Xyzzу Posted November 25, 2021 Ah, I see. I made this example dehacked by hand after seeing WhackEd4 make something similar to that so I just assumed that's how the fixed point values worked. *pulls out calculator* It works now! Thanks for the help, Xaser! :D 1 Share this post Link to post
Eric Claus Posted November 25, 2021 On 11/21/2021 at 5:09 PM, kraflab said: You're using the latest version? Sorry for the slow response, I was not, I was using 21.3, I messed around with 22.1 with nomo and cheating my class to change to see if it defaulted to fighter when leaving the hub and it didn't my class stayed cleric. I can't replicate again in 22.1 so far and you probably mentioned a fix in the newest version that I didn't read. If I encounter it again somehow I will let you know thank you for the help! 1 Share this post Link to post
Spectre01 Posted November 25, 2021 On the subject of translucent projectiles: Eternity has an option for "additive" translucency, which I think looks a lot better than the Boom one. Perhaps it could be implemented into DSDA-Doom as well? Examples: Spoiler Boom Additive The latter has a much livelier look to it. 2 Share this post Link to post
philcul Posted November 26, 2021 I'm not sure if that's the right place to ask, but I'm using DSDA Doom for the fist time and I have a question concerning the key bindings of the shotguns. When starting up dsda doom the normal shotgun is bound to 3 and the SSG is bound to 9, but I would like to have both shotguns bound to 3, the way it's been in the original. Am I missing something? 0 Share this post Link to post
Maribo Posted November 26, 2021 They will cycle if you press 3, just like normal. The direct SSG binding is just for people who like to bind every individual weapon to a key. 3 Share this post Link to post
OpenRift Posted November 26, 2021 On 11/23/2021 at 12:46 AM, kraflab said: picture-in-picture (coop, fixed angle cameras, movie making) When you say coop, do you mean like splitscreen play, or just like, multiplayer demos? 0 Share this post Link to post
OpenRift Posted November 26, 2021 On 11/23/2021 at 12:46 AM, kraflab said: mapinfo, decorate, acs, udmf support Wouldn't UDMF support break vanilla compatibility though? Everywhere I keep being told that G/ZDoom format stuff and vanilla-compatibility can't coexist (something along those lines) or that it would be a MASSIVE undertaking to have support for both. 0 Share this post Link to post
Xaser Posted November 27, 2021 UDMF itself isn't GZDoom-specific -- it's got a base spec that GZD extends with its own namespace and adds a bunch of gzd-specific stuffs. UDMF's base spec doesn't require any sort of GZDoom fanciness, so it can be adopted by other ports without any sort of compat shenanigans (e.g. EE). Either way, this isn't much more difficult than supporting the Hexen map format, which dsda-doom already does :P -- kraflab knows what he's doin'. 6 Share this post Link to post
Percy T Posted November 28, 2021 Im trying this new port out and im not used to prboom-esque sourceports, is there a way i can get the timer shown on screen as im playing the game, and i prefer to play with a 4:3 ratio but i dont like how it stretches to fill the screen, is there a way to have a true 4:3 ratio? 0 Share this post Link to post
Maribo Posted November 28, 2021 @Percy T Timer on screen: Options -> General -> DSDA-Doom Settings -> Use Extended HUD set to Yes or cycle through the other HUDs with F5. 4:3 Ratio: Pick a 4:3 ratio and set Aspect Ratio to Auto or 4:3, I don't think there is a way to force a non-4:3 ratio into black bar 4:3. 1400 x 1050 is the highest 4:3 ratio I could see in the options for my monitor (1080p) 2 Share this post Link to post
dac Posted November 28, 2021 Updated to the latest version, is it normal that the music slider affects both music AND sounds? As in, I can't mute the music without also removing all sounds from the game, which isn't ideal for playing Doom :p 1 Share this post Link to post
Andromeda Posted November 28, 2021 2 hours ago, dac said: Updated to the latest version, is it normal that the music slider affects both music AND sounds? As in, I can't mute the music without also removing all sounds from the game, which isn't ideal for playing Doom :p You're probably using SDL as your preferred MIDI player (you can change it in Options -> General, under the "Sound & Music" tab). 1 Share this post Link to post
GoneAway Posted December 1, 2021 The experimental build has an issue with a quirk of vanilla doom where some crushing values are uninitialized. This affects rising stairs that crush things into the ceiling in vanilla compatibility levels, so it's somewhat rare. If you are testing out 0.22, don't record on maps with such stairs until the next release. 2 Share this post Link to post
