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From: Florian S. <flo...@gm...> - 2014-04-04 20:53:00
|
Hi! First I would advice you to use PrBoom+, it's a continuation of PrBoom and still actively being worked on. The last release of PrBoom is now 6 years old. http://sourceforge.net/projects/prboom-plus/ You can look for settings and options at: http://www.crowproductions.de/repos/prboom/trunk/prboom2/doc/README.command-line Search for "server" and "multiplayer". I hope this helps you. Have a fun Doom session! Regards, Florian Schulze On 4 Apr 2014, at 18:14, chris r wrote: > On Friday night all the IT staff where I work have a big multi-player > Doom > deatmatch sessions. It's basically therapy for us all. > > I have a couple of questions : > > 1) On one co-workers machine, he can see the frag count of everyone > at the > bottom of his screen, but no-one else can see this. I have even tried > copying his .prboom file to my machine but I still can't see it. What > do I > need to do? > > 2) Is it possible in deathmatch to have different colours for > different > players? > > Thanks! > > Chris > ------------------------------------------------------------------------------ > _______________________________________________ > Prboom-users mailing list > Prb...@li... > https://lists.sourceforge.net/lists/listinfo/prboom-users |
From: chris r <ch...@ch...> - 2014-04-04 16:42:16
|
On Friday night all the IT staff where I work have a big multi-player Doom deatmatch sessions. It's basically therapy for us all. I have a couple of questions : 1) On one co-workers machine, he can see the frag count of everyone at the bottom of his screen, but no-one else can see this. I have even tried copying his .prboom file to my machine but I still can't see it. What do I need to do? 2) Is it possible in deathmatch to have different colours for different players? Thanks! Chris |
From: Panagiotis A. <rin...@ho...> - 2012-11-05 09:50:50
|
Hello all! First post here I'm trying to port the original doom source to a device with no X11 server let alone SDL (and no svga either but i guess that would be easier to install). As far as i searched i found that there were a svga port of the original code but i can not find it's source anywhere. Can any one help me please? Regards, hiddenbit |
From: Ant <an...@zi...> - 2012-09-14 13:31:50
|
> > I am trying to record my old DOOM 2 v1.9 mods. > > (http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html )'s in > > game demos. I am having two issues: > > > > 1. How do I select the specific ingame demo in my WAD? > > I think it was by using "-playdemo demoX" where X is one of 1, 2 or 3 from the commandline. Perfect: E:\dl\doom\prboom-plus-2.5.1.3-win32\prboom-plus-2.5.1.3\glboom-plus.exe -playdemo demo3 > > 2. After doing two quick test records, my video demo playbacks are > > showing gameplays too fast in both Media Player Classic-Home Cinema and > > VideoLAN Client players. How do I fix this? :( > > Are you using PrBoom+? Because PrBoom doesn't have a way to record > actual Video. You might have more luck asking on the doomworld forums. Yes, but huh? Win32 prboom-plus-2.5.1.3\usage.txt says this which is what I am doing: "VIDEO CAPTURE This feature allows you to record movie files, suitable for viewing or upload to websites. Prboom-plus uses external command line encoding tools to accomplish this. You will need the following: oggenc2 ;ogg vorbis audio encoder http://www.rarewares.org/ogg-oggenc.php x264 ;h264 video encoder http://x264.nl/ mkvmerge ;mkv muxer http://www.bunkus.org/videotools/mkvtoolnix/ These applications can be placed in the same folder as Prboom-plus..." Using the movie recording feature is simple. The command line parameter is "-viddump filename", and is meant to be used with -timedemo. Example: prboom-plus -timedemo 30uv1437 -viddump foo.mkv This will create foo.mkv playing demo 30uv1437.lmp. By default, foo.mkv will be an mkv container containing h264 video and vorbis audio, which most popular video sharing sites should understand. The recording uses all of your normal video and sound options, so make sure things like