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Julia Nechaevskaya

International Doom 7.3 (December 31, 2023)

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So Doom is a direct fork of Crispy Doom, but ID is not, through a lot of Crispy energy is running through ID's veins. 🙂

I've seen mentions of "SSG in Doom 1" in Crispy code but never tried it. Thanks for the link! I'll have to investigate, this could be important for possible mods/TCs compatibility.

 

Edit: done in commit 6b67a50.

Edited by Julia Nechaevskaya

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Sure, here it is: inter-doom-7.3-pre1-win64.zip

 

I don't use automated builds on GitHub, preferring to release exactly the same executable as I get using the MSYS build system and have everything under my own control. Not much has happened since 7.2.1, just mostly demo playback improvements and latest request. All changes are in "chages.txt" inside the archive.

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I figured you'll release when it's ready, I don't like to ask too much but I'm excited to try the new features in this case.

 

edit:

AAND it's damn perfect! FOV, D1-SSG mod, FluidSynth, 800p, VSync, horizontal dynamic coloring level stats bar... !

 

edit2:

Since we are adding/checking new features.. I can't remember if there is a way to disable infinite tall actors in this port. This and the time coloring on Nugget are the last two things I'm going to ask, done playing with ports, it's time to go back and enjoy the game :)

Edited by CacoKnight

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1 hour ago, CacoKnight said:

I can't remember if there is a way to disable infinite tall actors in this port.

 

Oh, it was available until 7.0 version, where I decided to be far more conservative with such features. I'll gladly explain why it didn't make a final cut: it's too big change in original game mechanics. Even if it will be guarded by "single player only" condition (i.e. not while demo recording/playback and not while multiplayer to prevent desyncs), it still can potentially break some game scenarios with monsters, which were made by design. Imagine, player have a group of monsters, placed in sector slightly below player's position. In vanilla mechanics it is impossible to run over monster's heads to skip this fight. By using this feature, however, it is possible to perform such trick. Please correct me if I'm wrong, but AFAIR none of existing compatibility levels are allowing such trick at all.

 

There are still few compatibility-breaking features, though. Three ones in same named section in Gameplayer Features, plus three physical ones. All of them are guarded to be in "single player only" as described above, but Physical ones should be safe for common scenarios:

  • Corpses sliding from ledges. Just a nice effect, comes from MBF. Preventing monster corpses to be stuck on ledges if only just a few pixels are placed on ledge. In some rare instances corpses starting to slide like on a ramp, but I made a time limitation for about ~15 second to prevent infinite sliding.
  • Point-blank SSG tear monsters. Splat! But even teared (i.e. in x-death state) monster can still be resurrected by Arch-Vile or crushed by a door.
  • Items are tossed when dropped. Dropped weapons and ammo clips from monsters will not appear on floor immediately, but fall "like from hands" instead.
2 hours ago, CacoKnight said:

time coloring on Nugget

 

What does it means exactly?

 

As about FluidSynth and GUS, I think I need to add an in-game tips if respective variables (fsynth_sf_path and gus_patch_path) are not set. This is especially important for FluidSynth, since there is no any SF banks included, and setup executable now acting as a multiplayer launcher, while FluidSynth itself is working just fine. Thanks!

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1 hour ago, Julia Nechaevskaya said:

Oh, it was available until 7.0 version, where I decided to be far more conservative with such features. I'll gladly explain why it didn't make a final cut: it's too big change in original game mechanics.

100% agree, I like to have ports that only change visual features but keep a more strict original/vanilla experience. Better to leave those deeper options to more complex/bigger ports.

 

1 hour ago, Julia Nechaevskaya said:

What does it means exactly?

 

It's just the level time/stopwatch on top of the horizontal stats bar, the eye already goes there too many times because it's moving and it would be a little better if you can make it at least the same color of the other bar items (gold for example) so it's less distracting, DSDA needs this too not just Nugget (you can change the colors in Cherry Doom). But again, it's not really a big deal, I'm more for the visual stuff, they are the expert and might know better what people need and how to use it.

