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dsda-doom v0.25.6 [2023-01-15]


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53 minutes ago, Ulukai said:

Can demo gameplays be disabled using launch commands? For wad files without own demos.

You can load a WAD with empty markers for the DEMO1/DEMO2/DEMO3/DEMO4 lumps.

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On 1/10/2023 at 11:50 PM, dsda-dev said:

Please let me know if you notice more odd behaviour.

 

Chaingun shoots blanks and doesn't show the muzzle flash when using the fullclip cheat while also having 0 bullets in the inventory. Doesn't break Doom but it's still odd.

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Is there any chance of an option to change the monster blood being added in the future? Specifically for the Cacodemon and hell nobles? 

 

No worries if not, I'm just interested. 


Loving the new "software" style look BTW. Excellent work :)

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When using OpenGL indexed light mode, the invulnerability colormap affects the sky whenever a non-zero palette (eg radsuit) is in effect.

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1 hour ago, Foxpup said:

When using OpenGL indexed light mode, the invulnerability colormap affects the sky whenever a non-zero palette (eg radsuit) is in effect.

What OS and graphics card are you using?

 

I can reproduce this as you described on my desktop, but on my laptop, invulnerability affects the sky even with palette 0 (and yes, I'm using -complevel 2, which should have invulnerability not affect the sky). My desktop has an Nvidia GTX 1070, while my laptop has integrated Intel HD Graphics 4000. Both are on Fedora 37 (Edit: Also tried on Windows 10 with my desktop, same result as the desktop on Linux).

Edited by Shepardus

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1 minute ago, Shepardus said:

What OS and graphics card are you using?

Debian 10 and Windows 10 (dual-boot), RTX 3090 using official Nvidia drivers for both OSs. Identical behaviour on both systems.

 

Also, I just noticed that OpenGL indexed light mode also causes the invulnerability colormap to be erroneously rendered on top of (instead of underneath) the partial invisibility effect, making partially invisible objects brighter instead of darker. This actually affects gameplay fairly significantly as it makes spectres much harder to see while invulnerable.

 

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39 minutes ago, nobleflame said:

Sorry to be a pain - could you tell me which order I should load this -deh file? Thanks :)

Doesn't matter unless there's another dehacked that modifies blood color (in which case the last one wins). I personally put it in autoload/doom-all.

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11 hours ago, Shepardus said:

Doesn't matter unless there's another dehacked that modifies blood color (in which case the last one wins). I personally put it in autoload/doom-all.

Thanks mate. 
 

I'm having a bit of trouble with a conflict with the sprite fix .deh file. They don’t like being loaded together and it seems I can either have coloured blood OR fix the SSG split frame bug (hope I’m explaining that properly).
 

Not a big deal at all, but wondered if anyone else has a solution. 
 

Cheers for all of your work :)

Edited by nobleflame

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Hey
I am noob to speedrun.

how do I run another wads with parameters? I need shorttics in PracticeHub.wad

 

I create a bat, write commands for doom2.wads:

dsda-doom -IWAD DOOM2.WAD -warp 1 -skill 4 -shorttics

and this works

 

but not working for PracticeHub.wad:

dsda-doom -IWAD PracticeHub.wad -warp 1 -skill 4 -shorttics

 

R_InitTextures: The file E:\Games\dsda/PracticeHub.wad seems to be incompatible with "Public DOOM".
R_InitTextures: 1114 errors

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Hey @Goose, for now, try this:

 

dsda-doom -IWAD DOOM2.WAD -warp 1 -skill 4 -shorttics -file PracticeHub.wad

or this

dsda-doom -IWAD DOOM2.WAD -warp 1 -skill 4 -shorttics -file E:\Games\dsda\PracticeHub.wad

 

You might want the -complevel 9 parameter too, but it's probably redundant here.

 

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After testing the latest version I'm also getting a bit of z-fighting - particularly chainguns clipping in and out of chaingunners. 

