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Crispy Doom 6.0 (Update: Mar 31, 2023)


fabian

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1 minute ago, Tycitron said:

I'm pretty sure it'll be available whenever Crispy Updates again, unless you want to compile a version earlier.

Oh okay, are there instructions on how to compile all the code into a working version?

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3 hours ago, SaqCoyoy said:

YES! If Prboom+ adopted this same exact colored blood setting then I'd be set for life

You could add a dehacked patch that would make lost souls bleed puffs instead of blood splats (If I remember correctly the strings needed were actually posted in this thread), but I don't think there's any setting for the specters. But hey, it's something :>

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7 hours ago, xX_Lol6_Xx said:

You could add a dehacked patch that would make lost souls bleed puffs instead of blood splats (If I remember correctly the strings needed were actually posted in this thread), but I don't think there's any setting for the specters. But hey, it's something :>

puffs for Spectre/LostSouls: GFX-BloodPuffs.zip

colored blood for Cacos/Knights: GFX-BloodColors.zip

 

Edited by Delfino Furioso

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On 2/7/2023 at 11:32 PM, fabian said:

 

Well, others didn't like it and asked me to revert this part. And my general policy is that if in doubt, then the vanilla behavior is preferable. 

 

 

Didn't receive a mail, sorry. Please make sure to remove the spam prevention part in the middle of the address. 

 

Who are those others? This is the feature I play crispy doom for among true 3d monsters heights. Is this so hard to disable the feature in the menu?

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46 minutes ago, SaqCoyoy said:

oh shit, no way! What do i do with the .lmp files?

you should be able to load them directly in prboom+ using the "-file" parameter

of course you'll need to rename them (eg: BloodPuffs.deh, BloodColors.deh) if you want to load both at the same time

 

the command line would be: "prboom.exe -iwad /path/to/DOOM2.WAD -file /path/to/BloodPuffs.deh /path/to/BloodColors.deh"

 

 

we are OT btw, this is the crispy thread..

 

Edited by Delfino Furioso

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44 minutes ago, Darkcrafter07 said:

Who are those others? This is the feature I play crispy doom for among true 3d monsters heights. Is this so hard to disable the feature in the menu?

 

The complaints were about the fact that enabling the colored blood feature would also enable Lost Soul puffs and Spectre blood along. Now it's two separate settings of the same feature and all should be fine,

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1 hour ago, Delfino Furioso said:

puffs for Spectre/LostSouls: GFX-BloodPuffs.zip

 

Well, this produces puffs for spectres, but maybe we can modify the code so that MF_SHADOW|MF_NOBLOOD actually means spectre blood. Hm, what else could that break...

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10 minutes ago, fabian said:

Well, this produces puffs for spectres, but maybe we can modify the code so that MF_SHADOW|MF_NOBLOOD actually means spectre blood. Hm, what else could that break...

Through means of DeHackEd, blood splats and/or bullet puffs could very well be modified in a way that makes them affect gameplay and therefore demo compatibility (i.e. make them block things, deal radius damage, you call it). It's not something I've ever seen, but it can be done.

 

Like with some of the existing Crispy features, the new incompatible behavior could be skipped during demo play, but it could still affect casual gameplay.

Edited by Alaux

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On 2/7/2023 at 9:45 PM, slowfade said:

Yeah, I made sure. I sent it again. Check your spam folder just in case.

 

Stupid oversight on my side. Fixed in GIT, thanks for the examples you sent me!

 

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29 minutes ago, fabian said:

 

The complaints were about the fact that enabling the colored blood feature would also enable Lost Soul puffs and Spectre blood along. Now it's two separate settings of the same feature and all should be fine,


Thank you for tackling the issue this way.

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1 hour ago, Alaux said:

Through means of DeHackEd, blood splats and/or bullet puffs could very well be modified in a way that makes them affect gameplay and therefore demo compatibility (i.e. make them block things, deal radius damage, you call it). It's not something I've ever seen, but it can be done.

 

Like with some of the existing Crispy features, the new incompatible behavior could be skipped during demo play, but it could still affect casual gameplay.

 

Apparently blood and puff spawning are interchangeable with each other in a demo compatible manner. Both have the same number of P_Random() calls and the MT_BLOOD and MTPUFF mapthings only differ by the MF_NOGRAVITY flag, but both have MF_NOBLOCKMAP - so all *should* be safe.

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18 minutes ago, fabian said:

Apparently blood and puff spawning are interchangeable with each other in a demo compatible manner. Both have the same number of P_Random() calls and the MT_BLOOD and MTPUFF mapthings only differ by the MF_NOGRAVITY flag, but both have MF_NOBLOCKMAP - so all *should* be safe.

As I said, this is something that can be changed with DeHackEd. In vanilla they might be identical compatibility-wise, but modders don't have to modify one to modify the other, meaning that they may stop being interchangeable depending on how they are modified. Once again, though, I haven't seen it done in any mod so far.

Edited by Alaux

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3 hours ago, fabian said:

 

Stupid oversight on my side. Fixed in GIT, thanks for the examples you sent me!

 

Glad to help!

