• Re: src/doors/syncdoom/sy

    From Darksix@VERT/DARKSIX to Rob Swindell (on Debian L on Monday, June 22, 2026 15:08:30
    https://gitlab.synchro.net/main/sbbs/-/commit/4820eaed990ac607d5ece6da Modified Files: src/doors/syncdoom/syncdoom.c Log Message: syncdoom: anchor the
    sixel image at top-left when terminal pixels are unknown

    Sixel is positioned by text cell, but the image is sized in pixels; on a terminal that doesn't report its real cell-pixel size (e.g. xterm with
    allowWindowOps off) the door assumed 16px-tall cells, so the "centered" row landed too low and the frame looked bottom-anchored. When real geometry is
    unknown, anchor the sixel at row 1, col 1 -- predictable, and what a user expects. JXL/PPM (SyncTERM, real geometry) still center via the APC DX/DY
    offsets.

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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    Ya got DooM running as a door? That's awesome. Could maybe help out with that, since the other day I was relaying the same idea over Avatar-Chat to someone else. I've actually helped code mostly server code and a few other things for zdoom/zdaemon/skulltag in the past. Will there be an option for the real doom.wad or doom2.wad, perhaps Heretic and HeXen as well? They all use the same bsp and nodes and whatnot, just different IWADS and main wads. Will be happy to test it out, long as I update my git or lab whichever it was I got the latest version from a month or so ago now and compile.. BTW it is painful in gentoo linux to install/use this software, or either user error.

    =-\DaRKLoRD/-= The future of all mankind. darksix.org - all logins will be reported to /dev/null. (0)=----.,

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  • From Darksix@VERT/DARKSIX to Rob Swindell (on Debian L on Monday, June 22, 2026 15:08:30
    https://gitlab.synchro.net/main/sbbs/-/commit/b4c533c170213b49b9820604 Modified Files: src/doors/syncdoom/syncdoom.c Log Message: syncdoom: cap the
    text-tier render grid on oversized terminals

    A maximized terminal can measure huge (e.g. 561x105); the text tier then renders the full grid -- ~330 KB per frame, 1.5+ MB/s -- which floods the link and
    trips the dead-client watchdog, so the door looks like it auto-terminates. Beyond Doom's own detail the extra cells add only bytes, so cap the text grid to
    [video] text_max_cols x text_max_rows (default 200x80; 0 = uncapped). Invisible for normal terminals; it only bounds the maximized case.

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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    330KB per frame is ridiculous, should be about 87 bytes at the most or less, need to send just the posistion for (x,y) of player, and other players coords.
    and use a central server to do the packet updates via that way, or others.. then it would be 2KB a second or around there.

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  • From KrAAB@VERT/KRAABY to Digital Man on Tuesday, June 23, 2026 03:39:45
    Re: Re: src/doors/syncdoom/sy
    By: Digital Man to Darksix on Mon Jun 22 2026 23:13:56

    Any WADs that are compatible with vanilla doom. Details here: https://gitl ab.synchro.net/main/sbbs/-/blob/master/src/doors/syncdoom/README.md

    Be nice to find the Beavis and Butthead WAD file and do a version of Wolfenstein if possible like the doom game. I tried it on your system and is kinda fun, just a few issues with controls but I see mouse support of some kind was added and havent tried it with that yet.

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  • From Nightfox@VERT/DIGDIST to KrAAB on Tuesday, June 23, 2026 08:43:52
    Re: Re: src/doors/syncdoom/sy
    By: KrAAB to Digital Man on Tue Jun 23 2026 03:39 am

    Be nice to find the Beavis and Butthead WAD file and do a version of Wolfenstein if possible like the doom game.

    I've seen old DOS games hosted online in ways that allow a user to play them via a web browser, with some kind of web-enabled version of DOSBox. At one point, I thought about looking into how that's accomplished and hosting some old DOS games on my BBS web site - I'd probably include games such as Wofenstein, Doom, and others. You'd basically have the original version playable in a web browser.

