maxmanium Posted September 16, 2020 How does "rescue dying friends" work? I know this is from the original MBF source but I'm just now noticing Lee's (honestly pretty cool) additions to enemy AI, but I can't really seem to find anything on what it changes. 0 Quote Share this post Link to post
fabian Posted September 16, 2020 Here is a rather vague explanation by Lee himself: https://github.com/fabiangreffrath/woof/blob/583e6d2196438bc8099abd41eeb2f844b519ba51/docs/options.txt#L361 0 Quote Share this post Link to post
maxmanium Posted September 16, 2020 I'd also like to request that the autoloaded wads\DEHACKED patches are loaded before those in the command line -- mostly for the sprite fixing project. 0 Quote Share this post Link to post
fabian Posted September 17, 2020 (edited) 19 hours ago, maxmanium said: I'd also like to request that the autoloaded wads\DEHACKED patches are loaded before those in the command line -- mostly for the sprite fixing project. In general, I agree. However, for some unknown reason, Lee explicitly decided to load them last: https://github.com/fabiangreffrath/woof/blob/583e6d2196438bc8099abd41eeb2f844b519ba51/Source/d_main.c#L1742 Edit: I guess I figured it out. DEHACKED lumps are processed from last to first, so it actually makes sense to load "preloaded" DEH files last - their changes will be overridden by DEHACKED lumps included in WADs and DEH files loaded from the command line. WAD files, however, are loaded in order and thus override each other. Now, what happens with DEHACKED lumps in WAD files? If preloaded WAD files contain DEHECKED lumps, these will get processed last if the WAD files are loaded first. I guess that's what Lee wanted to avoid by loading "preloaded" WAD files last - this way makes sure that their embedded DEHACKED lumps will be processed first. Edited September 17, 2020 by fabian 1 Quote Share this post Link to post
Hypnotik Posted September 19, 2020 Been using Woof! for a few weeks now, I heard talk about it in another topic, and I thought to myself: "What the hell is Woof!?" I was curious. A new port? I never used Marines Best Friend, but I did manage to try it out for "historical purposes". I thought it was a decent port, for the time. I recently switched from using GZDoom: to Crispy Doom (for purist reasons.) And then when I tried Woof!, I fell in love immediately. Now all I use on a daily basis: is Crispy and Woof. Please continue to release new versions! excited to see the progress! 4 Quote Share this post Link to post
DynamiteKaitorn Posted September 19, 2020 I'm probably about to sound like a complete nonce but... how do I actually run "WooF!"? When I downloaded what I thought was the main files, there wasn't any .exe file in the folders. I thought it may have needed WinMBF to work but that did nothing (WinMBF just worked like usual). Any idea what I'm supposed to do? :S 0 Quote Share this post Link to post
plums Posted September 19, 2020 (edited) @DynamiteKaitorn you probably download the wrong file, try https://github.com/fabiangreffrath/woof/releases/download/woof_2.2.0/Woof-2.2.0-win32.zip. There should be an exe like any other source port. Edited September 19, 2020 by plums 1 Quote Share this post Link to post
maxmanium Posted September 20, 2020 (edited) I'm getting a "Bad V_CopyRect" crash with Pathogen after taking any significant amount of damage. Something to do with the status bar face? Edited September 20, 2020 by maxmanium 0 Quote Share this post Link to post
plums Posted September 20, 2020 1 hour ago, maxmanium said: I'm getting a "Bad V_CopyRect" crash with Pathogen after taking any significant amount of damage. Something to do with the status bar face? Yeah, the vertical offsets on some of the images are a pixel too low, which is enough to go past the intended drawing area. STFST3* being one example, the y offset is -2 but the original statusbar face is only -1 on that one. This isn't a problem unique to Woof, occasionally PrBoom+ will crash too (but not always, depends on your system and which PrB+ version?). If you don't want to fix it yourself, maybe Crunchynut will if you post in that thread? 1 Quote Share this post Link to post