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Are cyberdemon rockets supposed to trigger linedef 88 (WR lift lower wait rise)? 'coz they do. Not in PrBoom+ though. I just noticed this purely by accident when it happened in my map and I began investigating what caused my lift to move on its own.

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5 hours ago, slowfade said:

Are cyberdemon rockets supposed to trigger linedef 88 (WR lift lower wait rise)? 'coz they do. Not in PrBoom+ though. I just noticed this purely by accident when it happened in my map and I began investigating what caused my lift to move on its own.

I don't think so. Only the newer Doom 2 monsters should trigger it, there's an oversight in the source code.

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1 hour ago, zokum said:

I don't think so. Only the newer Doom 2 monsters should trigger it, there's an oversight in the source code.

 

Why is that? They just didn't think about it with the new monsters & projectiles?

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4 hours ago, zokum said:

I don't think so. Only the newer Doom 2 monsters should trigger it, there's an oversight in the source code.

Fascinating, didn't know that. So maybe there's an oversight in Crispy code about that, extending it to the old crowd.

 

fabian, I sent a simple test map, even though you might not need it, but it shows the bug directly without any frills.

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In both Choco and Crispy D1 monsters' projectiles trigger walkover line specials only in v1.2 compat, as expected. See P_CrossSpecialLine in p_spec.c:

 

    if (gameversion <= exe_doom_1_2)
    {
        if (line->special > 98 && line->special != 104)
        {
            return;
        }
    }
    else
    {
        //	Triggers that other things can activate
        if (!thing->player)
        {
            // Things that should NOT trigger specials...
            switch(thing->type)
            {
                case MT_ROCKET:
                case MT_PLASMA:
                case MT_BFG:
                case MT_TROOPSHOT:
                case MT_HEADSHOT:
                case MT_BRUISERSHOT:
                    return;

                default: break;
            }
        }
    }

The wiki article Projectiles triggering linedefs explains the above and is mostly correct, except for listing line specials 125 and 126 - those were not present in v1.2 and older.

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mikeday, not sure but it's possible. I don't know how to check it but I have the 3-episode IWAD.

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5 minutes ago, slowfade said:

mikeday, not sure but it's possible. I don't know how to check it but I have the 3-episode IWAD.

If you know how to check the MD5 hash of the file, you could check it against the known hashes listed here: https://doomwiki.org/wiki/DOOM.WAD

If not, then check E1M4 to see if the swastika Easter egg is still there; that was removed in 1.4, the same version that added the projectile check for linedef activation.

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Yep, it's 1.2. The byte size matched. I didn't know Crispy emulated any behaviours of older versions of the game, I thought it just read the data and ran it with the latest/last version 1.9. But then again, there is much I don't know. Is there a list of differences like this?

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Doom Wiki: Versions of Doom and Doom II

The Cutting Room Floor: Doom (PC, 1993)/Revisional Differences

 

The latter is more extensive and detailed, albeit not without inaccuracies.

 

For file checksums you could use 7-zip. It adds a "CRC SHA" item to Windows Explorer's context menu. Supports two varieties each of CRC and SHA. A great archive program, too; handles anything from ZIP, ARJ, TAR to RAR and ISO. For MD5 I would recommend HashMyFiles, which also doubles as an indispensable tool for duplicate files detection.

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On 2/7/2023 at 12:32 PM, fabian said:
On 2/7/2023 at 12:32 PM, fabian said:
On 2/7/2023 at 12:32 PM, fabian said:

 

Well, others didn't like it and asked me to revert this part. And my general policy is that if in doubt, then the vanilla behavior is preferable. 

I beg of you, PLEASE reconsider adding in the old colored blood and corpses feature, it's such a  cool feature that adds so much flavor to Crispy Doom. If it's possible, you could just add options to toggle the individual colored blood of Cacos, Barons, Lost Souls, and Spectres in the menu. Same with colored corpses, It was a cool feature to add variety to levels seeing randomly colored Doom Marine corpses everytime you launch a wad, makes you feel like your seeing the corpses from long-forgotten co-op games.

 

 

super late to the party, glad to see the old colored blood added back but i noticed that the chainsaw bobbing was changed from the choppy animation back to the smooth bobbing like all the other weapons. Which one is true to the DOS version? Anyone else notice this

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7 minutes ago, SaqCoyoy said:

super late to the party, glad to see the old colored blood added back but i noticed that the chainsaw bobbing was changed from the choppy animation back to the smooth bobbing like all the other weapons. Which one is true to the DOS version? Anyone else notice this

The choppy animation is what you'd see in the original Doom.

 

P.S. It's interpolated only when fps is uncapped. When played at the original 35 fps the animation will be choppy again.

Edited by PKr

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33 minutes ago, PKr said:

The choppy animation is what you'd see in the original Doom.

 

P.S. It's interpolated only when fps is uncapped. When played at the original 35 fps the animation will be choppy again.

Interesting, what about the ENDOOM screen appearing in full screen? Been playing Doom for years and never even knew ENDOOM existed until GZDOOM added it recently. No other source ports i played ever had it on by default which sucks because so many WADs had really cool custom ENDOOM screens

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