fabian Posted September 28, 2022 On 9/27/2022 at 12:29 AM, SaqCoyoy said: Why was the squat down on impact and weapon recoil thrust options removed from the menu? Sorry, but I considered them as pointless deviations from the Vanilla Doom experience, that I just couldn't enjoy anymore. 6 Quote Share this post Link to post
NightFright Posted September 28, 2022 I think International Doom is a more suited port for such features. 0 Quote Share this post Link to post
fabian Posted September 28, 2022 44 minutes ago, NightFright said: I think International Doom is a more suited port for such features. Right. Or So-Doom, which is more or less designed around the fact that I rejected our removed certain features. ;-) 0 Quote Share this post Link to post
SaqCoyoy Posted September 28, 2022 5 hours ago, fabian said: Sorry, but I considered them as pointless deviations from the Vanilla Doom experience, that I just couldn't enjoy anymore. I can't imagine how complicated and time-consuming coding Crispy Doom is, but if it's a simple feature that's easy to implement I think you really should let the player decide if they want it on or off. Or at least have all these older features available as a separate deh file if that's even possible. Aren't mouselook, jumping, and walking under monsters still there? 1 Quote Share this post Link to post
dasho Posted September 29, 2022 I think the difference is that a map could be designed around mouselook, jumping, and/or going under monsters, so those have a better argument for staying. 0 Quote Share this post Link to post
SaqCoyoy Posted September 29, 2022 1 hour ago, dasho said: I think the difference is that a map could be designed around mouselook, jumping, and/or going under monsters, so those have a better argument for staying. That still gives the player the option to break vanilla maps that weren't designed for those features, the squat down on impact feature didn't change gameplay at all and the weapon thrust did affect physics but doesn't necessarily change the core OG gameplay, if anything it actually makes the game harder and is a cool little visual thing. Like i said, I wish it was up to the player to toggle those cool features :-(.... i wish the death camera and obituaries feature would be added in a future update. Entirely pointless, but a cool little visual quirks to have 0 Quote Share this post Link to post
Redneckerz Posted September 29, 2022 2 hours ago, SaqCoyoy said: That still gives the player the option to break vanilla maps that weren't designed for those features, the squat down on impact feature didn't change gameplay at all and the weapon thrust did affect physics but doesn't necessarily change the core OG gameplay, if anything it actually makes the game harder and is a cool little visual thing. Like i said, I wish it was up to the player to toggle those cool features :-(.... i wish the death camera and obituaries feature would be added in a future update. Entirely pointless, but a cool little visual quirks to have There is International Doom and So-Doom that do just that. Port features are both a combination of popularity + author's own intentions. Your feature lacks one of the other and was thus removed. But there are alternatives. 3 Quote Share this post Link to post
SaqCoyoy Posted September 29, 2022 8 hours ago, Redneckerz said: There is International Doom and So-Doom that do just that. Port features are both a combination of popularity + author's own intentions. Your feature lacks one of the other and was thus removed. But there are alternatives. That's fair but it still sucks 0 Quote Share this post Link to post
Redneckerz Posted September 29, 2022 1 hour ago, SaqCoyoy said: That's fair but it still sucks Frank Sinatra said it best: 3 Quote Share this post Link to post
SaqCoyoy Posted September 30, 2022 Speaking of which, was there ever a version of PRBoom plus with the weapon reciol pitch, weapon thrust, and colored blood options in the menu? 0 Quote Share this post Link to post
fabian Posted October 1, 2022 PrBoom+ doesn't have recoil pitch. You could try Woof, but it didn't have recoil thrust. 0 Quote Share this post Link to post
7x47 Posted October 11, 2022 Small suggestion. I noticed that the weapon bobbing isnt super smooth. By that I mean it looks like its "in 35 fps". You'd have to examine it to understand what I am talking about. Anyway, if we got a bob animation with higher fps that'd be great cause I keep on thinking my fps is lower than it actually is. 0 Quote Share this post Link to post
Redneckerz Posted October 11, 2022 35 minutes ago, 7x47 said: Small suggestion. I noticed that the weapon bobbing isnt super smooth. By that I mean it looks like its "in 35 fps". You'd have to examine it to understand what I am talking about. Anyway, if we got a bob animation with higher fps that'd be great cause I keep on thinking my fps is lower than it actually is. I am also inclined to believe that is on purpose because Doom's gameloop is tied to 35 FPS (and thus, the animation)? The above might be silly talking, but it is an explanation atleast. 0 Quote Share this post Link to post