video resolution, gamma correction, audio samplerate, and sound volume are how you want them beforehand. Both OpenGL and software renderers are supported. Music recording will happen as long as you are not using the SDL or Portmidi music options. The video and sound are encoded as the demo is played, so the process can be slow even on a fast computer. But, regardless of how fast the encoding goes, the resulting file can playback at full speed with perfect sound sync and no dropped frames. Note that while you can watch the demo as it records, you will not be able to hear any sound..." -- Quote of the Week: "... Our latest evil plan and create an army of giant ants to take over the galaxy..." --Dark Helmet from Spaceballs: The Animated Series (S1 E3). /\___/\ Phil./Ant(Dude) @ http://antfarm.ma.cx (Personal Web Site) / /\ /\ \ Ant's Quality Foraged Links: http://aqfl.net | |o o| | E-mail: ph...@ea.../an...@zi... \ _ / If crediting, then please kindly use Ant nickname ( ) and AQFL URL/link. |
From: Florian S. <flo...@gm...> - 2012-09-14 11:47:38
|
On 09.09.2012, at 01:14, Ant wrote: > Hello. > > I am trying to record my old DOOM 2 v1.9 mods. > (http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html )'s in > game demos. I am having two issues: > > 1. How do I select the specific ingame demo in my WAD? I think it was by using "-playdemo demoX" where X is one of 1, 2 or 3 from the commandline. > 2. After doing two quick test records, my video demo playbacks are > showing gameplays too fast in both Media Player Classic-Home Cinema and > VideoLAN Client players. How do I fix this? :( Are you using PrBoom+? Because PrBoom doesn't have a way to record actual Video. You might have more luck asking on the doomworld forums. Regards, Florian Schulze |
From: Ant <an...@zi...> - 2012-09-08 23:14:25
|
Hello. I am trying to record my old DOOM 2 v1.9 mods. (http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html )'s in game demos. I am having two issues: 1. How do I select the specific ingame demo in my WAD? 2. After doing two quick test records, my video demo playbacks are showing gameplays too fast in both Media Player Classic-Home Cinema and VideoLAN Client players. How do I fix this? :( Thank you in advance. :) -- Quote of the Week: "I think the ants are waking up -- they need to start farming so..." --Erin from The Office (U.S.) S7E18 (Todd Packer). /\___/\ Phil./Ant(Dude) @ http://antfarm.ma.cx (Personal Web Site) / /\ /\ \ Ant's Quality Foraged Links: http://aqfl.net | |o o| | E-mail: ph...@ea.../an...@zi... \ _ / If crediting, then please kindly use Ant nickname ( ) and AQFL URL/link. |
From: mda7 . <md...@ho...> - 2011-01-04 05:09:03
|
Hello, I was finally able to compile. My MAC was missing "makedepend". Sorry for the trouble. From: md...@ho... To: prb...@li... Date: Mon, 3 Jan 2011 16:11:44 -0800 Subject: [Prboom-users] Compiling PrBoom 2.5.2 on OS X 10.6.6 Hello, I apologize if this is not the right forum to post this question. I'm trying to compile PrBoom on an Intel MAC OS X 10.6.6., using Xcode 3.2.5 (64 Bit), and I get this error: "Command failed with status (127): [makedepend -pSDL/ -f- -- -I. -IMAC -I/Lib...]" I've installed all three SDL frameworks (SDL.framework, SDL_mixer.framework, and SDL_net.framework) to (Library\framework), copied PrBoom.wad to ..\src\data\ and installed Ruby and Rake, I've read this thread and followed Neil instructions, but I still get the error below: http://www.doomworld.com/vb/source-ports/36849-doom-on-an-intel-based-mac/ Error:- rake -f MAC/Rakefile --trace (in /Users/mda7/.Trash/src 14-29-41) ** Invoke SDL/.i_main.dep.mf (first_time, not_needed) ** Invoke SDL/i_main.c (first_time, not_needed) ** Invoke SDL/.i_network.dep.mf (first_time, not_needed) ** Invoke SDL/i_network.c (first_time, not_needed) ** Invoke SDL/.i_joy.dep.mf (first_time, not_needed) ** Invoke SDL/i_joy.c (first_time, not_needed) ** Invoke SDL/.i_sound.dep.mf (first_time, not_needed) ** Invoke SDL/i_sound.c (first_time, not_needed) ** Invoke SDL/.i_sshot.dep.mf (first_time, not_needed) ** Invoke SDL/i_sshot.c (first_time, not_needed) ** Invoke