maxmanium Posted September 20, 2020 (edited) 1 hour ago, plums said: Yeah, the vertical offsets on some of the images are a pixel too low, which is enough to go past the intended drawing area. STFST3* being one example, the y offset is -2 but the original statusbar face is only -1 on that one. This isn't a problem unique to Woof, occasionally PrBoom+ will crash too (but not always, depends on your system and which PrB+ version?). If you don't want to fix it yourself, maybe Crunchynut will if you post in that thread? Still seems to crash on STFST1* (STFKILL1?) even after fixing it. EDIT: It's definitely STFKILL1. Even SLADE keeps crashing when I try to zoom or move the image... Edited September 20, 2020 by maxmanium 0 Quote Share this post Link to post
fabian Posted September 21, 2020 (edited) I have just released Woof! 2.3.0: Binaries are now built with optimization flags and debugging information (stripped for release). A "secret" option to force integer video scaling factors has been added ("integer_scaling"). A mouse button binding for the "Use" action has been added. Double click acting as "Use" has been made optional. The "Ouch Face" and the "Picked up a Medikit that you really need" message are now shown as intended. https://github.com/fabiangreffrath/woof/releases/download/woof_2.3.0/Woof-2.3.0-win32.zip You may have to rebind your mouse buttons! Edited September 21, 2020 by fabian 5 Quote Share this post Link to post
BigBoy91 Posted September 21, 2020 15 hours ago, fabian said: A mouse button binding for the "Use" action has been added. Double click acting as "Use" has been made optional. My man! Thanks for this. 1 Quote Share this post Link to post
Lila Feuer Posted September 22, 2020 (edited) I am using Woof! 2.1.0 currently due to my in-progress playthrough of Icarus: Alien Vanguard and on MAP29: Brutality I've ran into a game stopper due to this switch doing nothing (it's suppose to raise the floor you're on in order to get to the switch up there). The other one opposite of me was the first of such switch/platform raising and it worked whereas this one won't budge. This is a vanilla megawad from 1996 so I've no idea what could've went wrong but looks like I'm noclipping. E: This area is all kinds of screwed up, I had to noclip two more times as I couldn't get to other switches, again from the floors not raising. Also don't ask me why DW made this text blue. Edited September 22, 2020 by Lila Feuer 0 Quote Share this post Link to post
plums Posted September 22, 2020 (edited) It looks like those switches are stair builders? IIRC the algorithm for building stairs is a little different in Boom/MBF. Under Options->Setup->Doom Compatibility->2nd Page->"Use exactly Doom's stairbuilding method", is it set to yes? edit: I can confirm the stairs build only when that stairbuilding compat option is set to NO, which I think is not the default. This is also the case for PrBoom+ with complevel 11. So, "working as intended" I guess, though maybe the default should be changed (if it doesn't mess up Boom/MBF stairs that is...) Edited September 22, 2020 by plums 1 Quote Share this post Link to post
Smite of Disrespect Posted September 23, 2020 Thanks for this, Fabian 3 Quote Share this post Link to post
maxmanium Posted September 25, 2020 Would you be willing to move the automap stats down a line a la Crispy? Just so the messages don't overlap the kill counter. 3 Quote Share this post Link to post
Lila Feuer Posted September 26, 2020 @maxmanium This lol, other than that thanks for adding that! Does the time elapsed tally total time to finish an episode/game or just by the map? 0 Quote Share this post Link to post
maxmanium Posted September 26, 2020 Also, MAP07 intermission text of Eviternity is broken on Woof. 0 Quote Share this post Link to post
plums Posted September 26, 2020 23 minutes ago, maxmanium said: Also, MAP07 intermission text of Eviternity is broken on Woof. Looks like the text goes off-screen for a non-widescreen display (Eviternity's fault) but after doing so Woof ignores all subsequent characters including newlines (probably a bug). 0 Quote Share this post Link to post
