 That's the thing. There's no command line in the launcher for such options. Creating a shortcut of the CnDoom engine and adding -merge to the options kinda defeats the oint of the port if you ask me. I'm just going to stick to Chocolate Doom for the time being. Maybe a future update will fix it, who knows? 0 Quote Share this post Link to post
fx02 Posted October 23, 2014 If anyone is interested I've released a new version. This is beta release and it need to be tested. It's just merged with latest chocolate doom and high resolution is implemented. chocolate-doom.org/wiki/index.php/Cndoom-branch 0 Quote Share this post Link to post
vadrig4r Posted December 24, 2014 fx02 said:If anyone is interested I've released a new version. This is beta release and it need to be tested. It's just merged with latest chocolate doom and high resolution is implemented. chocolate-doom.org/wiki/index.php/Cndoom-branch It appears the link to the binary download on the wiki is dead? Source code works fine for me though. 0 Quote Share this post Link to post
fx02 Posted January 3, 2015 Yes ps. new version 2.0.3.1 is released and new launcher which you can use with other ports too. 0 Quote Share this post Link to post
fabian Posted January 4, 2015 fx02 said:Yes In CnDoom, limits are raised to the values found in Doom+, right? Or have you implemented "real" removed limits lately? ps. new version 2.0.3.1 is released and new launcher which you can use with other ports too. Could you please push your changes to the github repo? 0 Quote Share this post Link to post
fx02 Posted January 4, 2015 Just a Doom+ values. I saw you are making some nice progress on those errors in crispy. ps. sorry for broken link, it's fixed now on wiki too 0 Quote Share this post Link to post
fx02 Posted June 2, 2015 Bumped for new version, just a merge with latest Choco but still many changes that need to be tested. Hope I'll have more time to work/test for final release. Some people reported lag with 2.0.3.1 so I'd like to hear if this one works better for them. Of course please do not use it for any kind of demo recording. http://www.doom.com.hr/cndoom/cndoom-2.0.3.2-beta1.zip 0 Quote Share this post Link to post
Average Posted June 2, 2015 Looking forward to trying out the new version after work this evening. :) 0 Quote Share this post Link to post
fabian Posted June 2, 2015 Hi Zvonimir, there is one thing about Compet-N/CNDoom that I'd like to see clarified. The CNDoom rules page states: "IWAD's only (Ultimate Doom, Doom II, Final Doom TNT & Plutonia)" http://www.doom.com.hr/index.php?page=compet-n_rules However, the cndoom client has explicit support for the 6 Compet-N PWADs and additionally even hr2.wad: https://github.com/fx02/cndoom/blob/cndoom/src/doom/cn_meta.c#L169 On the other hand, it seems that Scythe once has been added to the official Compet-N PWAD canon, but has never been announced and removed again after a short period. The left-overs can be found here http://www.doom.com.hr/index.php?page=compet-n_database&wad_id=7 and here http://www.doom.com.hr/public/compet-n/pwads/scythe/ Could you please explain what this all has to mean? Thanks, Fabian 0 Quote Share this post Link to post
fx02 Posted June 4, 2015 When I took over I was stupidly considering adding HR2 so I included it in database/source/etc but that idea is long gone (nice you reminded me to remove it), then I gathered some info and Scythe was about to be on PWAD list and that also never happened as I didn't have time to add all demos, change rules etc., so that's why there are leftovers. And in the end I finally released CNDoom. If anyone wants to play with Scythe demos and fix compet-n rules I'd be glad to give him opportunity to do so. ps. binaries are updated so re-download from link. pps updated: http://www.doom.com.hr/cndoom/cndoom-2.0.3.2-beta2.zip final release http://www.doom.com.hr/cndoom/cndoom-2.0.3.2.zip 0 Quote Share this post Link to post
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