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Crispy Doom 6.0 (Update: Mar 31, 2023)


fabian

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1 hour ago, Tycitron said:

Hmm seems to lead to a "page not found" error.

 

Try this. If you run it and the default device is blank, set it to "Microsoft GS Wavetable Synth". Then uninstall the tool. If that option is missing or it doesn't work, read this. For whatever reason, VMS can blow up the default MIDI device.

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14 minutes ago, ceski said:

 

Try this. If you run it and the default device is blank, set it to "Microsoft GS Wavetable Synth". Then uninstall the tool. If that option is missing or it doesn't work, read this. For whatever reason, VMS can blow up the default MIDI device.

I tried both of those, and Crispy / Woof dont detect it at all. this is the error i get when opening crispy both with and without the coolsoft midi mapper: 

image_2023-10-11_160547278.png

 

Honestly dont even know if its a Crispy Doom issue or a PC issue lol

Edited by Tycitron

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1 hour ago, Tycitron said:

I tried both of those, and Crispy / Woof dont detect it at all. this is the error i get when opening crispy both with and without the coolsoft midi mapper: 

 

Can you download this and attach the output (listcaps.txt)?

https://github.com/ceski-1/listcaps

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20 minutes ago, ceski said:

 

Can you download this and attach the output (listcaps.txt)?

https://github.com/ceski-1/listcaps

Alright, here you go: 

listcaps.jpg

Yeah something is definitely up lol but i did those "fixes" listen on the site and it still messed up. Playing MIDI files directly still work and Chocolate doom still works as well just fine.

Edited by Tycitron

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1 hour ago, Tycitron said:

Yeah something is definitely up lol but i did those "fixes" listen on the site and it still messed up. Playing MIDI files directly still work and Chocolate doom still works as well just fine.

 

I'm afraid something has gone really wrong with your system and this isn't an issue with Crispy Doom. You can try this build as a band-aid: crispy-doom-Tycitron-win64.zip The source code is here and the only thing I changed is here. I believe Chocolate Doom (the very old 3.0.1 official release) works because it forces the first device, which is what I've done in that test build.

 

I suggest reporting your issue to the VMS author and seeing if he can help you:

https://coolsoft.altervista.org/en/forum

Edited by ceski

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54 minutes ago, ceski said:

 

I'm afraid something has gone really wrong with your system and this isn't an issue with Crispy Doom. You can try this build as a band-aid: crispy-doom-Tycitron-win64.zip The source code is here and the only thing I changed is here. I believe Chocolate Doom (the very old 3.0.1 official release) works because it forces the first device, which is what I've done in that test build.

 

I suggest reporting your issue to the VMS author and seeing if he can help you:

https://coolsoft.altervista.org/en/forum

Huh... okay, well thanks for all the help friend, i still have no idea why this has happened lol i just un-installed VMS (i've done so before with no issues and it just broke this time for some reason...) Ill try what you said and hope they can help <3

Edited by Tycitron

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  • 4 weeks later...

In DSDA-Doom and GZDOOM, there is an option to skip the Y-key confirmation prompt when exiting the game, but I can't find a similar option in Crispy Doom - so I just wanted to ask, is such a thing available here or not? If not then it would be nice if it was implemented, it's a small thing but it saves a bit of time when you're testing a map and need to start/exit the game a lot.

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@fabian Thank you, that works just fine! In a similar vein, it would be nice to have an option to skip the screen melt animation when using -warp to enter a map (perhaps as a separate console parameter?) so the map loads even faster during testing, though that's more of a feature request at this point. :)

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  • 2 weeks later...

fabian, a possible bug report (unless it's some archaic, bizarre Doom functionality that's meant to be): If you're watching a previously recorded demo, and during the end-of-level screen hit the stop recording key, the game writes something to the harddrive and ends with the "demo recorded" message but the name of the created file isn't in sequence with the previously recorded demos, and more importantly, it probably shouldn't have done anything since it was demo that was just being watched, not being recorded. I haven't pressed the end recording key while the map is running, during a demo watch, so I don't know if this happens there too.

