• Door Games, and "slowing" things down in DOSemu.

    From Psi-Jack@77:1/118 to All on Tue Jul 23 10:55:30 2019
    So, another curious question I got, and ryan, step in if you have any ideas on this. :)

    I have Operation Overkill ][, and Land of Devostation, two of my favorite games, but they have two modes of operation for the fighting style. One being statistical, an done being based on reactive, by displaying a timed string and you hit space at the right time to get the strike on.

    Problem is, the reactive mode goes SO FAST you don't even have time to react because it's already done in the blink of an eye.

    Wondering if there's any possability in DOSemu of slowing that down to a usable factor.

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  • From Netsurge@77:1/100 to Psi-Jack on Tue Jul 23 14:13:32 2019
    Problem is, the reactive mode goes SO FAST you don't even have time to react because it's already done in the blink of an eye.

    I had similar issues with other games. The fix is to create a separate dosemu.conf file specifically for these games and adjustthe $_cpuspeed and $_hogthreshold to match.

    You have to play around with the values until you find something that works
    for you as we all have different CPUs and capabilities.

    That will get you to where you want to be.

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  • From ryan@77:1/128 to Psi-Jack on Tue Jul 23 11:57:50 2019
    Problem is, the reactive mode goes SO FAST you don't even have time to react because it's already done in the blink of an eye.

    Good question! I emulate a 386 if memory serves, and I seem to recall combat working okay-ish on my board. I'll follow up tonight :)

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  • From Psi-Jack@77:1/118 to Netsurge on Wed Jul 24 00:09:04 2019
    Re: Re: Door Games, and "slowing" things down in DOSemu.
    By: Netsurge to Psi-Jack on Tue Jul 23 2019 02:13 pm

    Problem is, the reactive mode goes SO FAST you don't even have time
    to react because it's already done in the blink of an eye.

    I had similar issues with other games. The fix is to create a separate dosemu.conf file specifically for these games and adjustthe $_cpuspeed and $_hogthreshold to match.

    You have to play around with the values until you find something that works for you as we all have different CPUs and capabilities.

    Hmmmm... Synchronet loads dosemu a certain way, that I can tell, so I'll have to see if that can be worked around in specific situations. I'll ask about that before I go too far on a wild goose chase. :)

    )))[Psi-Jack -//- Decker]
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  • From Netsurge@77:1/100 to Psi-Jack on Wed Jul 24 00:34:02 2019
    Hmmmm... Synchronet loads dosemu a certain way, that I can tell, so I'll have to see if that can be worked around in specific situations. I'll
    ask about that before I go too far on a wild goose chase. :)

    I keep forgetting that you run Synchronet. I ran it about 10 years ago and I ran into something similar. IIRC, Rob added something to allow you to specify the dosemu.conf file at my request.

    Then again I could just be making that up. Most days I don't remember what I had for breakfast.

    |15frank |08// |15netsurge
    |07disksh0p|08!|07bbs |08% |07bbs.diskshop.ca |08% |07mystic goodness |11SciNet |03ftn hq |08% |07https://diskshop.ca/scinet

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    * Origin: % disksh0p!bbs % bbs.diskshop.ca % SciNet ftn hq % (77:1/100)
  • From Psi-Jack@77:1/118 to Netsurge on Wed Jul 24 00:51:12 2019
    Re: Re: Door Games, and "slowing" things down in DOSemu.
    By: Netsurge to Psi-Jack on Wed Jul 24 2019 12:34 am

    Hmmmm... Synchronet loads dosemu a certain way, that I can tell, so
    I'll have to see if that can be worked around in specific
    situations. I'll ask about that before I go too far on a wild goose
    chase. :)

    I keep forgetting that you run Synchronet. I ran it about 10 years ago and I ran into something similar. IIRC, Rob added something to allow you to specify the dosemu.conf file at my request.

    Then again I could just be making that up. Most days I don't remember what I had for breakfast.

    Actually you seem to be right. You can drop a dosemu.conf in the start-up path (aka, the door path), and even an emusetup.bat for each unique door and it will use those. Very specifically handy actually. So, yeah, I'm trying that now. :)

    So far, though, not so much luck, but, still early. ;)

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  • From Psi-Jack@77:1/118 to ryan on Wed Jul 24 11:47:16 2019
    Re: Re: Door Games, and "slowing" things down in DOSemu.
    By: ryan to Psi-Jack on Tue Jul 23 2019 11:57 am

    Problem is, the reactive mode goes SO FAST you don't even have time
    to react because it's already done in the blink of an eye.

    Good question! I emulate a 386 if memory serves, and I seem to recall combat working okay-ish on my board. I'll follow up tonight :)

    Actually I think I figured it out! It was in the oosetup, Combat Speed. Default of 42 was obviously way too low. I ended up setting up the dosemu to a 486/33 and set the combat speed to 120, and ultimately that was pretty usable, actually playable for once. :D

    So OOII runs fast, but action mode combat is perfectly playable, and still requires human timing.

    I wonder if LOD will be so easy. LOL

    )))[Psi-Jack -//- Decker]
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