SDL/.i_system.dep.mf (first_time) ** Invoke SDL/i_system.c (first_time, not_needed) ** Execute SDL/.i_system.dep.mf makedepend -pSDL/ -f- -- -I. -IMAC -I/Library/Frameworks/SDL.framework/Headers -I/Library/Frameworks/SDL_net.framework/Headers -I/System/Library/Frameworks/Cocoa.framework/Headers -I/System/Library/Frameworks/Carbon.framework/Headers -I/System/Library/Frameworks/QuickTime.framework/Headers -I/System/Library/Frameworks/OpenGL.framework/Headers -DHAVE_CONFIG_H -- SDL/i_system.c > SDL/.i_system.dep.mf 2> /dev/null rake aborted! Command failed with status (127): [makedepend -pSDL/ -f- -- -I. -IMAC -I/Lib...] /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:995:in `sh' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:1010:in `call' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:1010:in `sh' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:1094:in `sh' ./MAC/macsupport.rb:217:in `buildBinary' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:634:in `call' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:634:in `execute' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:631:in `each' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:631:in `execute' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:597:in `invoke_with_call_chain' /usr/local/lib/ruby/1.8/monitor.rb:242:in `synchronize' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:590:in `invoke_with_call_chain' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:583:in `invoke' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2447:in `load_imports' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2390:in `raw_load_rakefile' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2017:in `load_rakefile' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2068:in `standard_exception_handling' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2016:in `load_rakefile' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2000:in `run' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2068:in `standard_exception_handling' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:1998:in `run' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/bin/rake:31 /usr/local/bin/rake:19:in `load' /usr/local/bin/rake:19 Any ideas on how to resolve this? Thank you ------------------------------------------------------------------------------ Learn how Oracle Real Application Clusters (RAC) One Node allows customers to consolidate database storage, standardize their database environment, and, should the need arise, upgrade to a full multi-node Oracle RAC database without downtime or disruption http://p.sf.net/sfu/oracle-sfdevnl _______________________________________________ Prboom-users mailing list Prb...@li... https://lists.sourceforge.net/lists/listinfo/prboom-users |
From: mda7 . <md...@ho...> - 2011-01-04 00:11:51
|
Hello, I apologize if this is not the right forum to post this question. I'm trying to compile PrBoom on an Intel MAC OS X 10.6.6., using Xcode 3.2.5 (64 Bit), and I get this error: "Command failed with status (127): [makedepend -pSDL/ -f- -- -I. -IMAC -I/Lib...]" I've installed all three SDL frameworks (SDL.framework, SDL_mixer.framework, and SDL_net.framework) to (Library\framework), copied PrBoom.wad to ..\src\data\ and installed Ruby and Rake, I've read this thread and followed Neil instructions, but I still get the error below: http://www.doomworld.com/vb/source-ports/36849-doom-on-an-intel-based-mac/ Error:- rake -f MAC/Rakefile --trace (in /Users/mda7/.Trash/src 14-29-41) ** Invoke SDL/.i_main.dep.mf (first_time, not_needed) ** Invoke SDL/i_main.c (first_time, not_needed) ** Invoke SDL/.i_network.dep.mf (first_time, not_needed) ** Invoke SDL/i_network.c (first_time, not_needed) ** Invoke SDL/.i_joy.dep.mf (first_time, not_needed) ** Invoke SDL/i_joy.c (first_time, not_needed) ** Invoke SDL/.i_sound.dep.mf (first_time, not_needed) ** Invoke SDL/i_sound.c (first_time, not_needed) ** Invoke SDL/.i_sshot.dep.mf (first_time, not_needed) ** Invoke SDL/i_sshot.c (first_time, not_needed) ** Invoke SDL/.i_system.dep.mf (first_time) ** Invoke SDL/i_system.c (first_time, not_needed) ** Execute SDL/.i_system.dep.mf makedepend -pSDL/ -f- -- -I. -IMAC -I/Library/Frameworks/SDL.framework/Headers -I/Library/Frameworks/SDL_net.framework/Headers -I/System/Library/Frameworks/Cocoa.framework/Headers -I/System/Library/Frameworks/Carbon.framework/Headers -I/System/Library/Frameworks/QuickTime.framework/Headers -I/System/Library/Frameworks/OpenGL.framework/Headers -DHAVE_CONFIG_H -- SDL/i_system.c > SDL/.i_system.dep.mf 2> /dev/null rake aborted! Command failed with status (127): [makedepend -pSDL/ -f- -- -I. -IMAC -I/Lib...] /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:995:in `sh' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:1010:in `call' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:1010:in `sh' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:1094:in `sh' ./MAC/macsupport.rb:217:in `buildBinary' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:634:in `call' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:634:in `execute' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:631:in `each' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:631:in `execute' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:597:in `invoke_with_call_chain' /usr/local/lib/ruby/1.8/monitor.rb:242:in `synchronize' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:590:in `invoke_with_call_chain' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:583:in `invoke' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2447:in `load_imports' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2390:in `raw_load_rakefile' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2017:in `load_rakefile' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2068:in `standard_exception_handling' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2016:in `load_rakefile' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2000:in `run' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2068:in `standard_exception_handling' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:1998:in `run' /Users/mda7/.gem/ruby/1.8/gems/rake-0.8.7/bin/rake:31 /usr/local/bin/rake:19:in `load' /usr/local/bin/rake:19 Any ideas on how to resolve this? Thank you |
From: RjY <rj...@us...> - 2010-11-03 09:00:48
|
David Damerell wrote: >http://www.chiark.greenend.org.uk/~damerell/games/ammocount.prboom.patch >is an itty-bitty patch to the prboom source that changes weapon HUD >colours (and status bar colours if the status bar is not "always red") >to reflect weapons being completely without ammo or completely full of >ammo. Thanks, this seems quite useful so I've put it in trunk. Sorry it took so long getting it in. -- http://rjy.org.uk/ |
From: David D. <dam...@ch...> - 2010-01-18 15:56:08
|
http://www.chiark.greenend.org.uk/~damerell/games/ammocount.prboom.patch is an itty-bitty patch to the prboom source that changes weapon HUD colours (and status bar colours if the status bar is not "always red") to reflect weapons being completely without ammo or completely full of ammo. I wrote this because I'm fed up of setting the "red ammo" percentage to 1% to approximate what I actually want - ie, to know when some weapons have no ammunition at all (after all, the difference between one rocket and no rockets is quite significant). Why did I choose the colours I did? First of all, I didn't want to break the existing red/yellow/green/blue convention in prboom. A lot of the remaining colours are very pale. Hence full ammo ends up CR_BLUE on the HUD, CR_BLUE2 on the status bar, just as "super" armour and health amounts are. No ammo is trickier; on the status bar CR_GRAY is a perfectly good grey but on the HUD it's bright white and also already used for weapons that take no ammo; CR_BROWN is the least white of the remaining colours (CR_ORANGE produces white text and orange ammobar for reasons I ahem don't understand) so CR_BROWN it is. Other ideas which I am too lazy for: Cause a CR_DARK to exist and use that for no ammo (and armour? And presumably health as well, for consistency, not that you care about ease of reading the HUD in the heat of battle once you have 0 health). Make these colours actually configurable as automap colours are. They must be a nuisance for people with anomalous colour vision. Understand the refire routine for each weapon - which might be altered by dehacked patches - such that the BFG9000 shows "empty" with <40 cells and the SSG when only one shotgun shell is available. This is easy if you don't take account of dehacked (but gives the wrong answer), very hard if you do. -- David Damerell <dam...@ch...> Clown shoes. I hope that doesn't bother you. Today is Second Mania, January. Tomorrow will be Second Aponoia, January. |