Edited by CacoKnight

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Knock, knock, International Doom 7.3 is out!

 

Download:

Notable highlights:

 

🎄Added 3x (600p), 5x (1000p) and 6x (1200p) rendering resolutions. Please note that 6x is slower than in friendly ports, and here is where true color translucency effects (sprites and menu/automap background shading effects) will take a high toll, so please consider not using it if you have framerate drop issues. What I do recommend is to try 3x resolution, which is significantly faster/effective compared to 4x and still gives a decent image. Switching resolutions should now be quick and painless.

🎄Sigil II support.

🎄Variable FOV. Works well in general, but a bit inaccurate for enabled direct vertical aiming while mouse look.

 

Changelog:

Spoiler

Improvements

  • Added support for x3, x5 and x6 rendering resolutions (thanks @fabian, @Alaux and @Meerschweinmann).
  • Switching between rendering resolutions and widescreen modes now fast and painless.
  • Added support for Sigil II (thanks @mikeday and @ceski).
  • Brightmaps now applied to translucent and color-translated sprites.
  • Added dedicated keyboard bind for making 180° degree turn in Movement section (thanks @fabian).
  • Added support for variable FOV, available in the Display Options menu. Available range is from 45 to 135, default value is 90 (thanks @bradharding, @rfomin, @Alaux and @CacoKnight).
  • Added support for «SSG in Doom 1» feature (thanks @fabian and @CacoKnight).
  • Disabled doom-all autoload for Freedoom.
  • Small technical and performance improvements.

Demos

  • Added various enhancements for demo recording from Crispy Doom (thanks @fabian):
    • Demo info footer.
    • Prevention of overriding demos by adding a "-NNNNN" file name suffix.
    • Ability to "join demo" (i.e. giving controls to the player and continue recording).
  • Improved "Special Keys" handling while demo playback:
    • Pressing "Restart level/demo" now restarts demo and keeps it playing.
    • Pressing "Go to next level" now goes to next level of demo and keeps it playing.
  • Frame rate no longer forcefully uncapped after using demo warp (i.e. -playdemo demo.lmp -warp 18) if vertical sync is enabled.
  • IDCLEV cheat code now working in demo playback (thanks @fabian). Additionally, it is possible to go previous levels, not just next ones.
  • Demo warping should be a little bit faster now.
  • Demo bar colors is now independent from game palette, always showing black and white colors.

Libraries update

  • Updated SDL to version 2.28.5.

 

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Hell yeah! What a list of new awesome features, thank you!

 

Thank you also for the multiple mentions, putting me together with those devs is an honor since I'm so new to doom :)

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As usual, Julia knocks it out of the park :D

 

Seriously this port is excellent. Try out some of the wackier features and see if you like em.

CRL convinced me that vanilla mapping wasn't a nightmare when I was working on the next Squonker wad. It's a necessity for Vanilla mappers!

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I am honoured that you mentioned me :)

 

International-DOOM is getting better and better.

 

With the final Release today, even my ten year old i7 3770K handles International-DOOMs X6 resolution and boomer.wad at around 60fps.

 

Tested with boomer.wad -timedemo demo2, truecolor, framelimiter off,  v-sync off, 16:9 aspect ratio and vid_screen_scale_api "direct3d11" in config file.

 

But my favorite is as you mentioned too triple res. It looks good and sharp enough and gives me insane supersmooth fps even in bigger maps with this older PC.

 

You do surprise again and again with nice features in this wonderful enhanced limit removing sourceport.

 

By the way, i love it that there is no background picture in the Video Options menu. So i can see live how the resolution change influences the picture.

 

And yeah, native SIGIL I and II support with "only Episode 6 spider has 9000hp when SIGIL II is loaded" Feature :)

 

 

Edited by Meerschweinmann

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7 hours ago, Meerschweinmann said:

vid_screen_scale_api "direct3d11"

 

So I was caught in the act. Again! 😱 I'll explain it shortly about Direct3D 11 as there just a few hours left before New Year.

