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>
---
þ Synchronet þ Vertrauen þ Home of Synchronet þ [vert/cvs/bbs].synchro.net
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>
---
þ Synchronet þ Vertrauen þ Home of Synchronet þ [vert/cvs/bbs].synchro.net
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.
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.
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.
| User | Activity |
|---|---|
| Loading the dead line... | |
| Sysop: | Krueger |
|---|---|
| Location: | Verona, Italy |
| Users: | 748 |
| Nodes: | 5 (0 / 5) |
| Uptime: | 140:00:09 |
| Calls: | 193 |
| Files: | 153,897 |
| D/L today: |
16 files (8,192P bytes) |
| Messages: | 424,660 |