GoneAway Posted March 11, 2021 (edited) I'm looking for some folks to try out this build and let me know how the mouse feels. Changes: - fixes various truncation issues in mouse control. - mouse sensitivity has been adjusted by 5/8. In order to have the same sensitivity in this test build, you need to multiply your old value by 8/5. This should have the following effects: - vertical mouse movement should work as expected even at low sensitivity, and should feel pretty smooth. - the same thing for mouse strafe. - turning speed and (absence of) acceleration should be more consistent. If you try it out, please let me know if you feel any change. dsda-doom-mt3.zip Edited March 11, 2021 by kraflab 1 Share this post Link to post
El Juancho Posted March 11, 2021 I can't tell the difference but maybe is because im using this http://donewmouseaccel.blogspot.com/2010/03/markc-windows-7-mouse-acceleration-fix.html 1 Share this post Link to post
GoneAway Posted March 13, 2021 Updated to v0.17.0 (see download in first post) I tweaked a ton of stuff related to the mouse in this update. The epiphany here was that small mouse inputs were getting truncated. This issue affects everyone, but usually to a low extent (testing with my own settings, I found ~2% of mouse input would be "lost" on a given game tic). If you set your horizontal mouse sensitivity to 1, then you would get the worst experience, losing over 30% of the expected input in some conditions. Mice with high polling rates could also be more negatively affected. This all happens because of how doom scales the mouse input between SDL and the game engine. This update removes all mouse input scaling, so there is now a 1:1 relationship between input and output, and nothing is truncated. As a result of that, you must multiply your old sensitivity by 1.6 to get the same speed. To make this adjustment easier, and to open up more precision, there is a new option in the general settings called "Fine Sensitivity". This applies hundredths of a point corrections to the horizontal sensitivity value for those that are concerned about that level of detail. So, if you had 7 sensitivity in the previous version, set it to 11 on the bar, and set a fine sensitivity value of 20 (= 11.2 = 1.6 * 7). Mouse turning, vertical mouse movement, and mouse strafing should all feel better and more consistent. Depending on your settings, you may feel no difference, but it shouldn't be worse for anyone. If something feels broken, let me know. What's new: Set mouse carry default to on (doesn't change existing configs) Zero mouse activation position (fixes a bug where the first mouse input can be incorrect) Track mouse position only once per tic (reduces small mouse input truncation) Unscale mouse input (makes mouse input to game input 1:1) Carry fractional vertical mouse movement Carry fractional mouse strafe Allow non-integer horizontal mouse sensitivity ("fine sensitivity" option) Close an exploit in mousewheel input Unlock mouse sensitivity scales (99 is no longer a limit) Show values next to mouse scales in doom (already in heretic) Updated umapinfo spec to 1.3 17 Share this post Link to post
GoneAway Posted March 13, 2021 Automap mouse scroll is busted when playing with uncapped framerate. 1 Share this post Link to post
Andromeda Posted March 13, 2021 2 minutes ago, kraflab said: Automap mouse scroll is busted when playing with uncapped framerate. Heh, was about to report that :) 0 Share this post Link to post
GoneAway Posted March 13, 2021 Updated to v0.17.1 (see download in first post) What's new: Fixes automap mouse scroll when playing with uncapped framerate. 3 Share this post Link to post
tmorrow Posted March 14, 2021 Thanks for all the improvements you've been making @kraflab. Amazing stuff. One thing I noticed in v0.17.1 is that it takes several more "rolls" of the mousewheel to get between max and min zoom on the automap than with prboom+ 2.5.1.4. The effect is more obvious on larger maps where on my system (Win 7) I need to scroll around 40 times to get between the zoom extremes. I'm guessing this is a result of the removed mouse input scaling. Whereas there are sliders to alter the mouse sensitivity for horizontal and vertical movement, I did not see any way to alter the mouse scroll sensitivity which I would like turn up quite a bit! I may have missed a configurable option though. It's not a big deal but I thought I would mention it and see anyone else is noticing the same thing. Whether it needs to to be addressed or not is of course up to you. 3 Share this post Link to post
Andromeda Posted March 14, 2021 3 hours ago, tmorrow said: One thing I noticed in v0.17.1 is that it takes several more "rolls" of the mousewheel to get between max and min zoom on the automap than with prboom+ 2.5.1.4. The effect is more obvious on larger maps where on my system (Win 7) I need to scroll around 40 times to get between the zoom extremes. I'm guessing this is a result of the removed mouse input scaling. Whereas there are sliders to alter the mouse sensitivity for horizontal and vertical movement, I did not see any way to alter the mouse scroll sensitivity which I would like turn up quite a bit! I may have missed a configurable option though. There's this setting on Options->Setup->Automap, try increasing the value and see if it helps: 3 Share this post Link to post
tmorrow Posted March 14, 2021 Many thanks @Andromeda, I was looking for such a configuration in the mouse settings rather than the automap settings. Silly me. Zoom speed was on 8 and I bumped to 32. Much better! 4 Share this post Link to post
DOEL Posted March 17, 2021 (edited) disregard - wrong download link Edited March 17, 2021 by DOEL 0 Share this post Link to post
