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Reply 160 of 166, by ericvids

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Pickle wrote on 2022-05-11, 12:21:

maybe you could include it but keep off by default and allow these extra features to be enabled by command line?

You mean include the fullscreen option (without status) on the MPU-only version but make it hidden? I mean, it's already technically included AND off by default (because you have to select your view size in Change View), but is hiding it and enabling it only via command line a necessary step in your opinion?

Note that I also already have a hack to the config file so that the vanilla EXE can still run properly even if the user selects the fullscreen view size on the wolfdosmpu EXE, so there's no worry of accidentally "breaking" things for the user.

Gmlb256 wrote on 2022-05-11, 12:48:

The fullscreen on the MPU-401 version can be kept barebones and the users can be warned that they won't be able to see the stats.

I'm leaning towards this solution, since it obviates the need for a command line option, and it's helpful to the user...

Reply 161 of 166, by ericvids

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Okay, I've released version 1.50 on github!

As earlier mentioned, this new release now supports fullscreen mode! Just head to Change View and resize the window all the way up until the whole screen is black (including the instructions' background), then press Enter and then Y to the warning message. 😁

Some notes on fullscreen:

  • For the MPU-only version, the config file is written so that you can still use your vanilla EXE with it -- the vanilla game will revert to the (unofficially-supported) borderless view size.
  • For the modern-controls version, pressing the Tab key now shows your lives, health, ammo, and keys, to compensate for the status bar being hidden in fullscreen.
  • Fullscreen mode uses much more conventional RAM than borderless mode due to the way the auto-generated wall-scaler code works, and your hard drive will thrash by the time you enter the large middle area in E1M1 if you have just 576KB of RAM and no EMS/XMS. Consider fullscreen support as "experimental". 😁

Other changes:

  • Fixed rendering of door sides that are adjacent and perpendicular to each other, where one of them would occasionally render as a regular wall instead of a door side (and the door would appear to recede into the wall when opened). This bug can be observed on E2M8 and E5M5 (on the vanilla EXE) -- look for these doors in areas with one-tile-wide wooden corridors.
  • Fixed noclip cheat (Tab+N) where the player cannot walk through blocked tiles on the first row or column of the map. Also made the cheat available in Wolf3D (instead of just SoD).
  • Warp cheat (Tab+W) now removes your keys.
  • Fixed F1 boss key (for commercial/demo releases) so that the menu music does not start playing (only to quickly turn off as the C> appears).
  • Fixed F1 help key (for shareware/registered releases) so that the CORNER music is played, to be consistent with the Read This menu option.
  • Fixed some out-of-memory issues on 576 KB of conventional RAM.

Reply 162 of 166, by Gmlb256

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Works great so far!

A little feedback: In fullscreen during a game session there is no visible fade-in effect when entering the main menu (or pressing certain function keys) then returning into the game, making it look like there is a small delay.

Reply 163 of 166, by ericvids

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Gmlb256 wrote on 2022-05-12, 01:45:

A little feedback: In fullscreen during a game session there is no visible fade-in effect when entering the main menu (or pressing certain function keys) then returning into the game, making it look like there is a small delay.

I've been meaning to ask about this. The code by default fades in just the UI after leaving a menu (except when loading a new level or savegame).

Should I just render the scene before the fade in? Also, to be consistent, should I do this for all view sizes (not just fullscreen)? (It's somewhat non-purist, but it's a very tiny detail and I can't justify adding it as a COMP flag...)

Alternatively, should I just remove the delay when it's fullscreen?

p.s. I already have code working to render the scene before the fade in. The level music also has to be restarted before the fade in (otherwise it's just kinda weird). Now it works okay, though not very "pure" feeling and might throw off players used to the original post-menu behavior. Should I keep it like that, though? (One can argue that it's just more consistent with how a level starts...)

Reply 164 of 166, by Gmlb256

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ericvids wrote on 2022-05-12, 06:35:

Should I just render the scene before the fade in? Also, to be consistent, should I do this for all view sizes (not just fullscreen)? (It's somewhat non-purist, but it's a very tiny detail and I can't justify adding it as a COMP flag...)

Alternatively, should I just remove the delay when it's fullscreen?

I would prefer consistency by removing the delay when it's fullscreen because it doesn't make any sense to wait when the borders and status bar aren't visible. The rendered scene would still appear instantly that way though.

Reply 165 of 166, by ericvids

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Okay, fixed it as you suggested!

Version 1.51 is now available on github! Threw in some very minor fixes too.

Changelog:

  • Removed the half-second delay before the play screen starts rendering in fullscreen mode. This was due to the game trying to fade in the play screen's UI elements, which do not exist in fullscreen mode. (If the game is not in fullscreen, these UI elements will still fade in as usual.)
  • The warning to enter fullscreen mode is now only shown once in a session (in case the user wants to switch often, e.g., to temporarily view the stats in the MPU-only version).
  • Customize Controls screen now prohibits essential keys (Esc, F1-F10, and Tab for the modern-controls version) from being customized.

Reply 166 of 166, by zyzzle

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Glad you removed the delay in fullscreen, it was the right decision. And I'm loving fullscreen mode. Makes the game so much better, even after 30 years and playing it halfway to oblivion. Thanks again.