Closest Doom Port to Xbox?

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Re: Closest Doom Port to Xbox?

by PlayerLin » Sat Aug 19, 2017 5:15 am

I have a question about screen flashing, since it already toned down long times ago due most people found it was annoying and hurts eyes(vanilla do go full bright red in first 1-2 seconds if player got damaged then starts go fade) and now we have sliders for toned those screen flashes down even more(display option > xxxxx flash intensity), it made me wonder if there is a way(via CVARs/CCMDs/scripting or something) to restore/emulate the vanilla style screen flashing(without any of toned down)?

Re: Closest Doom Port to Xbox?

by taylorm7cl » Thu Aug 17, 2017 4:37 pm

Hellser wrote:There should be an option in Options -> Hud Options -> Message Options called "Center Message", you can turn that off to have it on the top left.
Not exactly. What that does is it centers every message. Item pickup to obituaries. It doesn't turn off the keycard notifications from being in the center.

Re: Closest Doom Port to Xbox?

by Hellser » Wed Aug 16, 2017 9:16 pm

There should be an option in Options -> Hud Options -> Message Options called "Center Message", you can turn that off to have it on the top left.

Re: Closest Doom Port to Xbox?

by taylorm7cl » Sun Aug 13, 2017 1:43 pm

Also another thing I forgot to mention, how can I move center text to the top left hand corner like item pick ups? I would like for the "you need this key to open this door" to be up there rather than the center.

Re: Closest Doom Port to Xbox?

by taylorm7cl » Sun Aug 13, 2017 12:20 am

So in other words, it's impossible to switch the fade of screen flashes to cuts?

GZDoom is my favorite port due to having so many options to customize. It has the overall closest GUS emulation, Crispy/Chocolate Doom does have correct instruments, but it sounds like some instruments are played off key and it also ignores dynamics in the song. The song, between levels, is a perfect example of how it ignore dynamics especially with drums. Either way, I just wish both native GUS emulation and Timidity didn't have the issues they have and I understand it isn't something to do with GZDoom itself as far as Timidity++ goes. I can live with the screen and text fade, that's a matter of preference. Just as long as Microsoft GS Wavetable isn't playing my music and I have pitch-shifted sounds, I'm fine.

As far as native GUS emulation in GZDoom, I understand it uses a version of Timidity in the program rather than an external version, but do you have any idea what causes instruments to not last for their notes' durations? I'm not talking reverb here though it may sound like I am referring to it in the video.

Re: Closest Doom Port to Xbox?

by Graf Zahl » Sun Aug 13, 2017 12:01 am

Gez wrote:
Rachael wrote:That's what the "paletteflash" bitmask cvar is for - it's already in.
Pretty sure that one is just about which colors are used for blending, because I got more accurate values than what Randi eyeballed so long ago.
That CVAR is only for 3 effects from Hexen and one from Strife. The Hexen ones because ZDoom's colors were not correct and the Strife delayed damage effect to optionally use the nicer gradual one that came from GZDoom.

Regarding the original colormaps for screen blends, no, they won't come back. There's several reasons for it:

1. They do not work with hardware rendering. Even PrBoom's GL renderer has to do it with a screenblend ignoring the palettes in here.
2. They are locked to a single screenblend color per effect. ZDoom allows custom screenblend colors per powerup item.
3. Unlike vanilla, ZDoom allows to stack different screenblend colors - this simply cannot work if they just swap out the palette for another pregenerated one.

Re: Closest Doom Port to Xbox?

by taylorm7cl » Sat Aug 12, 2017 6:13 pm

Gez wrote:
taylorm7cl wrote:1. I use Timidity++ for GUS emulation, but the problem is, it doesn't loop. It has maybe a second of dead air until the song starts so it causes the issue of not looping. I could use GZDoom's GUS emulation, but the issue with the native GUS emulation is that stuff sounds "short." Open hihats do not go through the whole note they're played for before cutting out. Second thing I can think of is that the title screen for native GUS emulation in GZDook is that on the Doom 2 title music, the synth (I believe) has the same issue for the open hihats so it sounds very off and awkward but it does loop. The last thing about this, is that in the song Message For The Archvile, the Taiko drum is different from the Xbox version in sound, but when played in Chocolate Doom with the Timidity++ configuration I use for GZDoom, the Taiko drum is the correct one to the Xbox version. Not sure about the issue there. Anyway to fix the GUS so instruments aren't short?
Are you using the Xbox patches?
Yes, the GUS emulation's configuration file points to the one that Crispy Doom used in the video. So yes, I do use the Xbox patches. I primarily use Timidity++ as I've said before and the Timidity++ option uses a Timidity++ executable. I use the default executable for Doom 2, I think it's somewhere in the forums still. I am under the assumption that the executable uses the GUS patches in my C drive (C:\gravis\ultrasnd\midi\) which I believe I've set those to be the Xbox patches. I'm not sure how I can set the executable's default configuration file since it isn't GUI based.

