Activity for Leonardo Montenegro

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #64

    Stumbled on the same issue, and solved it by increasing MAX_FILE_SIZE constant. Anyway, it'd be interesting to have an option for customizing max file size outside "simple_html_dom.php" file, so we wouldn't have to edit the original file directly.

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #93

    DL 1.48 is still at testing phases before release. You'll have to wait a bit longer, until this version is finally released. However, there's another way to try those changes on a Raspberry Pi, while still on version 1.46: By applying this diff patch I've created some months ago, on RetroPie forums, and then recompiling it from source. By following the instructions I provided on the link above, you can compile a custom DL version, based on 1.46, that contains most (if not all) changes mentioned on...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #657

    I just got curious and downloaded this PWAD in order to do some tests on a PC with Ubuntu 18.04 64-bits. Firstly, I've tested Doom Legacy from SVN revision 1473, running in software mode. Map01 seems to work fine, but Map09 gave me the same errors Michael Bäuerle had previously reported on a screenshot. If running on opengl mode, it gives me a segmentation fault. Secondly, I tested this wad on two similar sourceports: ZDoom (v2.8.1) and Zandronum (3.0), both running in software mode. On those, Map09...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #93

    Just updated my DL copy via SVN, recompiled the binary and tested the new features. I saw you separated bot random in two options, one for bot generation method and other for bot seed. After selecting "seed random" in the bot generation method, now all bots added are random for each multiplayer game. Haven't tested the other options besides "plain", "seed" and "seed random" to see what each option does, but at least for now it should do the trick. It's better than before. I confirm that the duplicate...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #93

    There is protection against duplicate bot names in B_Init_Names. The bot code always had this. There is no protection against duplicate bot colors. Are you sure you are getting bots with the same name in an individual game? Yes, I noticed some code for protection against duplicate bot names. And yes, there's no protection against duplicate bot colors and indeed it shouldn't be. However, even though there's some attempt of protection against duplicate bot names, I'm still getting repeated bot names...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #93

    Didn't know there was a new bot menu, although I could see most options from the command-line. Anyway, just tested "botrandom 0", and I confirm it's returning random bot names and colors whenever a multiplayer game is created. However, I'm getting repeated bot names sometimes, and I remember having implemented a routine for checking duplicate bot names, in order to choose another one when detecting that a bot with the same name was previously added. For other random seed values in "botrandom", I...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #93

    Just got the latest patch, together with the latest commits you've made. Before answering the questions, just reporting that the game skill bug was fixed in the commit 1459. Tested with doom2 iwad and a few other pwads, and now they're working as it should. Anyway, let's go to your questions Have the BOT issues been addressed by the existing bot patch ? If you're referring only on the patches you provided here, then I don't know. When opening the patch on a text editor and reading the changes you've...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #93

    Just got the latest patch, together with the latest commits you've made. Before answering the questions, just reporting that the game skill bug was fixed in the commit 1459. Tested with doom2 iwad and a few other pwads, and now they're working as it should. Anyway, let's go to your questions Have the BOT issues been addressed by the existing bot patch ? If you're referring only on the patches you provided here, then I don't know. When opening the patch on a text editor and reading the changes you've...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #93

    Please let me know what button is best for the PAUSE. I have no idea what the button labels on the controllers are, or where those buttons are. Well, one of the most popular types of controllers are the ones from Xbox 360 or Xbox One. We could use them as reference. On those controllers, by default, "Back" is the seventh button and "Start" is the eighth. You could use Start for "Main Menu", and Back for "Pause". Or to simplify: Main Menu -> Joy0 B 7 Pause -> Joy0 B 6

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #93

    Changed default to 800. Made the step increment to be 20. So now it is 10 clicks to reach 1000, and I assume each person only has to set this up once. If you can get a console or edit the file directly, you can still set any value. That should work for now. And it's easier than setting a slider. However, it'd be interesting to make it customizable for each controller in the future. Maybe some users want to play DL with two different controllers, and different axis sensibilities. Having the option...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #93

    Changed default to 800. Made the step increment to be 20. So now it is 10 clicks to reach 1000, and I assume each person only has to set this up once. If you can get a console or edit the file directly, you can still set any value. That should work for now. And it's easier than setting a slider. However, it'd be interesting to make it customizable for each controller in the future. Maybe some users want to play DL with two different controllers, and different axis sensibilities. Having the option...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #93