From: Super J. <ja...@su...> - 2009-11-14 01:53:34
|
I think I have found a bug. Thing 61 (1-legged man hanging from roof, non-blocking) seems to have his height offset all wrong, and looks like he starts hanging "in" the roof. Compare to Thing 51 (the same sprite, blocking) which appears to have the correct height, as do the other hanging person sprites. This behaviour is identical in PrBoom-Plus, however ZDoom displays both sprites correctly. Cheers, Jamie |
From: Florian S. <flo...@gm...> - 2009-11-12 14:16:39
|
On 12.11.2009, at 12:11, Jon Dowland wrote: > Hi folks, > > Ubuntu users are reporting a problem with prboom which is > fixed by passing '--disable-i386-asm'. They get a signal 9. > There is currently no useful backtrace available. > > I suspect Ubuntu are turning on a gcc flag for compiling > that Debian aren't, as we don't see the same problem. > > Details at <https://bugs.launchpad.net/bugs/375498> > > Any tips on identifying the problem ASM, or should they > just continue to disable all ASM? Program received signal SIGFPE, Arithmetic exception. That sounds like one of the math functions. I would say just disable the ASM functions, we don't gain a lot from them anymore on newer processors. Regards, Florian Schulze |
From: Florian S. <flo...@gm...> - 2009-11-09 08:55:48
|
On 09.11.2009, at 00:45, Jay Lanagan wrote: > Hey, > > Just thought I'd post a little message here. I recently purchased > "Doom Classic" for my iPhone from iD on the Apple Store and installed > it to my iPhone. After playing with it a few days, I'm really liking > it. My phone happens to be jailbroken, no naturally I took a look at > the app and found a few things that made me smile. Namely, > prbmsav0.dsg and prboom.wad, meaning to me that prboom has been ported > by id to the iPhone. As a long time user, I couldn't be happier, but > I'm also curious if Carmack has been in touch with anyone from prboom > as he made the port? All the technology is pretty much the same stuff > you find on the wolf3d iPhone port, only Doom instead. I haven't > downloaded the source yet but it would be great if the team could add > the changes to the prboom code and put up a cydia repository so we all > could use prboom from MobileTerminal ;) Yes, he was in touch with us (at first I didn't believe it, because it came through the sourceforge e-mail addresses) and an id software employee has svn access for some time now. I hope we don't have to wait for too long :) Regards, Florian Schulze |
From: Jay L. <jla...@gm...> - 2009-11-08 23:46:07
|
Hey, Just thought I'd post a little message here. I recently purchased "Doom Classic" for my iPhone from iD on the Apple Store and installed it to my iPhone. After playing with it a few days, I'm really liking it. My phone happens to be jailbroken, no naturally I took a look at the app and found a few things that made me smile. Namely, prbmsav0.dsg and prboom.wad, meaning to me that prboom has been ported by id to the iPhone. As a long time user, I couldn't be happier, but I'm also curious if Carmack has been in touch with anyone from prboom as he made the port? All the technology is pretty much the same stuff you find on the wolf3d iPhone port, only Doom instead. I haven't downloaded the source yet but it would be great if the team could add the changes to the prboom code and put up a cydia repository so we all could use prboom from MobileTerminal ;) -- Jay Lanagan jla...@gm... |
From: Super J. <ja...@su...> - 2009-09-28 10:14:52
