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Post by camper on Dec 14, 2023 10:27:34 GMT -5
Ограничения ЕС наверное касаются только бинарников. А ведь исходники это не программный продукт. Это просто текст. Поэтому на территории ЕС можно рапространять исходники и данные (картинки, звуки), а сборка это уже задача пользователя. Но я еще это не освоил, мне нужны бинарники и я не в ЕС.
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RastaManGames
Doomer
The taste of injustice is painfully disgusting. It tastes bitter and rotten.
Posts: 183
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Post by RastaManGames on Dec 14, 2023 10:48:20 GMT -5
Я бы сказал, что конечный пользователь хотел бы на руках иметь именно бинарники, а не нужду сидеть и в среде разработки всё компилировать...
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Post by ketmar on Dec 14, 2023 12:20:50 GMT -5
it's lawyerize again: there is no real definition of what "distribution" is. technically, distributing source code may be counted as "program distribution" too. or may not. you only have to sell all your property and a kidney to hire a lawyer and find the answer. ;-)
but of course, i will not limit any access to the source code. will prolly just slap a big banner on top, like "this software is not designed to be used in EU. please, leave this page immediately if you are a resident of EU." or something like that. maybe it will be enough to put such banner to binaries too, but i don't know yet.
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Post by ketmar on Dec 14, 2023 12:23:50 GMT -5
Я бы сказал, что конечный пользователь хотел бы на руках иметь именно бинарники, а не нужду сидеть и в среде разработки всё компилировать... especially considering that building windows binaries on windows is not supported; you have to use GNU/Linux and MXE cross-comping environment for that. ;-)
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altered
Registered just to make one post
Posts: 1
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Post by altered on Dec 22, 2023 4:23:14 GMT -5
Hey, got a quick question for you if you don't mind. The download link for the public build on the first page isn't working for me, and I don't know if it's a problem specifically on my end. If it doesn't bother you, could you please look a little into it? Thanks.
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Post by ketmar on Dec 22, 2023 4:57:41 GMT -5
chrome may not like catbox certificates. try to tell it to STFU and accept what is given. sorry, i don't know how to do it step-by-step, as i am not using Chrome. Ff may be picky too. that is, it works for me in my Pale Moon, so it is something with your browser, or "system protection", or something like that. sorry.
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Post by ketmar on Dec 22, 2023 8:05:38 GMT -5
also, build updated. one small bugfix: crash on loading maps with 3d polyobjects.
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Lobo
Doomer
Posts: 594
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Post by Lobo on Dec 22, 2023 10:54:06 GMT -5
Skipped a few versions: I better update for Christmas!
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Post by camper on Mar 3, 2024 9:32:53 GMT -5
Пишут, что с реализацией MBF21 повсеместно не всё так гладко.
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Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,212
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Post by Gokuma on Mar 3, 2024 17:09:45 GMT -5
ketmar , K8vavoom is good stuff. I'm including it in my testing and keeping my Strife stuff compatible with it. Some issues: -warp command line parameter won't work. It always goes to the title screen. I use batch files to run and test a lot of things. Can't get rift**, or idclev** to work. Seems I can only do cheats or warp from the console. In strango5.wad, I replaced the quit message recordings QFMRM1 through 8 and K8vavoom plays the originals as if I didn't. (Zports don't even play them though, unless I'm missing an option.) .mp3 files at least used for sound effects were silent. .ogg works though. Unfortunately I avoid .ogg because sometimes they hurt Zandronum's frame rate. So I opted for 22khz .wav to support both. Where hitscanner shots are changed to superfast projectiles may have aim too inaccurate. Loremaster's grappling hook doesn't work like the original dos Strife. Like Zports it yanks pretty well, but not the same as the dos game which adds an additional huge vertical thrust to it, even if it's perpendicular to the angle of the shot. Also like Zports, making a projectile then shoot