Repugnus Posted March 18, 2021 I recently updated to the latest version and I immediately noticed how nice the mouse movement felt in the OpenGL video mode, but I'm not a huge fan of the hardware lighting. I much prefer the software lighting of the 32bit video mode, but when I switch over to that, the mouse suddenly feels off. Is it possible to get that smooth mouse movement and have software lighting simultaneously? 0 Share this post Link to post
GoneAway Posted March 18, 2021 The mouse is handled the same in every video mode. Most likely you're having some kind of performance issue in software mode, which some users experience. This is an ongoing topic, and is being investigated, but there's not much I can offer right now as no one seems to know why it happens (in pr+ and dsda-doom). It also depends on how you're playing the game (fullscreen, screen res, etc). I've heard some people specifically have an issue with fullscreen + low resolution + software mode for instance, which is alleviated by using a higher resolution... 🤷 1 Share this post Link to post
dew Posted March 18, 2021 1 hour ago, Repugnus said: I much prefer the software lighting of the 32bit video mode There's not much visual improvement over the 8bit mode and the performance hit is considerable, see if bumping it down helps. 2 Share this post Link to post
Repugnus Posted March 18, 2021 @kraflab Seems like a case of "your mileage may vary", because I'm playing at a high resolution + fullscreen. Hopefully you can eventually figure it out what the deal is. Thanks for the quick response. @dew This helped a lot, I guess the issue is indeed tied to performance. Thanks! 1 Share this post Link to post
GoneAway Posted March 19, 2021 Updated to v0.18.0 (see download in first post) In this update I rewrote the time management code - let me know if you have any weirdness. What's new: Fancy stuff: When playing with uncapped fps, you may experience up to 1ms less input lag. When playing with capped fps, you may experience up to 2ms less input lag. Improved interpolation stability. The flowing lava in heretic e2m2 now flows. Fixed extended hud vertical alignment for nonstandard status bar format. Fixed a crash related to state recursion in custom monsters. Fixed a desync caused by opening the menu on the intermission before the numbers are done. You can idclev and -warp to any map from e1m0 to e9m9 and map00 to map99 now, if they exist (from pr+). Add software mode exclusive fullscreen option (from pr+). Fixed a crash related to automap icons (from pr+). 15 Share this post Link to post
Spectre01 Posted March 19, 2021 Quote Add software mode exclusive fullscreen option (from pr+). What difference does this make compared to regular fullscreen? 0 Share this post Link to post
GoneAway Posted March 19, 2021 (edited) 14 minutes ago, Spectre01 said: What difference does this make compared to regular fullscreen? Exclusive fullscreen means the game owns the screen. Hypothetically it's better performance but slower to alt-tab out of? OpenGL is exclusive by default here, but software isn't. This makes it an option to turn it on for software as well. Edited March 19, 2021 by kraflab 7 Share this post Link to post
Valboom Posted March 23, 2021 With "exclusive fullscreen" my framerate is really good! 1 Share this post Link to post
Bytefyre Posted April 2, 2021 Hello! Not sure if this has been brought up before now, but is there a plan to include some of the sound features in the current build of PrBoom+ in this port? I find the sound effects cutoff rather prominent with imp fireball impacts and revenant missile explosions, and it distracts from enjoying the gameplay experience, so I'm particularly interested in support for the full_sound config option, which is "Disable Sound Cutoffs" in the menu in PrBoom+. Thank you! 2 Share this post Link to post
GoneAway Posted April 2, 2021 I follow all the developments coming from upstream and merge them periodically in between new features on this end. Sound cutoffs are in the queue. 4 Share this post Link to post
Bytefyre Posted April 2, 2021 2 hours ago, kraflab said: I follow all the developments coming from upstream and merge them periodically in between new features on this end. Sound cutoffs are in the queue. Excellent! I'll be on the lookout for the upcoming minor version releases. 0 Share this post Link to post
El Juancho Posted April 2, 2021 (edited) can we have colored blood too? I really like that, blue blood for cacos and green blood for barons and hell knights Edited April 2, 2021 by JuanchoES 0 Share this post Link to post
GarrettChan Posted April 2, 2021 (edited) 14 minutes ago, JuanchoES said: can we have colored blood too? I really like that, blue blood for cacos and green blood for barons and hell knights Read page 8. Edited April 2, 2021 by GarrettChan 3 Share this post Link to post
Spectre01 Posted April 2, 2021 Is there a reason as to why coloured blood won't be added as an option? 0 Share this post Link to post
GoneAway Posted April 3, 2021 I don't think sprite changes are in scope for a port, especially of that nature, and they aren't allowed for speedrunning. 0 Share this post Link to post
Smite of Disrespect Posted April 3, 2021 Crispy has colored blood and ppl still use it for recording 1 Share this post Link to post
GoneAway Posted April 3, 2021 This isn't pr+ - it's not a debate or a majority vote situation. 4 Share this post Link to post
antares031 Posted April 3, 2021 I found a minor bug, related to Heretic. The version is 0.18.0, ran with -heretic parameter: Quote P.S.: There's a minor bug, related to DSDADoom source port. Any chickens, transformed by Morph Ovum, will add the value to total monster count from the extended HUD, making the counter obsolete for 100% kill. The monster count from the automap isn't affected by this bug, though. Here's a screenshot of it, showing different total monsters for two counters. Notice the two chickens from the screen, and two more monsters for the extended HUD's counter. 2 Share this post Link to post
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