 

First of all, do not be afraid, D3D11 is not a "buy a new graphics card to run classic Doom" thing, no, of course not. It's just a small "hint" or "signal" to SDL video system that tells: "if your video card supports it, please use it" and this way it's just changes default Direct3D 9 screen scaler to 11th version. It's not really a new one, acording to Microsoft specifications, it was available since Windows 7, and acording to WikiPedia, it was oficially released in 2009.

 

Technically and practically, it is faster than the default Direct3D 9 screen scaler used by almost all friendly SDL2 source ports. Faster both in "-timedemo" benchmarking and in real play, i.e. when the engine is heavily loaded by drawing complex scenes. But again, it's just a screen scaler/blitter, it has nothing to do with computing or rendering game world. And, it's just a matter of one line of code. 🙂 Well, a few lines, since it has to be pointed to the config file. So why is this option lying around in Inter-Doom as undocumented? Honestly, two reasons:

  1. It hasn't been tested vertically or horizontally yet. It seems to work fine, both @rfomin (who originally suggested to try it) and I did some tests on different PCs and the results were positive. However, when using D3D11 in older versions of SDL (below 2.28.4, AFAIR), there was a small problem with screenshots: they were saved as empty PNG files, both in Woof and Inter-Doom. We tried some tricks, then hacks - nothing worked until it magically fixed itself in 2.28.4. It should be safe to use now, but we still have to be careful.
  2. I couldn't implement a hot-switch for it, but I didn't try very hard: polishing the current render was a higher priority.
That's it, nothing special. So yeah, if you want you can try it, there are no limitations, but please note that it is still experimental and there will be no real benefits if the framerate is already stable enough. I have a feeling that we will get to D3D11 in Woof very soon, but excuse me, I'm not the right person to talk about plans in Woof. 🤫
 
❤️ Dear @Ludi, thank you for the kind words and taking care of Not Even Remotely Fair! I wish I could play it normally, but not with my skill level.. 😀 But even watching decino's video was extremely enjoyable!
🧡 Dear @CacoKnight and @Meerschweinmann, thanks for the valuable suggestions and help! Much appreciated!
💛 Dear Colleagues from friendly ports, thank you very much for everything you have done and for all your help! Without all of this, Inter-Doom would simply not be able to exist!
💚 Dear Everyone, thank you for your time and interest in this project! It is small and never intended to be "standard", but I know there are people who use it, and I love you all! 💙
 
I wish I could say: "Phew! Now it's all done!", but heh, Inter-Heretic needs to be done, and CRL needs attention, too. So, as always, no rest for the living! So what's next? Let's celebrate, there are exactly 3 hours left until 2024 in my timezone. Happy New Year! 🎉

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Ohh SDL nice! Thank you again and happy new year to you as well!

 

I just tested it again and btw.. this port always felt the smoothest of them all hands down, too bad complevels are a deal breaker for me right now but great work as usual.

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Posted (edited)

Happy new year all :)

 

I did not know that Inter-DOOM can handle 1024x1024 pixel big texture-patches.

Even such big textures are a little bit off for a game like DOOM, that is much more advanced than pure Vanilla DOOM can do.

Vanilla DOOM renders textures above 128 pixels height not correctly.

 

Texture heights above 128 pixel in Inter-DOOM seem unproblematic.

Every height i threw in was shown correctly. There were texture-heights like 160, 192, 224 and 512 and 1024.

 

Eventually this is a interesting info for someone, but i dont know where to archive this.

 

Edited by Meerschweinmann

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Posted (edited)

I think International-Heretic is now my port of choice for playing Heretic with. It's got a great combination of features that don't quite exist in other ports.

 

Two hopefully small requests, no hurry:

-When warping to a level (edit: with -warp on the command-line), inter-heretic ignores the default skill level and uses skill 3 if you dont use the -skill parameter. This isn't true for inter-doom.

