rfomin Posted October 11, 2023 @Tycitron Try using this tool: https://coolsoft.altervista.org/en/midimapper, it might solve your problem. 0 Quote Share this post Link to post
Tycitron Posted October 11, 2023 8 hours ago, rfomin said: @Tycitron Try using this tool: https://coolsoft.altervista.org/en/midimapper, it might solve your problem. Hmm seems to lead to a "page not found" error. 0 Quote Share this post Link to post
ceski Posted October 11, 2023 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. 0 Quote Share this post Link to post
Tycitron Posted October 11, 2023 (edited) 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: Honestly dont even know if its a Crispy Doom issue or a PC issue lol Edited October 11, 2023 by Tycitron 0 Quote Share this post Link to post
ceski Posted October 11, 2023 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 0 Quote Share this post Link to post
Tycitron Posted October 11, 2023 (edited) 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: 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 October 11, 2023 by Tycitron 0 Quote Share this post Link to post
ceski Posted October 11, 2023 (edited) 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 October 11, 2023 by ceski 1 Quote Share this post Link to post
Tycitron Posted October 11, 2023 (edited) 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 October 11, 2023 by Tycitron 1 Quote Share this post Link to post
Tiramisu Posted November 9, 2023 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. 0 Quote Share this post Link to post
fabian Posted November 9, 2023 Hold shift (or, the "run" button, that is) during exiting. 3 Quote Share this post Link to post
Tiramisu Posted November 9, 2023 @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. :) 0 Quote Share this post Link to post
slowfade Posted November 21, 2023 (edited) 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 November 21, 2023 by slowfade 0 Quote Share this post Link to post
fabian Posted November 21, 2023 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. 1 Quote Share this post Link to post
plums Posted November 29, 2023 (edited) 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 November 29, 2023 by plums 0 Quote Share this post Link to post
MrFlibble Posted December 3, 2023 Apologies for the random question, but what is the name of the flat that is used as the background for the Crispness menu? 0 Quote Share this post Link to post
Alaux Posted December 3, 2023 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. 1 Quote Share this post Link to post
Julia Nechaevskaya Posted December 3, 2023 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. 0 Quote Share this post Link to post
Arsinikk Posted December 7, 2023 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. 0 Quote Share this post Link to post
plums Posted December 7, 2023 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/ 1 Quote Share this post Link to post
Arsinikk Posted December 7, 2023 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. 0 Quote Share this post Link to post
NightFright Posted December 17, 2023 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. 0 Quote Share this post Link to post
Julia Nechaevskaya Posted December 17, 2023 (edited) 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 December 17, 2023 by Julia Nechaevskaya 2 Quote Share this post Link to post
fabian Posted December 17, 2023 I'll see if I can tune the build system to build two separate binaries for truecolor Crispy Doom and Heretic. 2 Quote Share this post Link to post
NightFright Posted December 17, 2023 (edited) 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 December 18, 2023 by NightFright 1 Quote Share this post Link to post
TheManFromPhobos Posted January 9 (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 January 9 by TheManFromPhobos 1 Quote Share this post Link to post
fabian Posted January 10 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. 0 Quote Share this post Link to post
TheManFromPhobos Posted January 10 (edited) 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 January 10 by TheManFromPhobos 0 Quote Share this post Link to post
NightFright Posted February 3 (edited) 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 February 3 by NightFright 0 Quote Share this post Link to post
plums Posted February 3 (edited) @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 February 3 by plums 1 Quote Share this post Link to post
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