• 0 Votes
    9 Posts
    591 Views
    Striderx99S

    It worked! I have to let you all know that when I tried with doom.wad and doom1.wad (as an IWAD), it loaded normally, but I knew there was an issue once I saw the pointer icon showed up as rabbit ears. It also produced the sounds from both Doom and Ultimate Doom as a result. The screen also showed stairs from each of those games and wall designs from Chex Quest 2. Once I switched the IWAD to CHEX, the pointer changed to a Chex icon. The walls appeared normal (with the regular Chex Quest 2 designs), so I'm going to guess that I did what was necessary to get Chex Quest 2 running correctly. Thanks for all of your help.

  • 0 Votes
    2 Posts
    362 Views
    vic-viper-001V

    @vic-viper-001 Well, now I feel like a complete moron. All I needed to do was re-install LzDoom, and overwrite the new lzdoom.ini with my old one.
    Everything works again like it's supposed to.

  • 1 Votes
    40 Posts
    9k Views
    RapidEdwin08R

    DAZI 2022.12 Released
    Various visual tweaks and Menu changes.
    Total and Individual [M0D-COUNT] is now Displayed in Dazi HUD Ammo.
    Updated and Cleaned up [DAZI-Templates]; most of the work was moved to the main dazi script.
    Added Save/Clear Alternate M0D Directory Options.
    M0D Loader can now pull and load doomMOD#s from DAZI-Templates (eg. D00M-M0D-COMBO. sh).
    Added current doom-IWAD Info to DAZI when being ran from runcommand user menu.
    202212dazi_1Run.png

  • lzdoom pointer and brightmaps

    Help and Support
    5
    0 Votes
    5 Posts
    676 Views
    N

    @protocultor Hey,, thank you man, I can now see the glowing of the eye's monsters in the dark, and machine's screens too, the only drawback is that I need to use, like you reccomend, Doom Software Renderer (+vid_renderer 0) to do the trick, because with Opengl-accelerated (+vid_renderer 0) this file (softfx.wad) apperars to do almost nothing for the bright of those elements.

    With Doom Software Renderer:

    doom_glowing_machinery.png

    With Opengel-accelerated:

    doom_no_glowing_machinery.png

    Another drawback is that with "doom software renderer" I can't use "lights.pk3", I think this have to be with both files (lights.pk3 and SoftFX.wad) were made for differents renderers and because of that, they are incompatibles each other.

    That's a shame, because lights.pk3 adds some nice animated light effects to some items ans such things:

    With DoomSoftware Renderer:

    doom_helmet_no_glow.png

    With Opengel-accelerated:

    doom_helmet_glow.png

    Anyway I'ts an improvement, so thank you my friend, I like that glowing eyes !!

  • 0 Votes
    3 Posts
    525 Views
    vic-viper-001V

    @protocultor This fixes the problem, thanks!

    Sorry for the late reply BTW. I decided to gather up all my Pi stuff and take a couple weeks break from touching any of it!

  • 0 Votes
    5 Posts
    722 Views
    vic-viper-001V

    @mitu Awesome, this fixes it! Thanks for the help.

  • 0 Votes
    5 Posts
    352 Views
    K

    Solved the Issue just had to set the resolution in runcommand to the same resolution that was set inside lzdoom and viola no more crashing back to emulation station and losing hdmi signal.

  • No sound on LZDOOM on RPI4

    Help and Support
    21
    0 Votes
    21 Posts
    4k Views
    RenetroxR

    @mitu solution: create a script with the following:
    #! / bin / bash
    "apulse / opt / retropie / ports / lzdoom / lzdoom" ""

    It doesn't work like the other games on the list, but it opens the traditional lzdoom text dialog, the wads should be hosted in ./.config/lzdoom

  • 0 Votes
    1 Posts
    499 Views
    No one has replied
  • 0 Votes
    8 Posts
    2k Views
    O

    @psyke83

    Thank you a ton, your advice worked perfectly for Sigil. I actually am interested in having individual launcher files for Brutal Doom for all of the Doom versions just because I like the simplicity of being able to select each game version separately, even if it is more work. But it isn't working like Sigil did. I created another folder under the doom folder called "brutaldoom," just like with Sigil, then edited the emulators.cfg file with the addition of an emulator called brutaldoom. This new entry had /addon/* changed to brutaldoom/*, the same as I did with Sigil.

    I placed the doom wad in that folder, and the brutal doom .pk3 file. I set up a "Brutal Ultimate Doom" launcher directing the location of the doom.wad file in the doom/brutaldoom folder. It launches it perfectly fine when I set "brutaldoom" as the default rom launcher, but for my launcher for the normal Ultimate Doom it will then be set to use the brutaldoom launcher as the default rom emulator as well. If I change the normal ultimate doom launcher back to lzdoom to play vanilla doom, the default emulator for the brutal doom launcher will then automatically be changed to lzdoom as well. So changing the emulator for one ultimate doom launcher changes it for the other, whether its brutal doom or vanilla. I assumed that was because I used the doom.wad file in the brutaldoom folder without changing the name, so what happened to one "doom.wad" changes it for the other because they have the same name, despite being in different folders.

    So I tried changing the name of the doom.wad file to brutaldoom.wad in the brutaldoom folder, and kept the original vanilla ultimate doom in the doom folder unchanged, but then it won't even launch the brutal doom version. So it seems to have to keep the original wad name. Since what I did what worked for Sigil I'm lost as to what it is making the two doom.wad files, in different folders, linked. You know so much about how it works, is it obvious where I went wrong? I feel like it must be something small that I just keep missing.