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JadingTsunami

prboomX 2.7.0 (Nov 3, 2023)

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1 hour ago, invictius said:

Is there any way to resize the console text?  At 1080p I can barely see it.

 

The console re-uses the chat widget which doesn't fully scale like the HUD. But I can add this functionality fairly easily I think.

 

If you could, would you want it to scale same as the HUD? I would imagine so.

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21 minutes ago, JadingTsunami said:

 

The console re-uses the chat widget which doesn't fully scale like the HUD. But I can add this functionality fairly easily I think.

 

If you could, would you want it to scale same as the HUD? I would imagine so.

 

That would be good, thanks.  Also, do you know how to find all prerequisites for a program?  Trying to run prboom+ on xp.  It's meant to work on 95.  But I keep getting this, and if I download the dll I just get another missing dll notice, it's never-ending.

untitled (2).JPG

Edited by invictius

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1 hour ago, invictius said:

 

That would be good, thanks.  Also, do you know how to find all prerequisites for a program?  Trying to run prboom+ on xp.  It's meant to work on 95.  But I keep getting this, and if I download the dll I just get another missing dll notice, it's never-ending.

untitled (2).JPG

 

At least for PrBoom-Plus/X, they're the same. It's linked in the OP; "windows_dependencies.zip", if you unzip that in a folder in your PATH you should have all the references you need.

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30 minutes ago, JadingTsunami said:

 

At least for PrBoom-Plus/X, they're the same. It's linked in the OP; "windows_dependencies.zip", if you unzip that in a folder in your PATH you should have all the references you need.

 

All six zip files?

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Update: Console now stretches according to the user's HUD stretching preference. The console also will be drawn with a background and border instead of a plain black rectangle. This would go out in the next version, or you can download the github build if anyone wants to use it right away.

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On 9/11/2023 at 2:23 PM, JadingTsunami said:

Update: Console now stretches according to the user's HUD stretching preference. The console also will be drawn with a background and border instead of a plain black rectangle. This would go out in the next version, or you can download the github build if anyone wants to use it right away.

 

I'm guessing you developed the mac version using big sur?  As it's saying big sur is required to run it.  I don't think that many mac users are going to be running big sur.

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44 minutes ago, invictius said:

 

I'm guessing you developed the mac version using big sur?  As it's saying big sur is required to run it.  I don't think that many mac users are going to be running big sur.

 

Yes, but I should be able to expand that out to "latest." Could you try the latest artifact for macOS-latest? It should be enabled for newer versions.

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New experimental feature: Time warping

 

Enable Time Warping in the Options > General > PrBoomX menu and control time, moving backward and forward as you please. Note this may cause performance issues on some machines or very large levels.

 

This allows you to recover from bad situations (forgot to save, overwrote a save in a bad spot, exited a level by mistake, unlucky damage roll, etc.).

 

If you stay too long in the past, you will enter a new timeline and won't be able to travel to your old future anymore (your old timeline will be lost).

 

Feedback welcome. This feature is new so expect things may break; please do report bugs or issues.

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Any idea why the latest prboom plus would open fine on vista but not your prboomx?  I installed the binary dependencies, not sure if the others in this case would be needed.  I guess it's no big deal, I'm just trying boom maps on ridiculously outdated hardware.

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17 minutes ago, invictius said:

Any idea why the latest prboom plus would open fine on vista but not your prboomx?  I installed the binary dependencies, not sure if the others in this case would be needed.  I guess it's no big deal, I'm just trying boom maps on ridiculously outdated hardware.

 

What is the error?

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15 minutes ago, JadingTsunami said:

 

What is the error?

 

No error, comes up in task manager but the actual window never appears.

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4 minutes ago, invictius said:

 

No error, comes up in task manager but the actual window never appears.

 

You might try running from a console; there could be an error printed out in the terminal but not as a pop-up window.

 

Otherwise, the Windows builds are done on Windows Server 2019; I'm not familiar with Vista backward-compatibility issues there.

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1 hour ago, invictius said:

Any idea why the latest prboom plus would open fine on vista but not your prboomx? 

The latest version of PrBoom-Plus 2.66 is built using MSYS2, PrBoomX is built using the MSVC compiler. Microsoft's support for Vista is worse than Windows XP. I recommend installing Windows 7, the system requirements are almost the same and software compatibility is much better.

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21 minutes ago, rfomin said:

The latest version of PrBoom-Plus 2.66 is built using MSYS2, PrBoomX is built using the MSVC compiler. Microsoft's support for Vista is worse than Windows XP. I recommend installing Windows 7, the system requirements are almost the same and software compatibility is much better.