it back for the player to launch himself doesn't work. I made it appear to work somewhat in K8vavoom and Zports using a negative force harmless blast and having a version spawn an intermediate thing which shoots it. In Chocolate Strife and Veteran's Edition, the yank is completely nerfed something pitiful, but simply having a projectile shoot it back with sehacked does hit and have an effect on the player like the dos game. It just doesn't launch the player worth crap. One other thing with that is the trail of TENDA0 doesn't seem to appear as consistent in K8vavoom. Gldefs for my added or modified projectiles aren't working (but are fine in Zports). However decaldef is working fine. The ZDoom mod Weapons of Rebellion 2 Lite crashes with some kind of script error in K8vavoom. Something good K8vavoom has that Zports freaking missed!: It properly transfers player color to their rebels summoned with the beacon like the dos game. I don't know if Chocolate Strife or VE do. Another thing K8vavoom has right that all Zports got wrong. The Beggar's attack has the correct frames. It should go DEED but Zports, Zandronum's decorate all the way up through GZDoom's zscript have DDED and it looks dumb. I don't know if much has been done on Strife stuff since Janizdreg's work. Aside from Vavoom being one of the earliest ports with Strife support, if not the first, Janizgred helped me narrow down a few hex addresses in the strife1.exe when I was working on sehacked. Updated my decorate mod for Strife, gokweap3 to gokweap4 today.
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Post by ketmar on Mar 4, 2024 6:37:58 GMT -5
thank you for your reports! -warp command line parameter won't work. It always goes to the title screen. I use batch files to run and test a lot of things. it's better to use "+map mapname" instead. actually, "warp" kind should be specified in "games.txt", but i forgot to specify it for Strife. yet "+map" always works. Can't get rift**, or idclev** to work. Seems I can only do cheats or warp from the console. yep, original cheats are only partially supported, and i believe i turned them off by default. anyway, Strife doesn't even have support for keyboard cheats. you can use "bind" command to bind any testing console cmds to some key instead. In strango5.wad, I replaced the quit message recordings QFMRM1 through 8 and K8vavoom plays the originals as if I didn't. (Zports don't even play them though, unless I'm missing an option.) test file, please? i need to look to the real files, because i don't really know what is going on inside Strafe, so i need some test data. .mp3 files at least used for sound effects were silent. .ogg works though. Unfortunately I avoid .ogg because sometimes they hurt Zandronum's frame rate. So I opted for 22khz .wav to support both. yep, mp3 for sound effects are not supported at all. it is not possible to reliably detect mp3 files (they have no signatures), and ad-hoc detection hack often mistakes some other files for mp3. so i removed the ability to use mp3 for sound effects at all. mp3 for music is still supported, though. Where hitscanner shots are changed to superfast projectiles may have aim too inaccurate. if you mean the built-in option to change hitscans to projectiles, then they are such inaccurate with hitscans too. the aiming code is exactly the same for both variants, only with hitscans you cannot see how bad enemies at shooting. ;-) Loremaster's grappling hook doesn't work like the original dos Strife. Like Zports it yanks pretty well, but not the same as the dos game which adds an additional huge vertical thrust to it, even if it's perpendicular to the angle of the shot. Also like Zports, making a projectile then shoot it back for the player to launch himself doesn't work. again, i need some small test example, please. it's hard to tell what's wrong without it. Gldefs for my added or modified projectiles aren't working (but are fine in Zports). However decaldef is working fine. and another test example, please. ;-) also, please, note that light definitions in k8v is not the same as in zdoom ports, even with gldefs. the engine tries to translate them, but the translation is very rough. The ZDoom mod Weapons of Rebellion 2 Lite crashes with some kind of script error in K8vavoom. you prolly guessed what i wanted to say here. ;-) I don't know if much has been done on Strife stuff since Janizdreg's work. mostly nothing. i am not a big fan of Strife (i.e. i simply don't know what is right and what is wrong there), so i tried to keep it in a working state (more or less; i.e. it runs), but that's all. so any help with making Strife support better is welcome!
