RUDE: another Chocolate Doom fork (3.1.0pre2)

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Re: RUDE: another Chocolate Doom fork (2.5.0)

Postby drfrag » Wed Dec 18, 2019 11:05 am

Uploaded another test build with the latest changes from SmileTheory's v0.99 PR and Quasar's medusa emulation (tested in cybie2.wad). I reverted my slowdown emulation since it made Planisphere 2 unplayable (it's full of medusas but you don't see them). I bet medusas will be slow on a pentium anyway.
https://github.com/drfrag666/chocolate- ... -win32.zip
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drfrag
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Joined: 23 Apr 2004
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Re: RUDE: another Chocolate Doom fork (3.1.0pre)

Postby drfrag » Tue Jan 21, 2020 9:01 am

I've merged with Choco3 and it's working but needs testing. That's why i've released a test build.
https://github.com/drfrag666/chocolate- ... g/3.1.0pre

Next i want to port Widescreen from Russian Doom but i want it to be an option and as less intrusive as possible so the idea is to make it work only at max screen size. And i want to add the mugshot (only) for that mode.
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Re: RUDE: another Chocolate Doom fork (3.1.0pre)

Postby drfrag » Fri Jan 24, 2020 1:54 pm

Finally i managed to get it working but it's a bit rough. It's not real widescreen but a zoomed view, Julia fooled me into thinking it was with her scaled down weapons trick. :lol:
It's been an interestig exercise anyway. Fabian is implementing it too using a global but i was not sure about that.
I've used the widescreen global and a couple of static variables in i_video (actualwidth) and v_video (screenwidth), then either locals or conditionals everywhere else. I've tried to keep it as less intrusive as possible so everything is still at the left part of the screen, and no black background. And finally i set width to 400 so it works better on 16:10 and you don't lose too much vertical view (mainly the lack of status bar makes up for this). It's only for Doom. I haven't tested much but seems it's working well and demos play. :)
Now it compiles with Travis, i removed the -Werror switch and they also run a set of demos to ckeck compatibility but i can't wait hours to see if every commit passes.
The analyzer target fails but i think it's a false positive.
https://github.com/drfrag666/chocolate- ... its/master
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drfrag
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Vintage GZDoom Developer
 
Joined: 23 Apr 2004
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Re: RUDE: another Chocolate Doom fork (3.1.0pre2)

Postby drfrag » Sat Feb 15, 2020 2:14 pm

I've done a new pre-release to try widescreen. It's loosely based on Russian Doom implementation and fabian did the trick to support real widescreen.
It's a bit rough, here there's no resolution autodetection. Both zoomed view and real wide are implemented. With the full view (screenblocks 12) the mugshot is shown, also in 4:3 mode.
Of course Doom 1.0 and 1.1 emulation by Smiletheory is included.
I've changed ammo balance in Unholy Massacre, it was too hardcore but had a nice survival touch tough. Now ammo balance it's pretty tight but before it always was like pistol start or even more extreme and you had to think and know the levels very well. I've added the -halfammo parameter to play old demos but this one will not be stored in demos and it's only SP. Given the lack of feedback from those Doom Gods out there i decided to change it, but IMO it's a blast now.

Now as i've compiled with SDL 2.0.8 gamepads work again and setting a fake splitscreen game is very easy (it's more complicated in LZDoom but there you have viewport resizing). Four players should be doable on a decent dual core. You need two folders and run the game either using a shortcut or console (-server and -connect 127.0.0.1) or setup. Configure different controllers in setup. Networking at the same time should be possible.
I want to play online but i can't create the server without port forwarding, so if someone wants to accept the challenge for a UM coop run with backpacks and create it... :)
I'm thinking about adding 8 player support but i don't know if it's worth and what i'd need exactly, besides new colors and using DM starts for coop. Seems there's not much interest anyway.
Read first post for details.
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