 

On PrBoom plus UMAPINFO there was a config option listed as: "sprites_doom_order" - setting this to "2" fixed all z-fighting for me.


I can't find this option in the DSDA config file. I seem to remember this being available in earlier versions of DSDA DOOM.

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I can load .wad files/mods with this but i can't find a way to load zip or pk3 files. And Slade doesn't have an option to save as .wad.

 

So how do you load any non .wad files with this? Drag and drop, -file command, etc, don't work.

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11 minutes ago, TasAcri said:

I can load .wad files/mods with this but i can't find a way to load zip or pk3 files. And Slade doesn't have an option to save as .wad.

 

So how do you load any non .wad files with this? Drag and drop, -file command, etc, don't work.

This port does not currently support zip or pk3 file loading.

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Just now, dsda-dev said:

This port does not currently support zip or pk3 file loading.

 

Thanks for the reply.

 

Is there a way to save a mod as .wad? Slade can't do it so maybe a different editor?

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Which mod are you trying to load? The vast majority of pk3 files are for GZDoom, and it's highly unlikely it will work in dsda-doom in the first place.

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3 minutes ago, Xaser said:

Which mod are you trying to load? The vast majority of pk3 files are for GZDoom, and it's highly unlikely it will work in dsda-doom in the first place.

 

nvm, i'm an idiot.

 

I was loading the zip file in slade and then wanted to save it as wad, which is not possible. I had to make a new wad file and transfer the files in that.

 

It was a widescreen assets mod. It works now.

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Ah cool -- ye, widescreen assets are indeed in the small little sliver of the venn diagram that works in both. TBH it's probably best for the original person to distribute it as a .wad in the first place (or provide both .wad and .pk3 versions), since there are many many ports besides GZDoom that support 'em nowadays. But that's a bit off-topic at this point. :P

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1 hour ago, Delfino Furioso said:

zip support should be on the roadmap for 0.26+ iirc: there's already a feature request filed over at github

I believe the zip support requested in that issue (#133) is akin to what Woof has, which is to load a wad that's placed within a zip file (e.g. one downloaded from /idgames), rather than understanding the directory structure used in ZDoom and Eternity PK3s.

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Win32 build of dsda-doom v 0.25.6

https://github.com/RamonUnch/dsda-doom/releases/download/v0.25.6/DSDADoom-0.25.6-win32.7z

It also includes a fshud.txt which is a very minimalist crispy-style hud to be used with the -hud fshud.txt option.

I did this because I feel the default full-screen hud to be quite unreadable, plus I do not like any to see any extended info when playing.

This might also help some people to make their own huds.

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Just make a txt file and then use the -hud parameter.

Full doc here:https://github.com/kraflab/dsda-doom/blob/master/docs/hud.md

example (crispy style for doom)

doom full
big_ammo 2 29 bottom_left
big_health_text 48 29 bottom_left
big_armor_text 179 29 bottom_left
ammo_text 256 32 bottom_right
keys 241 30 bottom_right
render_stats 2 8 top_left
coordinate_display 2 8 top_left
line_display 98 8 top_left
command_display 198 48 bottom_right

EDIT: I do not know how to autoload the hud though.

Edited by Ramon_Demestre

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15 minutes ago, Ramon_Demestre said:

Just make a txt file and then use the -hud parameter.

Full doc here:https://github.com/kraflab/dsda-doom/blob/master/docs/hud.md

example (crispy style for doom)


doom full
big_ammo 2 29 bottom_left
big_health_text 48 29 bottom_left
big_armor_text 179 29 bottom_left
ammo_text 256 32 bottom_right
keys 241 30 bottom_right
render_stats 2 8 top_left
coordinate_display 2 8 top_left
line_display 98 8 top_left
command_display 198 48 bottom_right

EDIT: I do not know how to autoload the hud though.

 

I see. Is it possible to make the fullscreen hud from 0.24 with this method?

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