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Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,212
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Post by Gokuma on Mar 4, 2024 17:17:12 GMT -5
ketmar Here's the zip of strango5 and my decorate mod: www.mediafire.com/file/dq1kabhwqac5bff/strango5v1.1.zip/fileOr here's the one stop shop for practically everything: gokuma.neocities.org/download#StrifeWeapons of Rebellion of which I tried the Lite version: forum.zdoom.org/viewtopic.php?f=43&t=32780I know Vavoom isn't a ZDoom, so the fact it supports so much of it is an amazing bonus. For the lights I'll just have to look at Vavoom's resource and it should be as simple adding a B onto the projectiles I modified, and a couple additional names. Cheats aren't really important since the console is there and typing god in it is a lot quicker than omnipotent. Boomstix or idfa is quicker than gimme weapons gimme ammo though. As far as command line syntax and commands I really think every port should support at least the important ones every vanilla Doom engine game universally has in common. Some more obscure, archaic, or obsolete ones aren't too important. I consider the important ones to be -file *.* -warp # -skill # -deathmatch -altdeath -nomonsters -fast -timer # -record * -playdemo * -nomusic -turbo # -respawn -novoice (Strife exclusive but not too important) -timer # might behave differently in Strife. Instead of exiting a map when time is up, I think it simply makes the exit simply not work until time is up. I'd have to test dos Strife more to be sure, but any implementation is fine without needing the extra work. Unless you want utmost accuracy. Less important: -random (Might be an interesting Strife exclusive: "Items respawn at random locations." Maybe a Chocolate Strife exclusive EDIT: It's in vanilla dos Strife!) I gotta try it out in different versions. Is -maxdemo # obsolete these days? -nosound -avg (same as -timer 20) stuff like -wart and -devparm Here's Chocolate Strife's parameters though I'm sure it adds many dos Strife didn't have. gokuma.neocities.org/txt/CMDLINE.txtHere's the Doomwiki on command lines: doomwiki.org/wiki/ParameterAnd the ZDoomwiki zdoom.org/wiki/Command_line_parametersHmm, I could have sworn -fraglimit was in something, maybe Doom Legacy. Apparently it's just a cvar in Zdoom that can be accessed with + instead of -. zdoom.org/wiki/FraglimitWell it's not vanilla anyway, but it's always welcome. About the grappling hook. Here's how dos strife works with my sehacked shooting it back at the player. While it may have been shot at a little of an upward angle, notice the extra vertical throw. For the unmodified enemy Loremaster shooting the Loreshot the normal way, there's two on map14 of Strango5.wad. On easy there's just one to deal with. He doesn't have that attack in my sehacked patch since I gave it to the player to shoot back at himself. In the decorate of my gokweap4.wad. Go to line 210 and comment out or delete the A_blast code pointer off the end of that frame's line. That negative blast is my fake yank. With it gone you'll see how the projectile shot back from an initial player projectile has no pull effect on the player or anything at all in Zports or Vavoom. Simply shot back it passes right through the player. Having an intermediate thing spawn in place and then shoot back, removes its vertical angle of direction, but makes it able to hit the player, still to no effect.
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Post by ketmar on Mar 4, 2024 17:33:52 GMT -5
thank you! i'll take a look.
by the way, you can use k8v-specific light definitions. see "vfxdefs.txt" in the source repo for examples. gldefs will still be loaded, but you can put k8-specific things in vfxdefs.
as for ZDoom, i am trying to support as much of it as i can. so if anything works differently in zdoom-family and in k8v, this is definitely a bug. sometimes it is impossible to fix, but most of the time it can be fixed. the idea is that DECORATE mods should Just Work. well, most of them. ;-) so if you see something working in zdoom family, but not in k8v, report it, please. in the worst case i will try to explain why it doesn't work, and how to workaround it. ;-)
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Post by ketmar on Mar 4, 2024 17:48:50 GMT -5
as for `A_Blast()` — "Strength" is ignored there. it is ignored in ZDoom and GZDoom too. also, "BF_NOIMPACTDAMAGE" flag in k8v is not implemented. i just implemented it, thank you! ;-)
i also added "warp" support to Strife — it simply the case of two missing lines in "games.txt".
