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Helion - C# (0.9.2.6 1/1/23 - Goodbye BSP tree rendering)
TruthInFiction replied to hobomaster22's topic in Source Ports
I've noticed another oddity. For whatever reason, Helion seems to double the amount of ammo you get from enemy drops regardless of difficulty level whenever you load a megawad. It doesn't seem to happen on individual levels, as I tried loading up Romero's E1M4b and E1M8b and this didn't happen for either one individually or when they were loaded together, and also doesn't happen if you don't load any custom maps. The megawads I tried this with were No End in Sight, Sigil, Breach, Abscission and Return to Hadron. -
Helion - C# (0.9.2.6 1/1/23 - Goodbye BSP tree rendering)
TruthInFiction replied to hobomaster22's topic in Source Ports
I'll be willing to give it a try whenever you make it available. -
Helion - C# (0.9.2.6 1/1/23 - Goodbye BSP tree rendering)
TruthInFiction replied to hobomaster22's topic in Source Ports
So I managed to spend some time playing around on that tablet with Zorin OS and I noticed that I get the following message in the application logs whenever Helion locks up: Window manager warning: Buggy client sent a _NET_ACTIVE_WINDOW message with a timestamp of 0 for 0x1e00009 The hex address is not always the same when this shows up, and it seems to be related to loading maps. Sometimes I can make it into E1M1 with no problems, but then when I complete the map it will instead lock up at the intermission screen when it should be loading E1M2. One time when I loaded the game up, I used the map command in the console and was able to quickly and successfully load arbitrary maps using this method. On a side note, you may want to update the op to reflect that Helion is now available for Linux since it still sates that Helion is Windows only. -
Helion - C# (0.9.2.6 1/1/23 - Goodbye BSP tree rendering)
TruthInFiction replied to hobomaster22's topic in Source Ports
I could try that, but the internal storage has Windows 10 installed on it, so that would make for inconsistent testing. It might be worth a shot just to see if maybe it's a hardware related issue though. I'll have to play around with it over the weekend to see if I can figure anything out. -
Helion - C# (0.9.2.6 1/1/23 - Goodbye BSP tree rendering)
TruthInFiction replied to hobomaster22's topic in Source Ports
It shouldn't be conflicting functions, because I'm only using the config file to change the previous weapon and next weapon key bindings. I know by default the mouse wheel is also used for automap zooming, but I wouldn't think that's an issue. I can't really check to verify right now as I am away from my primary system, and this tablet I'm on doesn't seem to play well with Helion for some reason. Edit: Now that I've had some time to look at my config file I can definitively say no, I do not have the mouse wheel set to anything other than the default automap zooming and the changes I made to weapon switching. Also, I do not have weapon switching bound to any other keys. On another note, how well would Helion run if it were installed on a usb thumb drive? I'm asking because I have the aforementioned tablet running on Zorin os (ubuntu-based linux) off of a thumb drive due to the internal storage being a paltry 128GB. Helion will launch, but it locks up when I try to start a new game. It's running on a 2.3 GHz core i3 6100u processor (2 cores 4 threads) which has Intel hd 520 graphics, and it has 3.75GB RAM. -
Helion - C# (0.9.2.6 1/1/23 - Goodbye BSP tree rendering)
TruthInFiction replied to hobomaster22's topic in Source Ports
I'm glad to see barrels working normally now, but there's still some wonkiness with key binding. When you quit and reload the game it does keep any changes you made, but it adds the default bindings back in as well. This is similar to the behavior from before, but instead of immediately bringing back the defaults it waits for a reload. Mouse wheel up and down are not recognized in the menu and therefore cannot be bound that way. I've noticed when switching the function of mouse wheel up and down through the config file that while Helion will show the new bindings in the menu, it seems to ignore them and keeps the default behavior. -
Helion - C# (0.9.2.6 1/1/23 - Goodbye BSP tree rendering)
TruthInFiction replied to hobomaster22's topic in Source Ports
I just tried the chainsaw out myself, and while it does snap you to the enemy's center, it doesn't pull you in like it should. As for barrel explosions, just load up E1M1 and blow up that barrel in the room leading to the exit. It should also blow up the barrel on the other side of the adjacent wall, killing the zombiemen there, but it doesn't. -
Helion - C# (0.9.2.6 1/1/23 - Goodbye BSP tree rendering)
TruthInFiction replied to hobomaster22's topic in Source Ports
I'm liking the menu so far, but it looks like it's impossible to unbind some of the keys from inside the game. If you try to clear the turn left or right functions the game just immediately rebinds them to the default. The same holds true for the next weapon and previous weapon functions. Not all of them are like this, as for instance I was able to unbind the automap key just fine. I actually found that changing the bindings through the ini file causes this issue to go away, but only for the functions that you changed. -
The simplest solution is to just not spam the enter key and actually spend the few seconds it takes to choose what difficulty you want. Just a thought.
