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JadingTsunami

prboomX 2.7.0 (Nov 3, 2023)

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Well like i said in the earlier thread, a fresh PrB+ install still requires additional dll's:

  • libfluidsynth
  • pcreposix
  • dumb

If it isn't giving this error, it then tells me simply the excutable couldn't start, which i found curious to say the least. (Why it displays different errors)

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3 minutes ago, Redneckerz said:

Well like i said in the earlier thread, a fresh PrB+ install still requires additional dll's:

  • libfluidsynth
  • pcreposix
  • dumb

If it isn't giving this error, it then tells me simply the excutable couldn't start, which i found curious to say the least. (Why it displays different errors)

 

Thanks. If anyone has experience with these, I would appreciate it, as I do not have access to multiple build machines and have to use GitHub's runners for the builds. It's possible there is some trick to the build I'm not aware of.

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5 hours ago, JadingTsunami said:

If anyone has experience with these, I would appreciate it, as I do not have access to multiple build machines and have to use GitHub's runners for the builds. It's possible there is some trick to the build I'm not aware of.

For Windows releases, there is a package that is used at build time that contains all dependencies: https://github.com/coelckers/prboom-plus/releases/tag/windows_dependencies (note this is from 2020). I recommend to look at the updates of the DSDA-Doom build system, it supports CMake (CPack) packaging.

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Just looking at this at a glance, some of these features look really useful for map making! I will give it a spin eventually and see how it goes.  Was your choice to base this off PrBoom+ instead of DSDA-Doom a personal one, or was there an actual reason?

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8 hours ago, JustAthel said:

Just looking at this at a glance, some of these features look really useful for map making! I will give it a spin eventually and see how it goes.  Was your choice to base this off PrBoom+ instead of DSDA-Doom a personal one, or was there an actual reason?

 

Interesting question. It's just the timeline. The code of this port (I believe) technically predates dsda-doom, but again, it was my personal fork with convenience features that I use and like (I have a similar fork for SLADE with various additions to the map editor, for example). It ended up that dsda-doom has many of the same features as this port, but this is just coincidence, and the fact that many people seem to like these features too. After a few people expressed interest in a similar feature set for prBoom, I created this thread.

 

I hope you find it useful.

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What are the instructions to run this in linux?, clicking the executable does not work :v

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49 minutes ago, Floowand said:

What are the instructions to run this in linux?, clicking the executable does not work :v

You need to enable execution permission on it (chmod u+x prboomX), if it still doesn't run after that it's probably a missing or mismatched library, which you can tell from the terminal output if you run it from there. It's possible that you have the library but it's named differently from what the binary expects (that's what I get running it on Fedora), it's distro-dependent unless you bundle all the dependencies with it like an AppImage. Would probably just recommend building from source if all else fails.

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11 hours ago, Floowand said:

What are the instructions to run this in linux?, clicking the executable does not work :v

 

In addition to the great suggestions Shepardus gave, depending on your Linux variety, you might install PrBoom-Plus using your distro's package manager. This would ensure any dependencies are installed. prboomX contains only minor modifications from the final version of PrBoom-Plus.

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So, after some tries i figured on how to run it on Linux

First prboomx.wad needs to be renamed to prboomX.wad, and together with the executable file needs to be in the same folder as the prboom-plus executable.

I hope this help.

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16 hours ago, Floowand said:

So, after some tries i figured on how to run it on Linux

First prboomx.wad needs to be renamed to prboomX.wad, and together with the executable file needs to be in the same folder as the prboom-plus executable.

I hope this help.

 

Thanks for the report! I'll look into the WAD naming issue.

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Hi, I tried to run this on MacOs but it doesn't work. I checked the package inside the .app, and all the files show (and open) as text files instead of .exec

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6 hours ago, s4f3s3x said:

Hi, I tried to run this on MacOs but it doesn't work. I checked the package inside the .app, and all the files show (and open) as text files instead of .exec

 

What year and model is your Mac? Do you know if it is an M1/M2 model or a prior generation Mac?

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13 minutes ago, JadingTsunami said:

 

What year and model is your Mac? Do you know if it is an M1/M2 model or a prior generation Mac?

 

MacBook Pro M1 with Ventura 13.3, 2021

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It wont work on mac. I opened it as an executable inside of the .app and it said the libraries weren't installed

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13 minutes ago, BUYXRAYS said:

It wont work on mac. I opened it as an executable inside of the .app and it said the libraries weren't installed

 

2 hours ago, s4f3s3x said:

 

MacBook Pro M1 with Ventura 13.3, 2021

 

Mac has some dependencies that need to be installed. If you have HomeBrew, you can get them by running:

brew install sdl2 sdl2_image sdl2_mixer sdl2_net pcre mad fluidsynth dumb portmidi

Otherwise, I think the latest MacOS may require a signed application, which I am likely unable to provide. If someone has more experience with it, I can try to provide a packaged application if it is possible.

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I have those dependecies installed already, unfortunately

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2 hours ago, s4f3s3x said:

I have those dependecies installed already, unfortunately

 

Hmm, are you sure they are linked? You can try "brew link" to check.

 

Also, did you add execute permissions to the files inside the app launcher? I have seen that issue before.

 

If that did not work, are you able to build from source? That may be the fastest path to getting it working, if you are so inclined.

 

I unfortunately have no access to such new hardware so I would not be able to build a native version. If GitHub's runners can do it, it could be an option.

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I set Vertical Sync to OFF, and set fps limit to 60, but instead of giving me 60 fps, the port is giving me 39 to 40 fps. I think, its a minor issue with Uncapped Framerate Limiting. 

 

My processor is Intel Pentium G 3240 @3.10 ghz.

 

 

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8 hours ago, Classic SSG Enjoyer said:

I set Vertical Sync to OFF, and set fps limit to 60, but instead of giving me 60 fps, the port is giving me 39 to 40 fps. I think, its a minor issue with Uncapped Framerate Limiting. 

 

My processor is Intel Pentium G 3240 @3.10 ghz.

 

Thanks. What do you get with uncapped with no limit whatsoever?

 

What if you set the limit to a higher value? E.g., 80, 90, ...

 

EDIT: Oh, and you are using the OpenGL renderer, right?

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1 hour ago, JadingTsunami said:

 

Thanks. What do you get with uncapped with no limit whatsoever ?

 

What if you set the limit to a higher value? E.g., 80, 90, ...

 

 

when the limit is set to 100, I get 60 fps consistently, 60 hz is my  monitor's refresh rate, so its normal. But it feels slightly weird that I have increase the limit of fps to match the game's refresh rate and monitor's refresh rate.

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27 minutes ago, Classic SSG Enjoyer said:

when the limit is set to 100, I get 60 fps consistently, 60 hz is my  monitor's refresh rate, so its normal. But it feels slightly weird that I have increase the limit of fps to match the game's refresh rate and monitor's refresh rate.

 

Thanks. I'll look into this a bit more, but for now, using 100 as a workaround should be totally fine from an operational perspective.

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2 hours ago, Classic SSG Enjoyer said:

Yes thanks for looking more in this minor issue.Yes, using 100 is very fine for now.

 

👍

 

Thanks for the report, I think I've identified the source of the inaccuracy and pushed a fix. The next time I do a release it should be included there too.

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6 minutes ago, JadingTsunami said:

 

Thanks for the report, I think I've identified the source of the inaccuracy and pushed a fix. The next time I do a release it should be included there too.

Fine dude 👍

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