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Thankyou muchly for looking. I don't know of any GP2x emulator, though I'm happy to test on mine and post output if that's not too much bother. I have found with a simple two-sector test PWAD it does actually launch. With a more complex (137 sectors, 1559 sidedefs) PWAD I get a crash apparently trying to allocate 4Gb RAM: R_LoadTrigTables: Endianness...ok. R_InitData: Textures Z_Malloc: Failure trying to allocate 4 228 103 872 bytes Z_Malloc: Failure trying to allocate 4228103872 bytes With a large megawad such as Hell Revealed it crashes with Signal 11 (segfault): I_UpdateVideoMode: 320x240 (fullscreen) I_SignalHandler: Exiting on signal: signal 11 I haven't contacted anyone about official porting. mongolito404 who ported 2.2.6b4 lost his sources and all interest in the project. Pickle who ported 2.5.0b appears to have been stumped by this and never released a fix, the last contact I can see on the forums about it was in 2006, I assume he's abandoned the project. If I can get hold of him and he's still interested, I'll try have him add the GP2X version here. Cheers, Jamie On Mon, Sep 28, 2009 at 7:55 PM, Florian Schulze <flo...@gm...>wrote: > > Hi! > > I didn't see anything obvious. Without an actual device or an emulator (is > there one?) it's hard to find such stuff. Do you have any way of getting the > output of the lprintf functions (they normally go to stdout)? > > Who is currently developing the GP2X port? They are more then welcome to > get access to our source repository to add their port. > > Regards, > Florian Schulze > > |
From: Florian S. <flo...@gm...> - 2009-09-28 09:55:25
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On 28.09.2009, at 11:32, Super Jamie wrote: > Hello, > > PrBoom has been ported to the GP2x handheld console for quite some > time, however the port of 2.5.0 is unable to load PWADs. The > previous version 2.2.6b4 was able, but it appears that source has > been lost. > > I was wondering if anyone would be willing to have a look through > this short diff of the PC/GP2X 2.5.0 sources and see if there is > anything obvious? I'm not very familiar with C but if it's a quick > fix like a missed #define or incorrect path I could setup a compiler > environment and fix it. > > Syntax hilighted diff here: http://pastebin.com/f7361aa7d > > Thankyou for your time, > Jamie Hi! I didn't see anything obvious. Without an actual device or an emulator (is there one?) it's hard to find such stuff. Do you have any way of getting the output of the lprintf functions (they normally go to stdout)? Who is currently developing the GP2X port? They are more then welcome to get access to our source repository to add their port. Regards, Florian Schulze |
From: Super J. <ja...@su...> - 2009-09-28 09:33:07
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Hello, PrBoom has been ported to the GP2x handheld console for quite some time, however the port of 2.5.0 is unable to load PWADs. The previous version 2.2.6b4 was able, but it appears that source has been lost. I was wondering if anyone would be willing to have a look through this short diff of the PC/GP2X 2.5.0 sources and see if there is anything obvious? I'm not very familiar with C but if it's a quick fix like a missed #define or incorrect path I could setup a compiler environment and fix it. Syntax hilighted diff here: http://pastebin.com/f7361aa7d Thankyou for your time, Jamie |
From: <pag...@ao...> - 2009-03-17 22:25:02
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I get sounds coming from the left speaker for things on the right, and vice versa. How do I reverse the channels to correct this? |
From: Ben L. <alg...@gm...> - 2009-03-17 14:15:26
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Some more info: 2.4.7 doesn't have this problem, was introduced in 2.5.0 Driver down/upgrades seem to have no effect, nor X.Org/library changes. Additionally, game segfaults if it leaves the menu, either to start the game, or begin a demo. On Wed, Mar 4, 2009 at 6:13 PM, Benjamin Leggett <alg...@gm...>wrote: > Hey all, > > Just a quick note to see if anyone else running the Nvidia binary > drivers is getting menu corruption (like in attached screen), when > running PrBoom in OpenGL mode. > > Seems to be a Linux-specific problem, appears in both PrBoom and > PrBoom-Plus, and driver downgrades don't help. > |
