dugan Posted February 4, 2016 I just tried it on Linux, and my desktop mouse pointer remained on the screen even though I was playing Doom Retro in fullscreen mode. Is that a known bug? EDIT: I really should have checked GitHub before asking here. https://github.com/bradharding/doomretro/issues/216 0 Quote Share this post Link to post
dugan Posted February 4, 2016 NightFright said:Because that sounds a lot better, at least for me. Unless you add an option to use soundfonts. ^^ To use soundfonts, you simply build SDL2_mixer with FluidSynth support and then build DOOM Retro against that version of SDL2_mixer. You then set the value of the SDL_SOUNDFONTS environment variable to be the path to the soundfont you want to use. I've only tried on Linux, and it's a straightforward process there. 0 Quote Share this post Link to post
JXC Posted February 5, 2016 Here is the glitch I found while playing an Ultimate Doom megawad on Doom Retro. This is E1M3 of Endless Torture. https://drive.google.com/file/d/0B_65ACuPpiO9NTJzZ3d1eG84U0k/view?usp=sharing 0 Quote Share this post Link to post
bradharding Posted February 5, 2016 JXC said:Here is the glitch I found while playing an Ultimate Doom megawad on Doom Retro. This is E1M3 of Endless Torture. Thanks for this. The offending texture is SW2METAL and I've just fixed it ready for the next release. 0 Quote Share this post Link to post
JXC Posted February 5, 2016 bradharding said:Thanks for this. The offending texture is SW2METAL and I've just fixed it ready for the next release. Please test the other textures from the official Doom wads and Freedoom wads. 0 Quote Share this post Link to post
dugan Posted February 6, 2016 I just tried to use my new Steam Controller with DOOM Retro (in Linux). Although the Steam Overlay works perfectly, the game won't take input from the Steam Controller at all. I don't mean the Steam Controller controls can't be remapped (as is the case for games that don't use the overlay, such as Chocolate and Crispy); I mean that the Steam Controller has no effect on DOOM Retro at all. Any idea why that might be? 0 Quote Share this post Link to post
bradharding Posted February 6, 2016 dugan said:I just tried to use my new Steam Controller with DOOM Retro (in Linux). Although the Steam Overlay works perfectly, the game won't take input from the Steam Controller at all. I don't mean the Steam Controller controls can't be remapped (as is the case for games that don't use the overlay, such as Chocolate and Crispy); I mean that the Steam Controller has no effect on DOOM Retro at all. Any idea why that might be? DR supports DirectInput and XInput controllers. The DirectInput support is through SDL, and the XInput support has been written from scratch (but for Windows only). I haven't looked into the Steam Controller at all [yet]. How is it implemented? What about ZDoom, etc. - does it work in those? 0 Quote Share this post Link to post
dugan Posted February 6, 2016 My Steam Controller works perfectly with gzdoom 2.0.04 and 2.1.0. 0 Quote Share this post Link to post
dugan Posted February 6, 2016 Also, I've set the Steam Controller up to emulate a keyboard and mouse, so I'm not sure if either DirectInput or XInput are relevant. prboom-plus 2.5.14 works perfectly with the Steam Controller too, once I set it to use OpenGL. 0 Quote Share this post Link to post
Hoodie Posted February 8, 2016 I'm pretty sure I can't but can I use the MAPINFO to make episodes in doom 2? Or is there any way to make a type of episode style to it? Great work on the port though, still loving it. 0 Quote Share this post Link to post
dugan Posted February 11, 2016 Weird. My Steam Controller is now working perfectly with Doom Retro. EDIT: it looks like it doesn't work at all in Big Picture Mode. Outside of Big Picture Mode, everything works perfectly except the menus: the Steam Controller's direction button will move the selection once, then stop working. 0 Quote Share this post Link to post
Jaxxoon R Posted February 13, 2016 So Avast thinks this thing's a virus, but considering that it's pretty typical of anti-viruses to be crazy mofos at random it's more than likely a false-positive. Still, should probably give them a word and tell them you're not one, else it could potentially continue to spook away less savvy users. 0 Quote Share this post Link to post
jmickle66666666 Posted February 14, 2016 avast are bullshit, they flag everything. playing catchup isn't worth it 0 Quote Share this post Link to post
bradharding Posted February 14, 2016 Jaxxoon R said:So Avast thinks this thing's a virus, but considering that it's pretty typical of anti-viruses to be crazy mofos at random it's more than likely a false-positive. Still, should probably give them a word and tell them you're not one, else it could potentially continue to spook away less savvy users. I recall Fraggle not so long ago had issues with Avast and Chocolate DOOM. He tried contacting them, and they weren't particularly helpful. 0 Quote Share this post Link to post
VGA Posted February 14, 2016 I just uploaded yesterday's build (release version from my VS 2015) and it's pretty clean except one false positive: https://www.virustotal.com/en/file/1b0bf1a5c240c0c74b0be05eeaa9051599b1adc448dfcfe197242cf09783f20e/analysis/1455494007/ Except some "made in China" crap. 0 Quote Share this post Link to post
bradharding Posted February 15, 2016 VGA said:I just uploaded yesterday's build (release version from my VS 2015) and it's pretty clean except one false positive: https://www.virustotal.com/en/file/1b0bf1a5c240c0c74b0be05eeaa9051599b1adc448dfcfe197242cf09783f20e/analysis/1455494007/ Except some "made in China" crap. I have raised an issue with Avast, but I don't expect much. I'll release v2.0.5 within the week. A false positive from some AV software I've never heard of I can live with. 0 Quote Share this post Link to post