Gregory Stephens Posted September 27, 2020 Ayyo, any plans to get a Discord server up for this port? I was able to finally build it on Arch Linux using the instructions on the GitHub page and help from a guy in a Discord server telling me how to run it. Everything seems to be working except for the music for some reason. 1 Quote Share this post Link to post
plums Posted September 27, 2020 12 hours ago, Gregory Stephens said: Everything seems to be working except for the music for some reason. Try these instructions: https://www.doomworld.com/forum/post/2155763 0 Quote Share this post Link to post
fabian Posted September 28, 2020 On 9/26/2020 at 12:02 AM, maxmanium said: Would you be willing to move the automap stats down a line a la Crispy? Just so the messages don't overlap the kill counter. Sure, this was an oversight, it was meant to be this way in the first place. On 9/26/2020 at 3:37 AM, plums said: Looks like the text goes off-screen for a non-widescreen display (Eviternity's fault) but after doing so Woof ignores all subsequent characters including newlines (probably a bug). I have implemented Crispy's approach to insert a newline right in front of the last word if a line is detected to exceed screen width. 0 Quote Share this post Link to post
fabian Posted September 30, 2020 Woof! 2.3.1 is released on Sep 30, 2020: The level stats widgets were moved down one line so messages don't overlap the kill counter anymore. Line breaks are now added to finale text lines exceeding screenwidth. https://github.com/fabiangreffrath/woof/releases/download/woof_2.3.1/Woof-2.3.1-win32.zip 2 Quote Share this post Link to post
thearcaalex Posted October 7, 2020 From map 27 of Eviternity, played with the last version 0 Quote Share this post Link to post
thearcaalex Posted October 7, 2020 Also this This happens when I'm crossing the bridge 0 Quote Share this post Link to post
Charlie Love Posted October 7, 2020 The Eviternity demos also do some funky stuff. They keep auto pausing and spinning in place. 0 Quote Share this post Link to post
fabian Posted October 8, 2020 11 hours ago, thearcaalex said: From map 27 of Eviternity, played with the last version This seems to be the known "texture width not a power of 2" problem. 11 hours ago, thearcaalex said: This happens when I'm crossing the bridge Where exactly on the map is this? Could you post a screenshot of the Automap when that happens? 11 hours ago, Charlie Love said: The Eviternity demos also do some funky stuff. They keep auto pausing and spinning in place. The demos haven't been recorded with MBF compatibility. This is what PrBoom+ prints when playing back the internal DEMO1: G_DoPlayDemo: playing demo with Current PrBoom compatibility I will have to add a check for demo versions >= 210 and just skip these demos. 0 Quote Share this post Link to post
thearcaalex Posted October 8, 2020 (edited) Also, in valiant, in some places appear a magenta line but I think someone had already talk about this problem. Edited October 8, 2020 by thearcaalex 0 Quote Share this post Link to post
valkiriforce Posted October 10, 2020 (edited) On 9/10/2020 at 10:59 AM, fabian said: Automap coordinates are always enabled in MBF. This switch merely affects follow mode. If the latter is disabled, it decides whether the coordinates of the player arrow or of the screen center are displayed. Is there some reason for this? I'd nearly forgotten about this port and have been enjoying it recently, although I wish those automap coordinates could be switched off. [EDIT] When playing Doom II for some reason I got a crash when I finished up MAP11. I've no idea how I triggered it but this was the error report: [EDIT] Another error this time on MAP27 of Doom II - the stairs won't build after flipping the switch by the yellow door (the sector 8 switch specifically). Edited October 11, 2020 by valkiriforce 0 Quote Share this post Link to post
Smite of Disrespect Posted October 12, 2020 Can you please add an option for bobbing weapons while firing? I'd hate to bother you but you added an option for centered weapons while firing so I thought it wouldn't hurt to ask. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.