From: Benjamin L. <alg...@gm...> - 2009-03-04 22:14:09
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Hey all, Just a quick note to see if anyone else running the Nvidia binary drivers is getting menu corruption (like in attached screen), when running PrBoom in OpenGL mode. Seems to be a Linux-specific problem, appears in both PrBoom and PrBoom-Plus, and driver downgrades don't help. |
From: Dave K. <me...@az...> - 2009-02-16 18:32:17
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PrBoom or Chocolate Doom should both be good SDL codebases for you to work with, and both are pretty clean. SDLDoom might be a little hackish. http://www.chocolate-doom.org/ Regards, Dave Kiddell On Mon, Feb 16, 2009 at 06:53:01PM +0200, Dirk Coetsee wrote: > Hi there, > I am trying to port Doom to a new OS. It's a really thin OS running on an > ARM microcontroller. So I need a nice light Doom that is compatible with SDL > (will be running SDL on the micro). Can I use PrBoom as a starting point? Or > maybe go way back to SDLDoom? > > Thanks! > Dirk > ------------------------------------------------------------------------------ > Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA > -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise > -Strategies to boost innovation and cut costs with open source participation > -Receive a $600 discount off the registration fee with the source code: SFAD > http://p.sf.net/sfu/XcvMzF8H > _______________________________________________ > Prboom-users mailing list > Prb...@li... > https://lists.sourceforge.net/lists/listinfo/prboom-users -- Dave Kiddell |
From: Dirk C. <dir...@gm...> - 2009-02-16 16:53:12
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Hi there, I am trying to port Doom to a new OS. It's a really thin OS running on an ARM microcontroller. So I need a nice light Doom that is compatible with SDL (will be running SDL on the micro). Can I use PrBoom as a starting point? Or maybe go way back to SDLDoom? Thanks! Dirk |
From: Jay L. <jla...@gm...> - 2008-12-09 20:33:41
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On Tue, Dec 9, 2008 at 3:13 PM, G 3 <pro...@gm...> wrote: > The PrBoom 2.5.0.dmg file for Mac OS X doesn't open when I click on it. > Instead I receive this error: "no mountable file systems". I am using > Mac OS 10.3.9. Has anyone else received this message? Is there a fix? > Hello, I'm going to assume since the program is a Universal Binary you will need at least 10.4.x to do anything with it. Including the .dmg file. There may be some other way to get the dmg to open, but I am unaware of it. Either which way, 10.3 can't open the Universal prboom.app file. You could always try to compile your own binary. -- Jay Lanagan jla...@gm... |
From: G 3 <pro...@gm...> - 2008-12-09 20:13:50
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The PrBoom 2.5.0.dmg file for Mac OS X doesn't open when I click on it. Instead I receive this error: "no mountable file systems". I am using Mac OS 10.3.9. Has anyone else received this message? Is there a fix? |
From: Florian S. <flo...@gm...> - 2008-11-23 09:53:55
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On 23.11.2008, at 00:22, Stian Sletner wrote: > It's good to see the project is still alive. Good work. Thanks :) > But this version still didn't fix a problem I've been having on > Ubuntu; > PrBoom always locks up completely as soon as it reaches the first > tally > screen after a level. Known issue? Workaround? > > Something in the backmost regions of my brain, being either > intuition or > what's left of a memory tells me it might be midi-related? Would > recompiling without music support fix it? You can first try to start PrBoom with -nomusic and see if it fixes the issue. If that doesn't help try to compile without SDL_mixer, I think ./configure --without-mixer should do the trick, but I'm not sure that's the correct way. Regards, Florian Schulze |