7x47 Posted October 11, 2022 25 minutes ago, Redneckerz said: I am also inclined to believe that is on purpose because Doom's gameloop is tied to 35 FPS (and thus, the animation)? The above might be silly talking, but it is an explanation atleast. Thanks for the possible explanation. 0 Quote Share this post Link to post
fabian Posted October 11, 2022 It is indeed possible to interpolate weapon bobbing in uncapped framerate mode in a demo compatible way. We have done so in Woof with code borrowed from PrBoom+. It's just that nobody has applied it to Crispy, yet. 2 Quote Share this post Link to post
Alfonso Posted October 11, 2022 Some wads in the master levels don't use the unique sky texture when Crispy autoloads them. Any way to fix that? 0 Quote Share this post Link to post
PKr Posted October 11, 2022 (edited) 51 minutes ago, fabian said: It's just that nobody has applied it to Crispy, yet. https://github.com/fabiangreffrath/crispy-doom/pull/960 Welp... 😅 Edited October 11, 2022 by PKr 1 Quote Share this post Link to post
7x47 Posted October 12, 2022 7 hours ago, fabian said: It is indeed possible to interpolate weapon bobbing in uncapped framerate mode in a demo compatible way. We have done so in Woof with code borrowed from PrBoom+. It's just that nobody has applied it to Crispy, yet. Well, hey if it ends up becoming an included feature that would be fantastic. 0 Quote Share this post Link to post
Never_Again Posted October 12, 2022 On 10/11/2022 at 2:51 PM, Alfonso said: Some wads in the master levels don't use the unique sky texture when Crispy autoloads them. Only eight of the Master Levels use the custom sky patch: all of Dr. Sleep's and Flynn's WADs and one of Klie's (COMBINE). IOW, there's no need to fix something that ain't broken. Worse yet, on some levels (e.g. BLACKTWR) that starry sky would look totally out of place. 0 Quote Share this post Link to post
Alfonso Posted October 12, 2022 (edited) 2 hours ago, Never_Again said: Only eight of the Master Levels use the custom sky patch: all of Dr. Sleep's and Flynn's WADs and one of Klie's (COMBINE). IOW, there's no need to fix something that ain't broken. Worse yet, on some levels (e.g. BLACKTWR) that starry sky would look totally out of place. That's the thing, the few wads that have the sky texture don't use it when Crispy autoloads them. Would be nice if it was used with masterlevels.wad too. Edited October 12, 2022 by Alfonso 0 Quote Share this post Link to post
Never_Again Posted October 13, 2022 You're right, Alfonso. I just remembered that we discussed this subject with Fabian two years ago. Seems like you cannot have the starry sky while autoloading the MLs. Only the special cases for BLACKTWR, BLOODSEA, MEPHISTO and TEETH could be implemented as they all use stock D2 skies. 0 Quote Share this post Link to post
rzh Posted October 18, 2022 Quick question, force_software_renderer only affects the scaling right? Which is why you can't have it and smooth pixel scaling on at the same time. It doesn't actually look different, right? 0 Quote Share this post Link to post
fabian Posted October 18, 2022 It only affects if hardware acceleration is used for scaling the game content to screen. It shouldn't affect "smooth scaling", does it really? 0 Quote Share this post Link to post
rzh Posted October 19, 2022 At least for me that option does nothing if force_software_renderer is set to 1. 0 Quote Share this post Link to post
mikeday Posted October 19, 2022 Smooth scaling uses linear filtering which according to this requires OpenGL or Direct3D. So I think that behavior makes sense. 1 Quote Share this post Link to post
RottingZombie Posted October 20, 2022 I see in the setup program and the config file that I can use fluidsynth. How do I enable this? I've set the path to the soundfont, but do i need to add fluidsynth manually to the installation directory? 0 Quote Share this post Link to post
mikeday Posted October 20, 2022 31 minutes ago, RottingZombie said: I see in the setup program and the config file that I can use fluidsynth. How do I enable this? I've set the path to the soundfont, but do i need to add fluidsynth manually to the installation directory? Assuming you’re on Windows, you first need to get a version of SDL Mixer that’s been compiled with FluidSynth support. Then, drop the FluidSynth dlls in the same directory as Crispy. 1 Quote Share this post Link to post
RottingZombie Posted October 20, 2022 4 minutes ago, mikeday said: Assuming you’re on Windows, you first need to get a version of SDL Mixer that’s been compiled with FluidSynth support. Then, drop the FluidSynth dlls in the same directory as Crispy. Thanks! 0 Quote Share this post Link to post
Hunter_ARG Posted November 12, 2022 Hello, I need help to load mods. I put the mods in the folder corresponding "C:\Users\Ariel\AppData\Roaming\crispy-doom\autoload\doom2.wad" but it does not load. what am I doing wrong? These load fine in other source ports like woof or PrBoom+. 0 Quote Share this post Link to post
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