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  • From Darksix@VERT/DARKSIX to Digital Man on Thursday, June 25, 2026 09:55:12
    Re: Re: src/doors/syncdoom/sy By: Darksix to Rob Swindell (on Debian L on Mon Jun 22 2026 03:08 pm

    A maximized terminal can measure huge (e.g. 561x105); the text tier then renders the full grid -- ~330 KB per frame, 1.5+ MB/s -- which floods the

    330KB per frame is ridiculous, should be about 87 bytes at the most or less,
    need to send just the posistion for (x,y) of player, and other players coords. and use a central server to do the packet updates via that way, or
    others.. then it would be 2KB a second or around there.

    SyncDOOM is *server* rendered. -- digital man (rob)

    After watching and/or finding out about the video posting showing this in action, is really nice looking.
    I have not looked into the source actually yet, but probably will sometime soon. I'd figure there would be a
    way to decrease the size of the output, even if by just redoing the scale slider for how much view you get.
    Seems it is using full updates even when using the smaller screen with background, probably because of the
    playerbar stuff and that iirc with the slider down, it still had to draw the bg per frame, but it was looped
    from memory.. Probably hard to do with jpeg style things. Have you tried to do zlib compression on both sides yet?
    That may take some work, but probably would considerably lower that 1.5+ MB/s if it was sent to client as the text
    and then the client/your comp encodes it to the jpeg. Hmm that won't work either for compatibility I suppose though.
    MCCP2 might be an option. Would have to be integrated to SyncTerm though.. Just throwing spitballs here right now..

    I have the highest plan spectrum can offer residential.. 40Mbit upload, so ~5MB/s a second. So would tap out at 2 players
    give or take.. Got to wonder if there is some better way to go about it.. Guess I'll just dig into the src when I have time.

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  • From Darksix@VERT/DARKSIX to Nightfox on Thursday, June 25, 2026 14:25:20
    Re: Re: src/doors/syncdoom/sy By: KrAAB to Digital Man on Tue Jun 23 2026 03:39 am

    Be nice to find the Beavis and Butthead WAD file and do a version of Wolfenstein if possible like the doom game.

    I've seen old DOS games hosted online in ways that allow a user to play them via a web browser, with some kind of web-enabled version of DOSBox. At one
    point, I thought about looking into how that's accomplished and hosting some old DOS games on my BBS web site - I'd probably include games such as
    Wofenstein, Doom, and others. You'd basically have the original version playable in a web browser.
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    þ Synchronet þ Digital Distortion: digitaldistortionbbs.com

    You have missed the point.. But i'm pretty sure i can find the beavis and butthead wad..but making it wolfenstein you'd have to do..cause here in the past few years i dont do my own wads, mainly cause Toke died.. pretty sure the B&B included a DEH..not sure though..

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  • From Nightfox@VERT/DIGDIST to Darksix on Thursday, June 25, 2026 13:13:55
    Re: Re: src/doors/syncdoom/sy
    By: Darksix to Nightfox on Thu Jun 25 2026 02:25 pm

    Be nice to find the Beavis and Butthead WAD file and do a version of
    Wolfenstein if possible like the doom game.

    I've seen old DOS games hosted online in ways that allow a user to play
    them
    via a web browser, with some kind of web-enabled version of DOSBox. At one

    You have missed the point.. But i'm pretty sure i can find the beavis and

    Oh, I understand the point, and I actually think SyncDoom is pretty cool. I was just commenting that I had also thought of hosting some DOS games on the web side with DOSBox.

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  • From Darksix@VERT/DARKSIX to Nightfox on Saturday, June 27, 2026 10:57:25
    Re: Re: src/doors/syncdoom/sy By: Darksix to Nightfox on Thu Jun 25 2026 02:25 pm

    Be nice to find the Beavis and Butthead WAD file and do a version of
    Wolfenstein if possible like the doom game.

    I've seen old DOS games hosted online in ways that allow a user to play them via a web browser, with some kind of web-enabled version of DOSBox. At one

    You have missed the point.. But i'm pretty sure i can find the beavis and

    Oh, I understand the point, and I actually think SyncDoom is pretty cool. I was just commenting that I had also thought of hosting some DOS games on the
    web side with DOSBox.
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    SyncDoom seems alright without yet playing it myself. Anyways might be able to just use DOSemu for them, though I haven't really went
    and tested what it's capabilities are far as 32 bit.. But yeah you definitely can use DOSBox for web, but most have already been done
    and online somewhere though is all.. Most though get the sound not right or something else in configurations so it wouldn't be as good
    as one that is properly configured. So, go for it eh. :)


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