GoneAway Posted December 1, 2021 Updated to v0.22.2 This version is still considered experimental. What's New: Added extended demo format for playtesting Enable this with the extra option -dsdademo Records saves, loads, jumping, iddqd, and idclip Supports all compatibility levels Demo sync support for extended features isn't guaranteed indefinitely (though I don't expect to break it) - these demos are intended for sharing something in the short term. This is for casual purposes only; using this format will invalidate your demo for dsda submissions Added option to allow jumping (outside hexen) Added solo net and coop spawns flags to the analysis output The next level key now returns to the first map when used on a umapinfo map with an endpic (pr+) Fixed interpolation during slow-motion Fixed consistency of rendering with alternate game speed Fixed mouse leaving during intermission screens Fixed uninitialized stair crush effect If you're interested in these casual demo features, please give them a try and let me know if you run into any issues (for instance, if saves and loads cause a desync or other issue). Download 20 Share this post Link to post
GoneAway Posted December 1, 2021 (edited) It looks like save files from 0.22.1 are broken, although it's not intentional. EDIT: this is a side effect of support for the extended format, so consider this just another version that breaks saves. Edited December 1, 2021 by kraflab 4 Share this post Link to post
deathz0r Posted December 2, 2021 (edited) Both the Windows stable build and experimental build have issues with looping on tracker music. I've only tested M.K.-header MOD files specifically so I don't know if this affects MODs with other headers or S3M/XM/IT, but they force a restart of the song rather than respecting the looping that the files use. Both WADs replace D_RUNNIN. In patternbreak_bug, the intended behaviour is to jump to the fourth line of the first pattern (as indicated by the D03 in the last pattern) while in positionjump_bug, the intended behaviour is to jump to the fourth pattern (as indicated by the B03 in the last pattern). patternbreak_bug.zip positionjump_bug.zip Edited December 2, 2021 by deathz0r 1 Share this post Link to post
GoneAway Posted December 2, 2021 For sound / music bugs, please report them in the prboom+ thread since they should be fixed upstream first to allow all forks to benefit. And it's more likely someone will look at it sooner. 2 Share this post Link to post
Ramon_Demestre Posted December 3, 2021 Win32 builds of DSDADoom 0.22.2: https://github.com/RamonUnch/dsda-doom/releases/download/v0.22.2/DSDADoom-0.22.2-win32.7z Note that kraflab said : "This version is still considered experimental." 1 Share this post Link to post
fisherprice Posted December 5, 2021 Was just about to mention about the glitching audio, but it was because I compiled it without "libsdl2-mixer-dev". Everything seems to work just fine, but is there or will there be a support for timidity++? 0 Share this post Link to post
Kain D. Posted December 6, 2021 (edited) So, I've checked if DSDA Doom v0.22.2 has sourceport bugs, that are in my wad. It's worth noting, that SOT is tested with GlBoom+/PrBoom+ 2.5.1.4. There are two: Some switches(linedef 210) have no sound in Gzdoom and Glboom+,PrBoom+(default compability), (They have sound in Glboom+,PrBoom+ with default compability when "Retain quirks in Doom's sound code" is set to yes) This bug is created, by sourceport authors. I am not going to inquire, what is the point of that. Normally switch sound should teleport with a player. I assume the same happens with S1 Silent Teleport Switch, but that is unused in the wad(if I remember correctly). There are other wads, that use linedef 210. That option also isn't perfect, because it causes problems with sound of generalized doors. Maps 16 and 21 have the linedef 210 right at the beginning, if you wanna look into it. Some flats will be messed up, if you load a save(PrBoom+, GLboom+) Maps 25, 26, 28 Basically saving does not save positions of flats, that has been moved using "Scroll Floor/Ceiling when Sector Changes Height". Map 25 uses this effect the most, just look for linedefs 246/245. Link: https://www.doomworld.com/forum/topic/112163-sign-of-torment-boom-compatible-32-map-megawadcompleted/ At least "Friction with -cl9" has been fixed. I'd like to wrap up everything and release Final version of the wad in December. I am not forcing you to release new version right now, but I'd like to include information in the txt file, that versions newer than v0.22.2 can handle this wad properly. I'll also check PrBoom+ 2.6.1um. I am aware, that you created MBF21 standard. Let's just say I can really help you when/if you'll be planing newer standard. Edited December 6, 2021 by Kain D. 0 Share this post Link to post
GoneAway Posted December 6, 2021 The sound thing isn't a bug introduced by new versions, it's a bug fixed by new versions. And those fixes are coming from boom, which is the compatibility you are targeting, so it sounds like things are working correctly. This port isn't going to change core behaviour based on your preferences, especially considering it would affect every other wad as well. Saving flat positions: I'd suggest bringing that up in the prboom+ 2.6.1 thread, since a save file bug should be addressed upstream. The standard group has a sufficient number of people currently involved, but thanks for the offer. 1 Share this post Link to post