-It would be nice to have the secret found message/sound from Crispy Heretic.

 

Thanks for all the hard work you've put it for the Doom community & source ports!

Edited by plums

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Posted (edited)

I was in a chilled mood with Inter-Heretic and played some maps.

Don't ask me how i came up with the idea to use "idkfa" instead to use "rambo" in Inter-Heretic :)

 

The DOOM cheats can be used in Inter-Heretic too.

That is not a bad thing, but i wanted to let you know in case that wasn't your intention.

 

Btw "Rambo" in DOOM does not work.

Edited by Meerschweinmann

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Posted (edited)

Sorry, been too quiet the last few days, grinding pre-release leftovers in CRL and now continuing Inter-Heretic.

 

So all the secrets were revealed even before they were published! 😨 Just kidding, nothing secret really, and it's open source after all. My initial idea was to add just IDDT for checking automap lines, as RAVMAP is toggling (o)verlay mode and adds (m)ark which was pretty annoying. Later I decided to go nuts and add whole set of Doom shortcuts, and now ID prefix is no longer stafe-moving player slightly right. 

 

512x512 textures are working for sure, 1024x1024 seems to be fine too. Few examples of both types can be found on development version of Sunder in MAP19. It's Boom-compatible levels, so despite of ID being able to load it, normal progression is impossible and a soft-lock will happens once player reach any of Boom-specific line or switch.

 

Please enjoy self-compiled Heretic as much as possible, I completely rewrote the fullscreen status bar to be more flexible with on-screen widgets, and now it's 4:3 friendly as well as having wide/non-widget alignments in widescreen modes. The ammo widget is probably less decent now, and not sure what to do with the Negative Health feature - Raven didn't redraw the FONTB13 patch (big green minus sign), it's just a copy of Doom's patch, so having Doom's minus sign with Heretic's big digits looks bad, and I have a self-restriction to use only IWAD assets. The only exception for assets are crosshairs embedded in executable, but I'm totally okay to cover few of these my pixels with GPL license. 🙂

 

"Rambo" and other Heretic cheats wasn't planned in Doom, but is it really worth it? 🤔

 

@plums, thank you very much for suggestions and corrections, I really wasn't able to catch them by myself!

 

@Lord_Kane thank you, and please enjoy! 

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7 hours ago, Julia Nechaevskaya said:

Sorry, been too quiet the last few days, grinding pre-release leftovers in CRL and now continuing Inter-Heretic.

 

So all the secrets were revealed even before they were published! 😨 Just kidding, nothing secret really, and it's open source after all. My initial idea was to add just IDDT for checking automap lines, as RAVMAP is toggling (o)verlay mode and adds (m)ark which was pretty annoying. Later I decided to go nuts and add whole set of Doom shortcuts, and now ID prefix is no longer stafe-moving player slightly right. 

 

512x512 textures are working for sure, 1024x1024 seems to be fine too. Few examples of both types can be found on development version of Sunder in MAP19. It's Boom-compatible levels, so despite of ID being able to load it, normal progression is impossible and a soft-lock will happens once player reach any of Boom-specific line or switch.

 

Please enjoy self-compiled Heretic as much as possible, I completely rewrote the fullscreen status bar to be more flexible with on-screen widgets, and now it's 4:3 friendly as well as having wide/non-widget alignments in widescreen modes. The ammo widget is probably less decent now, and not sure what to do with the Negative Health feature - Raven didn't redraw the FONTB13 patch (big green minus sign), it's just a copy of Doom's patch, so having Doom's minus sign with Heretic's big digits looks bad, and I have a self-restriction to use only IWAD assets. The only exception for assets are crosshairs embedded in executable, but I'm totally okay to cover few of these my pixels with GPL license. 🙂

 

"Rambo" and other Heretic cheats wasn't planned in Doom, but is it really worth it? 🤔

 

@plums, thank you very much for suggestions and corrections, I really wasn't able to catch them by myself!