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Post by ketmar on Mar 4, 2024 17:57:07 GMT -5
as for a weapons of rebellion: this is a typo in the original Vavoom: "PoleLantern" is called "PoleLatern", lol. fixed. ;-)
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Post by ketmar on Mar 4, 2024 18:03:33 GMT -5
as for gldefs: they are not inherited, because decorate is parsed before gldefs. so you have to specify the exact actor name. i'm not even sure if gldefs light definitions should really be inherited, or if this is a side-effect of ZDoom implementation…
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Post by ketmar on Mar 4, 2024 18:10:14 GMT -5
as for quit sounds: try put them between "V_START"/"V_END" lumps (or "VV_START"/"VV_END"). this is how they are stored in the original Strife, and this is where k8v expects them to be.
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Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,212
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Post by Gokuma on Mar 4, 2024 18:14:23 GMT -5
as for `A_Blast()` — "Strength" is ignored there. it is ignored in ZDoom and GZDoom too. also, "BF_NOIMPACTDAMAGE" flag in k8v is not implemented. i just implemented it, thank you! ;-) i also added "warp" support to Strife — it simply the case of two missing lines in "games.txt". I know the one parameter is ignored. What I was saying is to delete my use of A_Blast there when testing, so you can see how the grappling isn't working without it. My use of a_blast was just to compensate for it not working and it does some of what I want but not reliably as it's a crude imitation. AltFire of the electric and poison modes of the crossbow shoot it. One of those versions spawns the intermediate thing to shoot it. You can tell it by the loss of vertical angle/pitch. Ah, I never noticed the v_start/end entries. Dos Strife1.exe, Chocolate, and VE don't require them, but if I find another reason to update Strango5.wad, I'll do it. As it is, I don't want a bunch of different versions floating around and it's just a little silly selection of random sounds of early Dwango wads when you're quitting. Good work on the lantern fix for Weapons of Rebelllion!
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Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,212
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Post by Gokuma on Mar 6, 2024 22:22:52 GMT -5
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Post by ketmar on Mar 7, 2024 10:16:47 GMT -5
thank you! i'll definitely take a look. Strife is unique game among idTech1-based ones, and i'd love to support it as good as possible. it's a shame that i never had it back then, when i could learn how it should work. so your help is really appreciated; i wouldn't notice anything wrong myself, because i don't know what is right. ;-) thank you again!
as for missing function names and such in the recreated source… it doesn't matter much. the base engine is idTech1, so we know the basics. and game-specific code is not that hard to match with what we have in k8v, way easier than trying to look at the raw disassembly.
i'll try to figure things out, and i hope we'll be able to make grapling hook work right. i also need to add Strife VE support later: as far as i remember, there are some fixed quest bugs, and additional quests too.
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Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,212
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Post by Gokuma on Mar 7, 2024 16:38:28 GMT -5
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xeepeep
Banned
Forever
Posts: 2,338
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Post by xeepeep on Mar 7, 2024 18:09:56 GMT -5
when I was working on sehacked. You made Sehacked??? I thought you just smoked crack and posted about pedophiles all day
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Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,212
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Post by Gokuma on Mar 7, 2024 19:43:11 GMT -5
@ xeepeep I'm surprised I made Sehacked too!
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Post by gunrock5k on Mar 14, 2024 16:19:45 GMT -5
My old mods like Silent Steel now crash with "Found both pk3 and VWAD basepacks" error
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Post by ketmar on Mar 14, 2024 16:33:22 GMT -5
you need to completely remove the old engine version, not overwrite the new one over the old one. as basepak format is now vwad, you'll have two different basepaks if you'll simply "copy over". sorry, this is one-time annoyance.
i choose to not remove anything on user's PC, and implemented error exit instead. but error message doesn't explain what happened, my fault.
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