    Changed default to 800. Made the step increment to be 20. So now it is 10 clicks to reach 1000, and I assume each person only has to set this up once. If you can get a console or edit the file directly, you can still set any value. That should work for now. And it's easier than setting a slider. However, it'd be interesting to make it customizable for each controller in the future. Maybe some users want to play DL with two different controllers, and different axis sensibilities. Having the option...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #93

    Mapping a button to 's': I went wilh using the pause button because it is used for pausing (stopping and starting) the game already, and it is does not have any conflicting usage during the WAITPLAYER message. The default button for PAUSE is "Joy 0 But 5", the fifth or sixth button in the controller, right? And it's exactly this button used for 's' on Wait Players? If true on both questions, then there's a problem: what if user has a controller with less than six buttons? You have a controller with...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #93

    Mapping a button to 's': I went wilh using the pause button because it is used for pausing (stopping and starting) the game already, and it is does not have any conflicting usage during the WAITPLAYER message. The default button for PAUSE is "Joy 0 But 5", the fifth or sixth button in the controller, right? And it's exactly this button used for 's' on Wait Players? If true on both questions, then there's a problem: what if user has a controller with less than six buttons? You have a controller with...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #93

    Just tested your patch. It's working, but with a few things to mention: The default deadzone value of 400 is too low, and I need at least 1000 in order to avoid player moving by itself. And changing from 400 to 1000 from the controller is a bit painful: I had to press the A button 600 times to do so. I'd suggest you to provide other easier ways to customize deadzone (a slider maybe), or simply increase the default deadzone value to at least 1000; When starting a multiplayer game with "Wait Players"...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #649

    There isn't a fix for this issue. If the map is going to generate a strange COOP placement, I cannot fix that. For strange coop weapon / item placements, indeed there's no fix for that. However, the scenario mentioned by Quicksilver7837 isn't strange. It occurs exactly this way even on vanilla Doom, as I showed in the test done via Dosbox with IPX enabled. Quicksilver7837's scenario basically says that it'd be interesting to have a option for creating multiplayer coop games with the same weapon placement...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #649

    There isn't a fix for this issue. If the map is going to generate a strange COOP placement, I cannot fix that. For strange coop weapon / item placements, indeed there's no fix for that. However, the scenario mentioned by Quicksilver7837 isn't strange. It occurs exactly this way even on vanilla Doom, as I showed in the test done via Dosbox with IPX enabled. Quicksilver7837's scenario basically says that it'd be interesting to have a option for creating multiplayer coop games with the same weapon placement...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #649

    There isn't a fix for this issue. If the map is going to generate a strange COOP placement, I cannot fix that. For strange coop weapon / item placements, indeed there's no fix for that. However, the scenario mentioned by Quicksilver7837 isn't strange. It occurs exactly this way even on vanilla Doom, as I showed in the test done via Dosbox with IPX enabled. Quicksilver7837's scenario basically says that it'd be interesting to have a option for creating multiplayer coop games with the same weapon placement...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #649

    I noticed some new options in the "Coop/Deathmatch" menu item, when testing some new features from the latest SVN commits. Previously, there were only four options: 0 (Coop), 1, 2, 3. I know that the option 0 is the same as "-cooperative" command-line parameter, which starts a cooperative game. Option 1 is the same as the "-deathmatch", which starts a deathmatch with weapons staying after picked up, but no item respawning. Option 2 is the same as the "-altdeath" command-line parameter, which starts...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #648

    I tested Heretic today on DL. Started a two-player game in split-screen with two controllers. On that case, unfortunately changing screen size with + and - won't work, since there's no full HUD for two players, but only three numeric indicators instead: Health, Ammo and Armor. Analyzing from this angle, I'd say it's still a bug, so there's no need to move it to "Feature requests" section.

