maxmanium Posted January 15, 2021 I don't know if this counts as a bug, but figured I'd put it here anyway. I have a BEX patch which, among other things, loops the chaingun replacement's refire state with the weaponready state to achieve perfect inaccuracy. In Crispy this causes the weapon to bob while firing at first before snapping to wherever it's supposed to go. I have weapon alignment disabled. 0 Quote Share this post Link to post
Alaux Posted January 15, 2021 I've finally gotten around to using widescreen. I must say, I'm a fan of it, it looks fantastic! While we're on it, is there any possibility to add an in-game "Stretch-to-fit" setting for any aspect ratio? It's an odd request, and I'd probably be the only one to use it, but I thought I could ask. 0 Quote Share this post Link to post
fabian Posted January 15, 2021 5 minutes ago, Alaux said: I've finally gotten around to using widescreen. I must say, I'm a fan of it, it looks fantastic! Thanks! 5 minutes ago, Alaux said: While we're on it, is there any possibility to add an in-game "Stretch-to-fit" setting for any aspect ratio? It's an odd request, and I'd probably be the only one to use it, but I thought I could ask. You can achieve this by disabling "Aspect Ratio Correction" in the setup tool, but then you'll lose widescreen rendering as well. 0 Quote Share this post Link to post
Alaux Posted January 15, 2021 7 minutes ago, fabian said: You can achieve this by disabling "Aspect Ratio Correction" in the setup tool, but then you'll lose widescreen rendering as well. I'm aware of this, supposing that you're referring to the "Force correct aspect ratio" setting. All it does, as far as I've tested, is set the game to 4:3 and stretch the display to cover all the screen. I could be wrong, but as implied, it only works for 4:3. 0 Quote Share this post Link to post
fabian Posted January 15, 2021 11 minutes ago, Alaux said: it only works for 4:3. Yes it does. Because, if you explicitly don't care about aspect ratio and then stretch your game window wide, how is the engine supposed to know if you want your content stretched or rendered in widescreen? The latter inevitably means to keep the aspect ratio intact, because e.g. 16:9 actually *is* an aspect ratio. 0 Quote Share this post Link to post
lokbustam257 Posted January 15, 2021 do i need to put widescreen STBAR from the Unity to make the game show it properly? 0 Quote Share this post Link to post
braders1986 Posted January 15, 2021 On 1/12/2021 at 10:11 AM, fabian said: @braders1986 Could you please check if this release fixes the controller issues? Sorry a bit late. Work has been hectic. Gamepad is working mate. Same as with the build Chungy uploaded. I still have to use DS4Windows to map some keyboard buttons as some buttons like L2/R2 don't register in Crispy on their own. Pretty happy with it though. Does exactly what I wanted 👍 2 Quote Share this post Link to post
Fluuschoen Posted January 15, 2021 Cheers, First, I'd like to thank you for investing time developing this awesome port, keeping the flame alive. I'm gonna try the new build out, but I have a question regarding 5.9.2, if you don't mind (but it might also apply to 5.10.0, I don't know yet). How can I set up demo recording to make Crispy automatically restart the demo upon dying? Correct me if I'm wrong, but as far as I know, this should be the case by default since 5.6.4, but after quitting and launching my demo, it also contains all the failed attempts. 0 Quote Share this post Link to post
fabian Posted January 16, 2021 1 hour ago, Fluuschoen said: How can I set up demo recording to make Crispy automatically restart the demo upon dying? Correct me if I'm wrong, but as far as I know, this should be the case by default since 5.6.4, but after quitting and launching my demo, it also contains all the failed attempts. You'll need to bind a key to "Restart level/demo" in the setup tool. 0 Quote Share this post Link to post
Fluuschoen Posted January 16, 2021 (edited) 1 hour ago, fabian said: You'll need to bind a key to "Restart level/demo" in the setup tool. Thanks for the quick reply. (Edit: Kinda embarrassing I missed that in the setup.exe.) Edited January 16, 2021 by Fluuschoen 0 Quote Share this post Link to post
fabian Posted January 18, 2021 On 1/15/2021 at 6:53 AM, maxmanium said: I don't know if this counts as a bug, but figured I'd put it here anyway. I have a BEX patch which, among other things, loops the chaingun replacement's refire state with the weaponready state to achieve perfect inaccuracy. In Crispy this causes the weapon to bob while firing at first before snapping to wherever it's supposed to go. I have weapon alignment disabled. Hm, could you please send me that BEX patch? And does the same happen in Choco as well? 0 Quote Share this post Link to post
maxmanium Posted January 18, 2021 5 minutes ago, fabian said: Hm, could you please send me that BEX patch? And does the same happen in Choco as well? Doesn't even have to be BEX -- here's a vanilla-format .deh patch with just those changes. Just happens in Crispy -- it probably has to do with the code handling the bobbing-while-firing settings. inaccurate.zip 0 Quote Share this post Link to post