Re: Closest Doom Port to Xbox?

by Gez » Sat Aug 12, 2017 5:49 pm

Rachael wrote:That's what the "paletteflash" bitmask cvar is for - it's already in.
Pretty sure that one is just about which colors are used for blending, because I got more accurate values than what Randi eyeballed so long ago.
taylorm7cl wrote:Here, this is a video showing what I mean for the Timidity++ and native GUS emulation problems I have. What I meant for closer emulation in Crispy Doom, is closer to Xbox emulation as far as instruments go. You'll see what I mean in the video.
ZDoom used to have an option allowing to change back the GUS emulation to sound more like TiMidity, but that was taken out later with the reasoning that if people wanted TiMidity, they could use the TiMidity++ player.
taylorm7cl wrote:1. I use Timidity++ for GUS emulation, but the problem is, it doesn't loop. It has maybe a second of dead air until the song starts so it causes the issue of not looping. I could use GZDoom's GUS emulation, but the issue with the native GUS emulation is that stuff sounds "short." Open hihats do not go through the whole note they're played for before cutting out. Second thing I can think of is that the title screen for native GUS emulation in GZDook is that on the Doom 2 title music, the synth (I believe) has the same issue for the open hihats so it sounds very off and awkward but it does loop. The last thing about this, is that in the song Message For The Archvile, the Taiko drum is different from the Xbox version in sound, but when played in Chocolate Doom with the Timidity++ configuration I use for GZDoom, the Taiko drum is the correct one to the Xbox version. Not sure about the issue there. Anyway to fix the GUS so instruments aren't short?
Are you using the Xbox patches?

For your other questions: restarting music when you restart the game is possible if you make a small mod for that, but not as an option. I suppose the simplest would be to use an ENTER script in an autoloaded library that plays "" for music (an empty string) to stop music playback, and then immediately plays "*" to get it start playing the level's default music. That would cause it to restart. As for slowing down the melt effect, no, that's definitely not configurable nor moddable.

Re: Closest Doom Port to Xbox?

by taylorm7cl » Sat Aug 12, 2017 5:37 pm

Gez wrote:Choco doesn't have closer GUS emulation AFAIK. It's ZDoom that has a TiMidity with specially modified code based on the GUS MIDI driver.
[youtube] https://www.youtube.com/watch?v=VmMuH3KMsx4 [/youtube]

Here, this is a video showing what I mean for the Timidity++ and native GUS emulation problems I have. What I meant for closer emulation in Crispy Doom, is closer to Xbox emulation as far as instruments go. You'll see what I mean in the video.

Re: Closest Doom Port to Xbox?

by taylorm7cl » Sat Aug 12, 2017 2:39 pm

Also, three other things. Two likely may not work.

1. I use Timidity++ for GUS emulation, but the problem is, it doesn't loop. It has maybe a second of dead air until the song starts so it causes the issue of not looping. I could use GZDoom's GUS emulation, but the issue with the native GUS emulation is that stuff sounds "short." Open hihats do not go through the whole note they're played for before cutting out. Second thing I can think of is that the title screen for native GUS emulation in GZDook is that on the Doom 2 title music, the synth (I believe) has the same issue for the open hihats so it sounds very off and awkward but it does loop. The last thing about this, is that in the song Message For The Archvile, the Taiko drum is different from the Xbox version in sound, but when played in Chocolate Doom with the Timidity++ configuration I use for GZDoom, the Taiko drum is the correct one to the Xbox version. Not sure about the issue there. Anyway to fix the GUS so instruments aren't short?

2. This is about music again. Whenever you die, is there anyway to have a music track restart from the beginning whenever you restart?

3. This likely isn't going to have an option, but: is there anyway to make the melt transition slower to match the Xbox version?

Someone besides me may know, I only know some basic stuff when it comes to GZDoom commands and such.

Re: Closest Doom Port to Xbox?

by taylorm7cl » Sat Aug 12, 2017 2:27 pm

Rachael wrote:

Code: Select all

paletteflash -1
Just tried that and nothing different happens with screen flashes.

Re: Closest Doom Port to Xbox?

by Rachael » Sat Aug 12, 2017 2:20 pm

taylorm7cl wrote:So then what command would this be, cvar_bitmask?

Code: Select all

paletteflash -1

Re: Closest Doom Port to Xbox?

by taylorm7cl » Sat Aug 12, 2017 2:20 pm

Rachael wrote:
Gez wrote:An option for making the screen flash transition more abrupt might be acceptable to the developers, however.
That's what the "paletteflash" bitmask cvar is for - it's already in.

Setting it to -1 should enable full vanilla behavior across the board, but it still won't use the PLAYPAL entries, it generates its own.
So then what command would this be, cvar_bitmask?

Re: Closest Doom Port to Xbox?

by Rachael » Sat Aug 12, 2017 2:14 pm

Gez wrote:An option for making the screen flash transition more abrupt might be acceptable to the developers, however.
That's what the "paletteflash" bitmask cvar is for - it's already in.

Setting it to -1 should enable full vanilla behavior across the board, but it still won't use the PLAYPAL entries, it emulates it.

Re: Closest Doom Port to Xbox?

by Gez » Sat Aug 12, 2017 2:12 pm

The vanilla behavior is to do a palette swap. ZDoom instead does a screenblend. Changing ZDoom back to use palette swap would be complicated -- not impossible, but definitely not trivial. And it would have the drawback of not working on non-paletted graphics (the reason why ZDoom changed it to a screenblend in the first place) so I don't see this getting back in, even as an option.

An option for making the screen flash transition more abrupt might be acceptable to the developers, however.

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