HyperLuke Posted April 28, 2017 I will be creating several maps and eventually mods for Doom. I have downloaded the latest versions of GZDoom, Zandronum, and ZDoom LE, and the dev versions of GZDoom and Zandronum. I am wondering what other source ports I should be using to test my maps on, I know I should use some kind of Boom port, but I have heard of so many, that I am not sure which one is the best. I should also use one of the "Authentic Retro Doom" Source ports, like Chocolate Doom, Doom Retro, and Crispy Doom. Which one of those should I use? Also which of the "Authentic Retro Doom" source ports can be recorded with fraps? Thanks in advance. 0 Quote Share this post Link to post
Nevander Posted April 28, 2017 What port(s) you test with all depend on what port(s) you plan to target. If you are shooting for Boom compatibility using Boom format of maps, use PrBoom+ and test exclusively with that. I may be wrong but anything that works in Boom will work in all other ports that are more advanced. If you are mapping in UDMF, you should be targeting GZDoom. More ports have been getting support for UDMF so you should be safe there, but the map format won't be the problem in that case, it will end up being ACS or something else that breaks compatibility. So it all depends. I see you also said you should use an authentic port, well then that means you must be planning to map for vanilla no? So then I'd use Chocolate Doom and test with it instead. 0 Quote Share this post Link to post
leodoom85 Posted April 28, 2017 Doom95...for a very authentic port. And for advanced purposes, GZDoom 0 Quote Share this post Link to post
Edward850 Posted April 28, 2017 (edited) 2 hours ago, leodoom85 said: Doom95...for a very authentic port That's a very strange way to spell Chocolate Doom. Edit: In fact Doom95 isn't even a properly authentic port, making your statement contradictory. Edited April 28, 2017 by Edward850 2 Quote Share this post Link to post
HyperLuke Posted April 28, 2017 2 hours ago, leodoom85 said: Doom95...for a very authentic port. And for advanced purposes, GZDoom As I said, I already have GZDoom. 0 Quote Share this post Link to post
floatRand Posted April 28, 2017 Basically, what you aim for plus one or two more advanced ports. For example, you want to test gameplay with aimed port, but also keep in mind how things are handled differently in other ports. Ex. shooting through self-referencing sectors. Minute differences between port features are really annoying. Each one handles conveoyors differently... 0 Quote Share this post Link to post
scifista42 Posted April 28, 2017 (edited) If you want to make a vanilla compatible map, you should always test it in the original vanilla executable or in Chocolate Doom. If you want to make a limit-removing compatible map, you should always test it in PrBoom-plus with parameter -complevel 2. If you want to make a Boom compatible map, you should always test it in PrBoom-plus with parameter -complevel 9. If you want to make a source-port-specific map, you should always test it in the respective specific source port. Edited April 28, 2017 by scifista42 1 Quote Share this post Link to post
Urthar Posted April 28, 2017 Pretty much what Scifista said, except I use Crispy Doom for limit-removing. If you're aiming for broad compatibility then it's worth testing lots of ports, since they all have their own quirks. 1 Quote Share this post Link to post
fraggle Posted April 28, 2017 14 hours ago, leodoom85 said: Doom95...for a very authentic port. Please don't try to use Doom95 for anything or recommend it to anyone. It's thoroughly broken and does not work on modern systems. 0 Quote Share this post Link to post
Revae Posted April 28, 2017 Chocolate is fine to test in for vanilla mapping in my experience. It doesn't handle dehacked files 100% vanilla-like last I checked, though. 0 Quote Share this post Link to post
Bauul Posted April 28, 2017 (edited) Pretty much what Sci said. There is a general order of "newness" or "complexity" that most wads seem to fall into. Thoroughly test using the port that matches your level of complexity, and at least some testing on all ports "higher" on the scale (anything lower on the scale won't support it). The general order I tend to use is: True vanilla: Chocolate Doom Limit-removing: Crispy Doom, or PRBoom+ Complevel 2 Boom: PRBoom+ Complevel 9 UDMF: GZDoom There are plenty of other source port options, but if you test with the above, it's unlikely anyone will think you under-tested anything. Edited April 28, 2017 by Bauul 0 Quote Share this post Link to post
Gez Posted April 28, 2017 2 minutes ago, Angry Saint said: Isn't complevel 2 vanilla? Yes; but PrBoom+ itself remains limit-removing regardless of complevel. It's not because you put complevel 2 that it'll start to correctly and adequately crash when you exceed the visplane limit, for example. 0 Quote Share this post Link to post
Angry Saint Posted April 28, 2017 Ok, thank you, I missed it was specific for Prboom+. 0 Quote Share this post Link to post
Graf Zahl Posted April 28, 2017 Recommending to use only one port for testing is not the best idea. Since engines handle differently and even if they don't, they may have different defaults. All advice being told only holds true if your map doesn't depend on some exploit by accident. Some ports may have fixed the cause of the exploit. This particularly applies to render tricks in hardware accelerated ports which simply cannot emulate all the quirks of the software renderer. 0 Quote Share this post Link to post
Phade102 Posted April 28, 2017 I use zdoom and gzdoom for my testing, since both handle things differently but I map using hexen. I dont know if anyone would agree, but if you had to test with any two ports, i'd choose prboom+ and zdoom, as anything that works in those both will most likely work in gzdoom. If you are mapping for gzdoom, prboom+ won't work. 0 Quote Share this post Link to post
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