 

@Lord_Kane thank you, and please enjoy! 

 

One issue so far, Eviternity II does not function correctly, the auto pistol has no sound, leaves no bullet puffs, and no map triggers properly work. 

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1 minute ago, Lord_Kane said:

One issue so far, Eviternity II does not function correctly, the auto pistol has no sound, leaves no bullet puffs, and no map triggers properly work. 

Eviternity II is an MBF21 mapset. As stated by Julia above, Inter-Doom doesn't support Boom, which is the foundation for MBF and by consequence MBF21, so neither of those are supported either.

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Posted (edited)
5 minutes ago, Alaux said:

Eviternity II is an MBF21 mapset. As stated by Julia above, Inter-Doom doesn't support Boom, which is the foundation for MBF and by consequence MBF21, so neither of those are supported either.

 

ah I did not know that, one would guess that in my 40 years of life I would have learned to RTFM but alas I have failed in that regard, thank you for the info. 

 

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Posted (edited)
11 hours ago, Julia Nechaevskaya said:

512x512 textures are working for sure, 1024x1024 seems to be fine too. Few examples of both types can be found on development version of Sunder in MAP19. It's Boom-compatible levels, so despite of ID being able to load it, normal progression is impossible and a soft-lock will happens once player reach any of Boom-specific line or switch.

 

That is fine. So big textures like the big and beautyful 512x256 OTEX - OROCKS1 texture can be used with ID.

I have made many BIGDOOR variants with patches up to 256x256 pixels, to do really big BIGDOORS up to 768x256 pixels. So they are not completely exclusive to Eternity Engine or GZDoom like ports anymore. Because i knew of the 128 pixel height vanilla restriction, i never tested them with ID, Crispy or Woof.

In my texture pack are some BIGDOOR variants like 320 pixel wide too, i have noticed that these have to be extended to 512 pixels width with "filler-pixels" on the right, that they are correctly shown, but that is easy doable with SLADE3.

 

Here is a screenshot of those doors working in ID:

From left 512x224, 80x96 and 320x128 pixels

 

Spoiler

ID.png.c0b7626e4f8e69cbc182e063ca94cc12.png

 

 

3 hours ago, Lord_Kane said:

"Rambo" and other Heretic cheats wasn't planned in Doom, but is it really worth it? 🤔

 

No, surely not. This should not be a wish for Heretic cheats in DOOM.

Because i have surprisingly found out that DOOM cheats worked with Heretic, i had checked if Heretic cheats work in DOOM too.

 

I would say, that DOOM cheats are the most known of both games.

Even my brother, who played DOOM many years ago and does not actively play it knows "IDDQD"

 

 

And yes, i enjoy self compiled Heretic very very much. It is very good playable even it is not finished yet and looks/runs really good in truecolor and triple-res. Thanks again that you told me how to compile it :)

 

This "Strafe lock" when entering ID... is worth gold for IDCLIP to not stuck in walls by undoing IDCLIP.

Edited by Meerschweinmann

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3 hours ago, Meerschweinmann said:

Because i knew of the 128 pixel height vanilla restriction, i never tested them with ID, Crispy or Woof.

 

All of these support tall patches. 

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Posted (edited)
58 minutes ago, fabian said:

 

All of these support tall patches. 

 

After i realised that Inter-DOOM could handle patches taller than 128 pixels i had tested the textures in Woof (my favorite BOOM/MBF Port, danke dafür Fabian) too.

 

I will rework the textures, that all uncommon BIGDOOR sizes, like 80,96, 192 and 320 Pixel width textures could be used with the Crispy, Inter-DOOM and Woof Family as well. The height is totally unproblematic as i saw with my tests.

Edited by Meerschweinmann

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14 hours ago, Julia Nechaevskaya said:

@plums, thank you very much for suggestions and corrections, I really wasn't able to catch them by myself!

 

More than happy to help! I was watching the commits to inter-heretic yesterday, you were really on a tear!