Edit: My version is 5.12.0 so it's possible it has been fixed, but I didn't find any mention of it in release notes.

Edited by slowfade

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If you hit the quit key during demo playback you take over the demo and it is now under your control. The results of what your are doing will be saved under a new unique demo file name. 

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  • 2 weeks later...

Just saw that Heretic has truecolour support, thanks @Julia Nechaevskaya and @fabian!

 

Is there a flag you can set to compile it on for Heretic but not for Doom? (For the Arch Linux package so I don't need to compile a separate version myself.) I'm guessing no but thought I'd check. I prefer the classic renderer for Doom and also the ability to use new PLAYPAL/COLORMAP lumps, but that's not so important for Heretic.

Edited by plums

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1 hour ago, MrFlibble said:

Apologies for the random question, but what is the name of the flat that is used as the background for the Crispness menu?

It's called CRISPYBG.

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Thanks @plums! Heretic true color reveals protentional for Hexen and Strife true color support, but both these games will not give up that easy, unfortunately.

 

As about per-game flag, if I'm not mistaking it's not, there is no such flag, as true color code is placed in upper level code, and there doesn't seems to be a way to compile something with and something w/o true color code. However, you still can perform a small tick: compile Doom without enabled true color, then just make a backup copy of Doom executable and compile Heretic with true color.

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Are brightmaps customisable in Crispy Doom?

I know that they are in Woof and Doom Retro via a BRGHTMPS lump in PWADs.

 

I ask cuz in Hell Revealations we have custom textures replacing SLADRIP1-3, but in Crispy it seems to ignore the settings in the lump and make the textures fullbright when they really shouldn't be.

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55 minutes ago, Arsinikk said:

Are brightmaps customisable in Crispy Doom?

I know that they are in Woof and Doom Retro via a BRGHTMPS lump in PWADs.

 

I ask cuz in Hell Revealations we have custom textures replacing SLADRIP1-3, but in Crispy it seems to ignore the settings in the lump and make the textures fullbright when they really shouldn't be.

They aren't. However in the git version, SLADRIP* should no longer have brightmaps on them when you're not using tnt as your IWAD.

 

You can download builds for it here, if you want: http://latest.chocolate-doom.org/

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4 minutes ago, plums said:

They aren't. However in the git version, SLADRIP* should no longer have brightmaps on them when you're not using tnt as your IWAD.

Thanks, that's what I thought.

 

I feel like if brightmaps aren't going to be customisable in Crispy, it might be worth having a general "if textures have been tweaked" check. Because if I did make a WAD with tnt as the IWAD and I ended up changing the SLADRIP*, I wouldn't want brightmaps enabled on them as it may not fit the custom texture that replaced it.

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  • 2 weeks later...

Now that Heretic got truecolor support as well: Any chances it will be merged into the master code branch soon? I've been using Crispy almost for this outstanding feature alone already since ages and never had issues with it.

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It is done and merged already, but same to Doom, it's a compile-time option because of 1st paragraph of FAQ. Technically, true color reveals colossal potentinal for visual improvements, besides from perfectly clean colors for game world rendering and translucensy, it gives completelly palette-independent map colors, nice background shading and much, much more, but we decided to don't go nuts and go conservative way, so true color in Heretic will do exactlly it's thing: just a cleaner colors for diminished lighting and non-tablified translucensy.

 

Probably it will be fair if I'll post true color binaries as not all of us are programmers, but only if @fabian will allow me to do that. It's not about release a new versions though (I'm not authorized to do this), just a binaries with TC compiled in.

 

Another notably good news is: all four games now have support for negative gamma-correction levels on same manner as in Woof, and updated binaries are available on http://latest.chocolate-doom.org/ 😉

Edited by Julia Nechaevskaya

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I'll see if I can tune the build system to build two separate binaries for truecolor Crispy Doom and Heretic. 

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Separate truecolor builds would indeed be appreciated, especially since all games are still compiled if you do it on your own, including those which don't support the feature.

 

PS: This also goes for x64 builds.