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #93

    Your answer seems to be about your patch. I was asking what is the usual user interface that those other consoles use. Well, that's kinda specific for each console. Every console has its own user interface. Every game ported to a console has an own user interface. It varies a lot, so it's hard to know that. However, all of the interfaces has one thing in common: they're already optimized for controllers. You can do everything from a gamepad, since menu navigation, control settings and the gameplay...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #93

    Your answer seems to be about your patch. I was asking what is the usual user interface that those other consoles use. Well, that's kinda specific for each console. Every console has its own user interface. Every game ported to a console has an own user interface. It varies a lot, so it's hard to know that. However, all of the interfaces has one thing in common: they're already optimized for controllers. You can do everything from a gamepad, since menu navigation, control settings and the gameplay...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #93

    Your answer seems to be about your patch. I was asking what is the usual user interface that those other consoles use. Well, that's kinda specific for each console. Every console has its own user interface, so it's hard to know that. However, all of them has one thing in common: they're already optimized for controllers. You can do everything from a gamepad, since menu navigation, control settings and the gameplay itself. There's two simple examples I remember: one is Doom 64 (a port of Doom for...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #93

    Your answer seems to be about your patch. I was asking what is the usual user interface that those other consoles use. Well, that's kinda specific for each console. Every console has its own user interface, so it's hard to know that. However, all of them has one thing in common: they're already optimized for controllers. You can do everything from a gamepad, since menu navigation, control settings and the gameplay itself. There's two simple examples I remember: one is Doom 64 (a port of Doom for...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #93

    Do consoles usually activate a menu for every question and then just give you joystick means to select choices off the menu ? I don't know if I understood this question correctly, but if you're referring to the ability of accessing menus / selecting choices from a controller, then the answer is: you can select choices in menus by pressing the first button of your controller, and go back to the previous option by pressing the second button of your controller. That works only for the first controller,...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #93

    Do consoles usually activate a menu for every question and then just give you joystick means to select choices off the menu ? I don't know if I understood this question correctly, but if you're referring to the ability of accessing menus / selecting choices from a controller, then the answer is: you can select choices in menus by pressing the first button of your controller, and go back to the previous option by pressing the second button of your controller. That works only for the first controller,...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #93

    Do consoles usually activate a menu for every question and then just give you joystick means to select choices off the menu ? I don't know if I understood this question correctly, but if you're referring to the ability of accessing menus / selecting choices from a controller, then the answer is: you can select choices in menus by pressing the first button of your controller, and go back to the previous option by pressing the second button of your controller. That works only for the first controller,...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #93

    I forgot to add a few screenshots showing the changes above. Firstly I tried editing my post in order to include them, but it seems I can't do that on sourceforge. So I'm posting them in this comment. Sorry for the double-post. I've sent them as attachments. See below.

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #93

    I forgot to add a few screenshots showing the changes above. Firstly I tried editing my post in order to include them, but it seems I can't do that on sourceforge. So I'm posting them in this comment. Sorry for the double-post.

  • Leonardo Montenegro Leonardo Montenegro created ticket #93

    Addition of console-like features

  • Leonardo Montenegro Leonardo Montenegro created ticket #652

    Black balls above lights in software mode (Linux)

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #649

    Hey guys, I don't think it's a bug, but instead a default behaviour in the game. I've done the following steps in order to reproduce this behaviour in vanilla Doom: Grab the original MS-DOS version of Ultimate Doom, with doom.wad file and all other files and executables; Install DOSBox on your computer. Mine is a linux desktop with distro Ubuntu 18.04. The version I'm using is 0.74-3, the latest one from the current date; Configure DOSBox to simulate / accept IPX connections, by editing dosbox-0.74.conf...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #649

    Hey guys, I don't think it's a bug, but instead a default behaviour in the game. I've done the following steps in order to reproduce this behaviour in vanilla Doom: Grab the original MS-DOS version of Ultimate Doom, with doom.wad file and all other files and executables; Install DOSBox on your computer. Mine is a linux desktop with distro Ubuntu 18.04. The version I'm using is 0.74-3, the latest one from the current date; Configure DOSBox to simulate / accept IPX connections, by editing dosbox-0.74.conf...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #649

    Hey guys, I don't think it's a bug, but instead a default behaviour in the game. I've done the following steps in order to reproduce this behaviour in vanilla Doom: Grab the original MS-DOS version of Ultimate Doom, with doom.wad file and all other files and executables; Install DOSBox on your computer. Mine is a linux desktop with distro Ubuntu 18.04. The version I'm using is 0.74-3, the latest one from the current date; Configure DOSBox to simulate / accept IPX connections, by editing dosbox-0.74.conf...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #649