maxmanium Posted January 21, 2021 Also, does or will Crispy support DMAPINFO? 0 Quote Share this post Link to post
fabian Posted January 21, 2021 8 hours ago, maxmanium said: Also, does or will Crispy support DMAPINFO? I am not opposed, but have no plans to work on it. 1 Quote Share this post Link to post
Diabolución Posted January 23, 2021 May I report a possible future bug à la Minority Report? I hope this does not sound daft. 0 Quote Share this post Link to post
fabian Posted January 23, 2021 14 minutes ago, Diabolución said: May I report a possible future bug à la Minority Report? I hope this does not sound daft. Well, why don't you just come out with it? 0 Quote Share this post Link to post
Diabolución Posted January 23, 2021 https://github.com/fabiangreffrath/crispy-doom/blob/master/src/doom/s_sound.c I am not a coder, but I understand that levels 5 and 7 of nerve.wad share the music lump (lines 387 and 389). What I mean is that this situation will be a problem for this future music pack (better late than never!), for obvious reasons. https://www.doomworld.com/forum/topic/119301/ For PrBoom-Plus the workaround is obvious, I remove the [MUSIC] section of the NERVEBEX lump of my copy of prboom-plus.wad and call it a day. But Crispy Doom appears to have this hardcoded. What about an optional command line parameter to force the use of the songs assigned to plain doom2.wad when playing nerve.wad, so that there are no conflicts? 0 Quote Share this post Link to post
VoanHead Posted January 24, 2021 This source port is fucking dope, not once has it disappointed me. I'd buy you a bag of crisps for all this effort dude. 2 Quote Share this post Link to post
Redead-ITA Posted January 25, 2021 I do not know if it has been reported but for some reason when playing on widescreen the projectiles would shoot a little bit to the left than the sprites indicates. it might be me however. 0 Quote Share this post Link to post
fabian Posted January 25, 2021 2 hours ago, Redead-ITA said: I do not know if it has been reported but for some reason when playing on widescreen the projectiles would shoot a little bit to the left than the sprites indicates. it might be me however. https://doomwiki.org/wiki/Weapon_sighting_is_off_center 1 Quote Share this post Link to post
Looper Posted January 26, 2021 Something wrong with the latest 5.10.0 version, I think. The uncapped FPS looks very bad compared to the previous versions. For example 5.8.0 and 5.9.2(?) has a lot smoother uncapped FPS and sharper mouse feeling. (It is not just me experiencing this.) 1 Quote Share this post Link to post
fabian Posted January 26, 2021 What if you use the 5.10 EXE files with the DLL files from the previous releases? 0 Quote Share this post Link to post
Looper Posted January 26, 2021 10 hours ago, fabian said: What if you use the 5.10 EXE files with the DLL files from the previous releases? I moved 5.10.0 crispy-doom.exe into my 5.8.0 folder, over my 5.8.0 EXE, and it works good. I did no other changes. 0 Quote Share this post Link to post
fabian Posted January 26, 2021 Then you'll be better off with the daily builds which are compiled without DirectX support. The 5.10 release is bundled with full-featured SDL libraries. 0 Quote Share this post Link to post
drfrag Posted January 26, 2021 I don't know what that DirectX switch is for but i never compile SDL, i just use the library included in the development package. 0 Quote Share this post Link to post
SmileTheory Posted January 26, 2021 18 hours ago, Looper said: Something wrong with the latest 5.10.0 version, I think. The uncapped FPS looks very bad compared to the previous versions. For example 5.8.0 and 5.9.2(?) has a lot smoother uncapped FPS and sharper mouse feeling. (It is not just me experiencing this.) I'm curious, what happens if you open cmd.exe and go: cd <whereever crispy doom 5.10.0 is> set SDL_RENDER_DRIVER=opengl crispy-doom.exe 1 Quote Share this post Link to post
fabian Posted January 27, 2021 6 hours ago, SmileTheory said: I'm curious, what happens if you open cmd.exe and go: cd <whereever crispy doom 5.10.0 is> set SDL_RENDER_DRIVER=opengl crispy-doom.exe Good idea! But input methods are also affected, not sure if there is an environment variable for these. 0 Quote Share this post Link to post
Master O Posted January 27, 2021 (edited) 14 hours ago, SmileTheory said: I'm curious, what happens if you open cmd.exe and go: cd <whereever crispy doom 5.10.0 is> set SDL_RENDER_DRIVER=opengl crispy-doom.exe Out of curiosity, how do you get colors to display while using code? Edited January 27, 2021 by Master O 0 Quote Share this post Link to post
Latin00032 Posted January 27, 2021 Is there a tutorial on how to use the new unity widescreen assets with the 5.10 release of crispy doom? Is there a certain WAD I have to load? 0 Quote Share this post Link to post
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