 

Yeah, I was under the impression that 7 needed double the ram, but have learned since this install that vista was just bloated.

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12 hours ago, JadingTsunami said:

New experimental feature: Time warping

 

Do you achieve this by taking savegames regularly? What's the time intervals? 

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5 hours ago, fabian said:

 

Do you achieve this by taking savegames regularly? What's the time intervals? 

It appears to work like it does in dsda-doom, by keeping a chain of savegames automatically, though they aren't state-preserving / demo compatible here.

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2 minutes ago, dsda-dev said:

It appears to work like it does in dsda-doom, by keeping a chain of savegames automatically, though they aren't state-preserving / demo compatible here.

 

5 hours ago, fabian said:

 

Do you achieve this by taking savegames regularly? What's the time intervals? 

 

Ha, actually I was not familiar with any similar feature in dsda-doom. Perhaps dsda is using a better method even. The way it works is basically as you say; a slightly-stripped-down save is stored in memory in a circular array. I considered trimming down the save even more but for now left it alone, since everything is resident in memory it's reasonably fast on most hardware and the limiter is more the level size/number of actors.

 

I intentionally blocked any demo compatibility; for future demo-affecting features I think that is better left to dsda-doom.

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20 minutes ago, JadingTsunami said:

Perhaps dsda is using a better method even.

 

The main thing I recommend is to add a "timeout" to the process. When storing a save takes too long (configurable), dsda-doom disables the feature on the current map and notifies the player. Otherwise players will get hit with lag spikes in certain maps and they may not realize why it's happening.

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9 hours ago, dsda-dev said:

 

The main thing I recommend is to add a "timeout" to the process. When storing a save takes too long (configurable), dsda-doom disables the feature on the current map and notifies the player. Otherwise players will get hit with lag spikes in certain maps and they may not realize why it's happening.

 

This is a great idea. Thanks for sharing.

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18 hours ago, JadingTsunami said:

 

Sure, added. Available in the latest development build.

 

Maybe a bit naive of me, but how do I go about compiling your development builds?  I don't expect you to repeat something that's already online of course, would just like to be pointed in the right direction.

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4 hours ago, invictius said:

 

Maybe a bit naive of me, but how do I go about compiling your development builds?  I don't expect you to repeat something that's already online of course, would just like to be pointed in the right direction.

 

If one of the automated builds I provide is suitable for you, you can just download the latest from the prboomX project's GitHub actions page (select an "action" with a green check mark and scroll down to find them; they're in a section labeled "Artifacts"). For example, the latest at the top there contains the mdk console command and a new keybind system for binding console commands to keys. Just note while I try to keep development builds stable, I may not have tested everything completely thoroughly, so there could be issues.

 

If you can't use one of those builds, you can build from source using these instructions:

  1. Clone the source repo
  2. Get cmake
  3. In a terminal, run "cmake ." from the prboomX source folder
  4. Install any missing dependencies
  5. In a terminal, run "make ." to build prboomX for your machine

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6 hours ago, invictius said:

 

Maybe a bit naive of me, but how do I go about compiling your development builds?  I don't expect you to repeat something that's already online of course, would just like to be pointed in the right direction.

You should have a Github account to download the artifact version tho.

 

On the github page of PrBoomX, you have to go to actions page and then download the artifact version of the port.

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4 hours ago, JadingTsunami said:

 

If one of the automated builds I provide is suitable for you, you can just download the latest from the prboomX project's GitHub actions page (select an "action" with a green check mark and scroll down to find them; they're in a section labeled "Artifacts"). For example, the latest at the top there contains the mdk console command and a new keybind system for binding console commands to keys. Just note while I try to keep development builds stable, I may not have tested everything completely thoroughly, so there could be issues.

 

If you can't use one of those builds, you can build from source using these instructions:

  1. Clone the source repo
  2. Get cmake
  3. In a terminal, run "cmake ." from the prboomX source folder
  4. Install any missing dependencies
  5. In a terminal, run "make ." to build prboomX for your machine

 

Wow, so simple and I've been avoiding doing this on github for so long.  Thanks.

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21 hours ago, Classic SSG Enjoyer said:

You should have a Github account to download the artifact version tho.

 

On the github page of PrBoomX, you have to go to actions page and then download the artifact version of the port.

 

I have an account but for my name, I just mashed keyboard keys - so when I report issues, people probably think I'm a troll or something lol

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I'm just having issues binding mdk to a mouse button.  Works fine for a keyboard key.  I've tried clearing the original bind in the options menu as well as the console.  That unbinds it but the rebind to mdk is what's not working.

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