    Hey guys, I don't think it's a bug, but instead a default behaviour in the game. I've done the following steps in order to reproduce this behaviour in vanilla Doom: Grab the original MS-DOS version of Ultimate Doom, with doom.wad file and all other files and executables; Install DOSBox on your computer. Mine is a linux desktop with distro Ubuntu 18.04. The version I'm using is 0.74-3, the latest one from the current date; Configure DOSBox to simulate / accept IPX connections, by editing dosbox-0.74.conf...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #649

    Hey guys, I don't think it's a bug, but instead a default behaviour in the game. I've done the following steps in order to reproduce this behaviour in vanilla Doom: Grab the original MS-DOS version of Ultimate Doom, with doom.wad file and all other files and executables; Install DOSBox on your computer. Mine is a linux desktop with distro Ubuntu 18.04. The version I'm using is 0.74-3, the latest one from the current date; Configure DOSBox to simulate / accept IPX connections, by editing dosbox-0.74.conf...

  • Leonardo Montenegro Leonardo Montenegro modified a comment on ticket #649

    Hey guys, I don't think it's a bug, but instead a default behaviour in the game. I've done the following steps in order to reproduce this behaviour in vanilla Doom: Grab the original MS-DOS version of Ultimate Doom, with doom.wad file and all other files and executables; Install DOSBox on your computer. Mine is a linux desktop with distro Ubuntu 18.04. The version I'm using is 0.74-3, the latest one from the current date; Configure DOSBox to simulate / accept IPX connections, by editing dosbox-0.74.conf...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #649

    Hey guys, I don't think it's a bug, but instead a default behaviour in the game. I've done the following steps in order to reproduce this behaviour in vanilla Doom: Grab the original MS-DOS version of Ultimate Doom, with doom.wad file and all other files and executables; Installed DOSBox on my desktop with Ubuntu 18.04. The version I'm using is 0.74-3, the latest one from the current date; Configured DOSBox to simulate / accept IPX connections, by editing dosbox-0.74.conf and changing the line "ipx=false"...

  • Leonardo Montenegro Leonardo Montenegro created ticket #26

    Doom Legacy not setting skill correctly on multiplayer games

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #92

    I've just implemented this feature. Here's a screenshot showing how it looks in "Start Server" menu: The "Bots" option accepts values between 0 and 32 (the default being 0). If the value is bigger than zero, then DL will call the commands below for each bot being added: wait 35; addbot; The "wait" command is needed in order to delay each bot addition in one second. If you remove the wait instruction, sometimes you can get a bug on splitscreen where one of the bots assumes control of player two, making...

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #651

    Confirmed this patch solved the issue. Just compiled version 1.47.3 from latest commit (r1446), and made the following test: Started a two-player game in Doom 2, map 01 and deathmatch type 3 (with item respawning enabled); Grabbed a super shotgun and done a few shots; Got a dozen blue bottles from the ground (near the rocket launcher); Waited a few seconds until the bottles respawn. The super shotgun reloading sounds now plays as it should. And the same applies to the item respawning sounds: all...

  • Leonardo Montenegro Leonardo Montenegro created ticket #92

    Add option for including bots in deathmatches directly from the "Start Server" menu

  • Leonardo Montenegro Leonardo Montenegro created ticket #91

    Allow joystick axis binding from "Setup Controls" screen

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #80

    I think I can provide some reasons why it would be useful: All modern FPS games with controller support works this way. Games such as Doom Eternal, Wolfenstein New Order, Call of Duty, etc. Players nowadays are used to it, and don't complain about it being difficult to aim and move at the same time because they wouldn't know which direction they are looking. Instead, it's a good way of allowing moving and aiming manually at the same time from a controller, instead of a keyboard + mouse; I know that,...

  • Leonardo Montenegro Leonardo Montenegro created ticket #651

    Super shotgun reloading sounds with wrong frequency

  • Leonardo Montenegro Leonardo Montenegro posted a comment on ticket #87

    There's some guys in RetroPie forum that could compile DL on Raspberry Pi. All you have to do to compile it, is getting the dependencies and run "make". You can find the details here.

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