Edited by NightFright

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  • 4 weeks later...
Posted (edited)

I want to request two simple things if possible.

 

1. Add "SIGIL2.WAD" as a recognizable Sigil II WAD name.

 

2. Give lump names to the sensitivity options menu items, same as the "crispness" item in options menu, so I can add those lumps myself to give the menu more consistency.

 

If I'm not mistaken, this can be done in m_menu.c like this for example:

static menuitem_t MouseMenu[]=
{
    {2,"M_MSENX",	M_ChangeSensitivity,'h'},
    {-1,"",0,'\0'},
    {2,"M_MSENX2",	M_ChangeSensitivity_x2,'s'},
    {-1,"",0,'\0'},
    {2,"M_MSENY",	M_ChangeSensitivity_y,'v'},
    {-1,"",0,'\0'},
    {3,"M_MINV",	M_MouseInvert,'i'},
};

 

Hope you consider to add this, I would be very grateful.

Edited by TheManFromPhobos

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11 hours ago, TheManFromPhobos said:

Add "SIGIL2.WAD" as a recognizable Sigil II WAD name. 

 

Well, I could, but that's simply not its canonical file name. It's your personal preference for its file name. But then, how about SIGIL-2.WAD or SIGIL_2.WAD or SIGIL-II.WAD, etc.?

 

11 hours ago, TheManFromPhobos said:

Give lump names to the sensitivity options menu items, same as the "crispness" item in options menu, so I can add those lumps myself to give the menu more consistency.

 

In Boom, these menu entry patches are called M_HORSEN and M_VERSEN, respectively. I don't think there are canonical names for Strafe Sensitivity or the other entries.

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3 hours ago, fabian said:

Well, I could, but that's simply not its canonical file name. It's your personal preference for its file name. But then, how about SIGIL-2.WAD or SIGIL_2.WAD or SIGIL-II.WAD, etc.?

Yeah it's a personal preference. I've renamed my wads with shorter names, and Sigil 2 wad it's the only one with that kind of name, in fact Sigil 1 is recogniced with SIGIL.WAD, I don't know if this was one of it's canonical names or if it was added for convenience's sake to sourceports.

 

3 hours ago, fabian said:

In Boom, these menu entry patches are called M_HORSEN and M_VERSEN, respectively. I don't think there are canonical names for Strafe Sensitivity or the other entries.

So I can add these lumps with these names?

 

Thanks!

Edited by TheManFromPhobos

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  • 4 weeks later...

A specific question about the HEHACKED lump, which Crispy Heretic supports:

What is needed to make it work with SOTSR (Heretic v1.3)? Asking because I want to redefine level names for Heretic episodes 4+5. Any HHE file I've seen so far only changed the first three (e.g. "PUSS XXVIII: Quoth the Raven"), so I don't know the needed IDs. Does it require a certain header or...?

Edited by NightFright

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@NightFright

 

Here are the offsets to use (from deh_htext.c). Unfortunately it looks like you need to pass the parameter '-hhever 1.3' to get Crispy to read them. Maybe this could be fixed in the near future.

 

The format is:

Text [offset] [string length]
[new string]

 

1880  E4M1:  CATAFALQUE
1900  E4M2:  BLOCKHOUSE
1920  E4M3:  AMBULATORY
1940  E4M4:  SEPULCHER
1960  E4M5:  GREAT STAIR
1980  E4M6:  HALLS OF THE APOSTATE
2012  E4M7:  RAMPARTS OF PERDITION
2044  E4M8:  SHATTERED BRIDGE
2068  E4M9:  MAUSOLEUM

2088  E5M1:  OCHRE CLIFFS
2108  E5M2:  RAPIDS
2124  E5M3:  QUAY
2136  E5M4:  COURTYARD
2156  E5M5:  HYDRATYR
2172  E5M6:  COLONNADE
2192  E5M7:  FOETID MANSE
2212  E5M8:  FIELD OF JUDGEMENT
2240  E5M9:  SKEIN OF D'SPARIL

episode names:
9020  THE OSSUARY
9032  THE STAGNANT DEMESNE
Edited by plums

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