DSDHacked
Moderator: GZDoom Developers
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Re: DSDHacked
Hmm, seems I spoke too soon, although I am not entirely sure if this is related to DSDHacked, and I hadn't even noticed it myself at all when playing, but apparently, when using the plasma rifle this visual effect can occur for a fraction of a second, but in DSDA-Doom this never happens (I even tried to slow it down and never could see it). The SSG has the same effect, known in vanilla, which shows up in both GZDoom and DSDA-Doom, but the plasma rifle only has that in GZDoom for some reason. Not sure if it's worth looking at it since it's so minor but figured I'd mention this nonetheless.
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Re: DSDHacked
It should be there in DSDA as well, the shooting frame is 3 tics and the flash frames are 4 tics in the original info.c table. It may be that for some reason the flash frame's duration is shortened, but this probably needs input by a vanilla expert.
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Re: DSDHacked
Maybe DSDA-Doom has a built in function that reduces the frame's presence by one tic? The SSG frame also feels a bit faster than in GZDoom. If that's the case, then this isn't a GZDoom bug and not worth "fixing", but confirmation is needed, of course.
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- Lead GZDoom+Raze Developer
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Re: DSDHacked
It may be, but I have to concur that a vanilla expert may be able to give better feedback here.
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Re: DSDHacked
may I suggest SD21 as another testing scenario?
https://www.doomworld.com/forum/topic/1 ... -released/
I've tried it (the "classic" variant, specifically) and the GZDoom (g4.11pre-421-g9b3409b28) console warns about frame 4000 and higher being out of range, then prints out "State DehExtraState.4018 not flagged for use in overlays or weapons"
The engine does not crash, all seems well but.. when loading a map, there are no things populating it - neither monsters nor decorations nor pickups
in other ports supporting both MBF21 & DSDHacked, the mod works fine
https://www.doomworld.com/forum/topic/1 ... -released/
I've tried it (the "classic" variant, specifically) and the GZDoom (g4.11pre-421-g9b3409b28) console warns about frame 4000 and higher being out of range, then prints out "State DehExtraState.4018 not flagged for use in overlays or weapons"
The engine does not crash, all seems well but.. when loading a map, there are no things populating it - neither monsters nor decorations nor pickups
in other ports supporting both MBF21 & DSDHacked, the mod works fine
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- Lead GZDoom+Raze Developer
- Posts: 49188
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: DSDHacked
Thanks for the link, i'll look into it over the week.
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Re: DSDHacked
I just submitted a PR to address the SD21 problems.
Since Crusader didn't extend the actor and state lists this code was untested and unsurprisingly had some leftover bugs.
Since Crusader didn't extend the actor and state lists this code was untested and unsurprisingly had some leftover bugs.
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Re: DSDHacked
I've seen that the PR has been merged and I tested SD21 right away: everything seems to work fine
thank you guys
thank you guys
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- Lead GZDoom+Raze Developer
- Posts: 49188
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: DSDHacked
It came just in time to be integrated in the next release, that's going to be out later this evening.