 

BTW did you see my comment on this commit?

https://github.com/JNechaevsky/international-doom/commit/87028cd2dad8bab07b1d4f6f5c8309cc84d1d372

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10 hours ago, Meerschweinmann said:

 

That is fine. So big textures like the big and beautyful 512x256 OTEX - OROCKS1 texture can be used with ID.

I have made many BIGDOOR variants with patches up to 256x256 pixels, to do really big BIGDOORS up to 768x256 pixels. So they are not completely exclusive to Eternity Engine or GZDoom like ports anymore. Because i knew of the 128 pixel height vanilla restriction, i never tested them with ID, Crispy or Woof.

In my texture pack are some BIGDOOR variants like 320 pixel wide too, i have noticed that these have to be extended to 512 pixels width with "filler-pixels" on the right, that they are correctly shown, but that is easy doable with SLADE3.

 

Here is a screenshot of those doors working in ID:

From left 512x224, 80x96 and 320x128 pixels

 

  Reveal hidden contents

ID.png.c0b7626e4f8e69cbc182e063ca94cc12.png

 

 

 

No, surely not. This should not be a wish for Heretic cheats in DOOM.

Because i have surprisingly found out that DOOM cheats worked with Heretic, i had checked if Heretic cheats work in DOOM too.

 

I would say, that DOOM cheats are the most known of both games.

Even my brother, who played DOOM many years ago and does not actively play it knows "IDDQD"

 

 

And yes, i enjoy self compiled Heretic very very much. It is very good playable even it is not finished yet and looks/runs really good in truecolor and triple-res. Thanks again that you told me how to compile it :)

 

This "Strafe lock" when entering ID... is worth gold for IDCLIP to not stuck in walls by undoing IDCLIP.

 

why was I quoted? I didnt say anything about heretic cheats.

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28 minutes ago, Lord_Kane said:

 

why was I quoted? I didnt say anything about heretic cheats.

 

Ah, sorry, i see i had marked and quoted Julias text from the message you quoted her. 

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Just now, Meerschweinmann said:

 

Ah, sorry, i see i had marked and quoted Julias text from the message you quoted her. 

ah fair enough it happens. 

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No idea which magic you applied to enable truecolor and resolution switching on-the-fly, but it's exemplary and amazing. If you somehow managed to port that tc switch to Woof!, all my needs would actually be covered.

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Just figured out what I was doing wrong previously. 🙂 Without getting into technical details, the lower level drawing code (D_Display) is slightly different from Crispy Doom, and resolution toggling required slightly different handling.

 

Porting true color to Woof should be technically possible, but practically there will couple of problems:

  • Compiled-in true color support is semi-optional. Disabling it in game menu adds back proper support for edited or manually tweaked COLORMAP lump, and it will even successfully pass esselfortium's magical check on first game level KDiKDiZD. Custom palette tinting effects (pain, bonus and radiation) however, are still PLAYPAL-independent and always using original Doom-like effects. This is more or less acceptable, but not that acceptable for the port which is aimed for wide mods support. Not sure if it is possible to use PLAYPAL's tinting again when true color is turned off.
  • Translucency and background shading effects are always using dynamical calculation for color blending, that's why they are still looking decent even when true color is turned off in menu. Same problem as with PLAYPAL - not sure if it is possible to use TRANMAP lookup table when true color is disabled in menu.
  • Boom's custom COLORMAPs. Not sure if they are often guests nowadays, but since they are exist, they must be properly supported, and it's a different story.
  • Finally, Woof is technically much more complicated than Crispy Doom in nearly all aspects, it's about two or three steps above my abilities. Render has been seriously upgraded to support DRS, and most likely the first thing I'll get for doing true color experiments there is a slap on the hands from @fabian or @rfomin, and trust me, this will be a right thing to get. 🤭

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I like how you made it so you can change stuff like soundfonts and sound pitching ingame instead of in a separate application, especially since Im a big fan of random sound pitching

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