Da Werecat Posted February 15, 2016 Experimenting with additive muzzle flashes. Blue gives me problems again: It's even worse than with the stock flashes. Other colors seem to look fine. Test wad. 0 Quote Share this post Link to post
a2ko Posted February 17, 2016 Hi, Impressive source port bradharding, its a modern comeback of the Doom that we knew and loved with additional nuts and bolts. Superb improvement on the game's aesthetics (especially the liquid warping and bobbing). I have decided use DOOM Retro as the main engine for my project, and speaking of forking your source port, is it commercial-friendly? Best, a2ko 0 Quote Share this post Link to post
Danfun64 Posted February 17, 2016 I'm not the dev of this source port, but I know that this source port uses the GPLv3. https://github.com/bradharding/doomretro/blob/master/LICENSE 0 Quote Share this post Link to post
Hoodie Posted February 17, 2016 Hey can I make Doom Retro NOT use/recognize my controller? I want to setup multiple things without the cfg file deleting stuff I want to use the controller for. 0 Quote Share this post Link to post
VGA Posted February 17, 2016 Hoodie said:I want to setup multiple things without the cfg file deleting stuff I want to use the controller for. Personally I don't understand what you mean. But I guess if you fo to the cfg and delete all the gamepad keys from the binds that should work? 0 Quote Share this post Link to post
Hoodie Posted February 17, 2016 I tried that first thing and after I start Doom Retro again it just remakes them in the cfg file, meaning that if I delete something like keybind gamepad1 and save it it will just be there again after I start up Doom Retro again, and when I try to setup the keybindings to what I want for the gamepad, other keybindings lose their function which I want. Let's say I want to have X and R2 on my PS4 controller to be fire and I can't do that, plus some other things I want to do. 0 Quote Share this post Link to post
a2ko Posted February 18, 2016 Danfun64 said:I'm not the dev of this source port, but I know that this source port uses the GPLv3. https://github.com/bradharding/doomretro/blob/master/LICENSE I am aware that this is licensed under GPLv3 but my main concern is the fact that this is a port of the original Doom engine's source and may still retain rights to id or ZeniMax. I hope that the version of Chocolate Doom where this is based on is a port of the GPL version of the original Doom engine's source. 0 Quote Share this post Link to post
VGA Posted February 18, 2016 a2ko said:I am aware that this is licensed under GPLv3 but my main concern is the fact that this is a port of the original Doom engine's source and may still retain rights to id or ZeniMax. I hope that the version of Chocolate Doom where this is based on is a port of the GPL version of the original Doom engine's source. The source code is GPL, end of story. Chocolate Doom is also GPL. It also contains code from MBF and other GPL projects. To reiterate: GPL GPL GPL GPL. That's my understanding of it :D 0 Quote Share this post Link to post
Da Werecat Posted February 18, 2016 VGA said:The source code is GPL, end of story. There was an earlier source code release under its own license. But it's irrelevant, because said license is incompatible with GPL. 0 Quote Share this post Link to post
Linguica Posted February 18, 2016 Oddly, I don't know if there's even "proof" that the Doom source code is actually GPL. Both the ZIP on their FTP and the code on their Github is of the older non GPL version. The best evidence is that the code for Doom Classic on iOS is derived from the GPL PrBoom, which would make no sense if the original code wasn't licensed under the GPL to be included in PrBoom in the first place. Also, the BFG Edition Doom Classic port is GPL, but GPLv3, which didn't even exist in the 1990s. So is the untouched code in that port actually *triply* licensed? 0 Quote Share this post Link to post
a2ko Posted February 18, 2016 Linguica said:Oddly, I don't know if there's even "proof" that the Doom source code is actually GPL. Both the ZIP on their FTP and the code on their Github is of the older non GPL version. The best evidence is that the code for Doom Classic on iOS is derived from the GPL PrBoom, which would make no sense if the original code wasn't licensed under the GPL to be included in PrBoom in the first place. Also, the BFG Edition Doom Classic port is GPL, but GPLv3, which didn't even exist in the 1990s. So is the untouched code in that port actually *triply* licensed? That's exactly what I'm concerned of. Anyway, I just noticed that Chocolate Doom's webpages are still down, do they have a documentation of the source code? Its easy to get lost without a reference to look at. Edit: Are there any plans to support scripting languages? 0 Quote Share this post Link to post
VGA Posted February 18, 2016 Attention Doom Retro users. I just released a new version of SMOOTHED: https://www.doomworld.com/vb/wads-mods/85991-smoothed-wip-smooth-monsters-for-doom-retro/ 0 Quote Share this post Link to post
bradharding Posted February 19, 2016 a2ko said:... Edit: Are there any plans to support scripting languages? No. Although Doom Retro has added many non-Vanilla features over the past 2 years, there will be no scripting.VGA said:Attention Doom Retro users. I just released a new version of SMOOTHED: https://www.doomworld.com/vb/wads-mods/85991-smoothed-wip-smooth-monsters-for-doom-retro/ Great job VGA! 0 Quote Share this post Link to post
a2ko Posted February 19, 2016 I understand, thanks. It looks like I have to implement a scripting feature myself. 0 Quote Share this post Link to post
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