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Helion - C# (0.9.2.6 1/1/23 - Goodbye BSP tree rendering)
TruthInFiction replied to hobomaster22's topic in Source Ports
I ran into some rather interesting anomalies when I loaded up the first level of Back to Saturn X. Sorry if this was a bit much, but I wanted to showcase a variety of scenarios where it showed up, including a couple of out of bounds perspectives. The area with the berserk pack is particularly interesting because it wasn't consistently broken and I have no idea what triggered it. None of these areas have movable walls, floors or ceilings, and you should obviously be able to see under that bridge. In case you haven't played it, this is a vanilla compatible map set, and I did not have any problems with it in Chocolate Doom or GZDoom under either the software or hardware renderer. It may be worth noting that I loaded this up on Linux Mint 21. -
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I use gzdoom, will I need any other source port?
TruthInFiction replied to LargeQT's topic in Source Ports
Doom Retro is another limit removing port worth mentioning right along-side Crispy Doom. -
DelphiDoom 2.0.7.735 - UDMF + UMAPINFO + MBF21 (May 1, 2022)
TruthInFiction replied to jval's topic in Source Ports
Awesome, can confirm that the bug has been squashed. That's unfortunate about the plasma rifle, but hopefully you can think of a solution to improve it. -
DelphiDoom 2.0.7.735 - UDMF + UMAPINFO + MBF21 (May 1, 2022)
TruthInFiction replied to jval's topic in Source Ports
This build seems to have introduced a bug. I started playing E4M1 and got this: This is the shotgunner alcove that is on the far side from the red skull key door. It only looks like this when you are looking out from certain angles. Below is what you see if you're looking straight out of the alcove. This does not happen when you're in the alcove that is next to the red skull key door no matter which angle you are looking out from. I went back and checked the same location in the previous build and the bug did not occur. I also noticed that the plasma gun tanks the fps in both this build and the previous build, and the closer you are to where the plasma balls are exploding the harder it hits, bottoming out at 14 fps for me when I'm right up against a wall and just holding down the fire button. The following screenshot was taken from the 730 build: -
DelphiDoom 2.0.7.735 - UDMF + UMAPINFO + MBF21 (May 1, 2022)
TruthInFiction replied to jval's topic in Source Ports
First question is how are you trying to go about loading these wads? I haven't had any trouble loading levels myself, either through Delphi's own launcher or through ZDoom Launcher. Second question is what sort of levels are they? Are they meant for certain source ports? If they're made with GZDoom in mind for instance, they may require features that Delphi just doesn't have. -
Save Game pathing issue with GZDoom 4.7
TruthInFiction replied to 666shooter's topic in Source Ports
Have you tried doing a file search to see if GZDoom saved the INI file to an unexpected location? If it now defaults to putting save files in a different folder it might be doing the same for your INI file. Failing that, if you still have version 4.6 it might be worth trying to just copy over the old INI file. Worst case scenario is it borks your settings and you can just delete it again.