Kain D. Posted December 6, 2021 1 hour ago, kraflab said: The sound thing isn't a bug introduced by new versions, it's a bug fixed by new versions. And those fixes are coming from boom, which is the compatibility you are targeting, so it sounds like things are working correctly. This port isn't going to change core behaviour based on your preferences, especially considering it would affect every other wad as well. I think I was misunderstood. This switch have sound with complevel 9, but it is silent with default compability(the option is crude workaround). I've already told you everything. I am not going to bother you again. 0 Share this post Link to post
GoneAway Posted December 6, 2021 If you're concerned with people playing on the wrong settings, you can make the game use complevel 9 by default by adding a lump called COMPLVL with "boom" as the data (adding a simple text lump with Slade for instance). 4 Share this post Link to post
Kain D. Posted December 6, 2021 3 hours ago, kraflab said: If you're concerned with people playing on the wrong settings, you can make the game use complevel 9 by default by adding a lump called COMPLVL with "boom" as the data (adding a simple text lump with Slade for instance). Ok, I will make the last one attempt. Just play Map 21, go through the door and there should be the elevator using the feature. It would take you like 5 minutes. This is really my last attempt. I've given up. :( 0 Share this post Link to post
Andromeda Posted December 6, 2021 23 minutes ago, Kain D. said: Ok, I will make the last one attempt. Just play Map 21, go through the door and there should be the elevator using the feature. It would take you like 5 minutes. This is really my last attempt. I've given up. :( Adding the COMPLVL lump like Kraflab said would take you less than one minute and solve that problem though. 1 Share this post Link to post
GoneAway Posted December 7, 2021 Updated to v0.22.3 This version is still considered experimental. What's New: Added parallel sfx settings Within window game tics, allow the same sound to be played limit times Removed -loadgame / -recordfrom These were buggy and the implementation was unpleasant - this functionality will be replaced eventually like with loading within a demo. Fixed heretic playback desync with user pause This only affected playback, not recording Fixed stutter when changing music with portmidi (pr+) Download 8 Share this post Link to post
Ramon_Demestre Posted December 7, 2021 Win32 build of dsda-doom 0.22.3: https://github.com/RamonUnch/dsda-doom/releases/download/v0.22.3/DSDADoom-0.22.3-win32.7z 4 Share this post Link to post
Mr. Alexander Posted December 8, 2021 On 10/31/2021 at 1:09 AM, esspressoman said: compiling seems to be borked on arch linux Hide contents /usr/bin/ld: CMakeFiles/dsda-doom.dir/MUSIC/portmidiplayer.c.o: undefined reference to symbol 'Pt_Time' /usr/bin/ld: /usr/lib/libporttime.so.1: error adding symbols: DSO missing from command line collect2: error: ld returned 1 exit status make[2]: *** [src/CMakeFiles/dsda-doom.dir/build.make:2878: dsda-doom] Error 1 make[1]: *** [CMakeFiles/Makefile2:187: src/CMakeFiles/dsda-doom.dir/all] Error 2 make: *** [Makefile:136: all] Error 2 is the issue with portmidi? the only thing i can think of is it being out of date,but the arch package is as new as it gets (last updated on the 27th) id open a real issue,but those are disabled. I'm also having this problem on Manjaro, an Arch derivative. It seems to be a Portmidi problem, because the compilation fails on various versions of DSDA-Doom, including the one I'm currently using and would like to update, 0.21.3. On the other hand, the AUR version does compile correctly using `pamac build dsda-doom`, so it's theoretically something I could fix if I knew what missing steps I needed to take. 0 Share this post Link to post
fabian Posted December 8, 2021 Should be fixed by this: https://github.com/kraflab/dsda-doom/commit/29c967714e10b77e6e2f1dfe9372513b7a9b483e 1 Share this post Link to post
Mr. Alexander Posted December 8, 2021 (edited) Thanks for the try. I tried `git clone https://github.com/kraflab/dsda-doom.git` and tried to follow dsda-doom/prboom2/INSTALL, but Step 3, `make`, produced the following error output: [100%] Building C object src/CMakeFiles/dsda-doom.dir/gl_wipe.c.o [100%] Linking CXX executable ../dsda-doom /usr/bin/ld: CMakeFiles/dsda-doom.dir/MUSIC/portmidiplayer.c.o: undefined reference to symbol 'Pt_Time' /usr/bin/ld: /usr/lib/libporttime.so.1: error adding symbols: DSO missing from command line collect2: error: ld returned 1 exit status make[2]: *** [src/CMakeFiles/dsda-doom.dir/build.make:2894: dsda-doom] Error 1 make[1]: *** [CMakeFiles/Makefile2:169: src/CMakeFiles/dsda-doom.dir/all] Error 2 make: *** [Makefile:136: all] Error 2 Since the AUR package works, I'll just use that for now, though it would be nice to be able to compile the program for myself. I'm sure it's some weird interaction among programs that could be ironed out in later updates. I should get in touch with the AUR package maintainer to see whether they encountered this issue and, if so, what they did to fix it. Thanks again! Edited December 8, 2021 by Mr. Alexander Changed some phrasing for clarity. 0 Share this post Link to post
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