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This is Woof! 14.5.0 (Apr 30, 2024)


fabian

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27 minutes ago, game said:

Doesn't seem like the right solution.

In the next major release, we will rework the Woof sound system to sound exactly like Crispy Doom. It's sad that the low pass filter doesn't help.

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But Woof has much nicer sound than Crispy :( How it sounds is actually one of the reasons why I'm such a fan so now I'm more upset about this than about the high frequency signal issue. Those smooth bassy sounds should be preserved.

Edited by game

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Man you just cannot please some people huh? I still don't hear any of this hissing, lowpass or not, with headphones or speakers. That said I do like the oldschool sound of Crispy and Chocolate so I'm happy either way.

 

Also, I'm surprised this hasn't caught on as a port for demo recording given that there's some controversy with PrBoom+/DSDA-Doom coming with TAS features out of the box (see the infamous Ancalagon AV D2All thread). On the other hand here's a port with all of the major complevels and no TAS features.

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On 7/8/2021 at 9:17 AM, game said:

Doesn't seem like the right solution. 

 

2 hours ago, game said:

Now I'm more upset about this than about the high frequency signal issue. Those smooth bassy sounds should be preserved.

You can't have both ways. Lets seek:

  • Which port eliminates your problem entirely?
  • Have you checked any audio equipment that can generate the hissing sound?

 

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Chocolate/Crispy have a choice of five different resamplers available via the libsamplerate library. They are selected via the use_libsamplerate config file variable. The options are 1 = Linear Interpolation, 2 = Zero-Order Hold, 3 = Sinc Fast, 4 = Sinc Medium, 5 = Sinc Best Quality. Options 3 - 5 are of interest if authenticity is your goal. 1 is closest to what Woof is doing today, and produces a more trebly sound which most source port users are probably accustomed to. If you set use_libsamplerate to 0, Crispy/Chocolate instead uses SDL to do the resampling, which I believe is basically linear interpolation. Maybe for Woof, use_libsamplerate = 0 could cause the program to fall back to the original native resampler?

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3 minutes ago, mikeday said:

Maybe for Woof, use_libsamplerate = 0 could cause the program to fall back to the original native resampler?

In this case, we are currently using the Crispy/Choco resampler in the dev version. My guess is that the old Woof resampler might be causing artifacts.

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I ran the beta build from rfomin and noticed that the artifacts issue was fixed. But I quickly realized it doesn't sound like Woof now. The slightly lower, cosy sound is gone, the magic has vanished. At one time I got excited that I brought the older sound back by switching those libsamplerate settings but it was just that I accidentally ran the older Woof version. Maybe there will still be a way to have such sound, but in my eyes something great about experiencing Doom might be getting buried here.

 

EDIT: For those that particularly liked the Woof sound: It obviously won't be perfect but if Woof loses the original sound, attempts may be made to somehow emulate it in Eternity by adjusting the sliders.

 

1503787487_eternity2021-07-1016-44-26.jpg.ee07732a283f4c8986db14727ee25589.jpg

Edited by game

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Proper widescreen support, DEHEXTRA, UMAPINFO and MBF21? Yes, please, inject it right into my veins. 

 

17 hours ago, TheMightyHeracross said:

Also, I'm surprised this hasn't caught on as a port for demo recording given that there's some controversy with PrBoom+/DSDA-Doom coming with TAS features out of the box (see the infamous Ancalagon AV D2All thread). On the other hand here's a port with all of the major complevels and no TAS features.

 

I second this, it's a no-brainer.

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19 hours ago, TheMightyHeracross said:

I'm surprised this hasn't caught on as a port for demo recording given that there's some controversy with PrBoom+/DSDA-Doom coming with TAS features out of the box (see the infamous Ancalagon AV D2All thread).

I'm curious what controversy you mean. A small minority of people don't like the use of certain features, but that's not a point of controversy in modern speedrunning. That's been around for decades. Those same people don't like any extra features or QOL in ports used for speedrunning - crispy and woof go against that ideal as well. In fact there are features in those ports that aren't allowed when speedrunning at all. If you want to know why it hasn't caught on, there's a few key things. The port only recently introduced complevels and also wasn't fully compatible with complevel 11 demos for a while (which essentially made it unusable for speedrunners). We just did a big scan through cl11 demos several days ago, which uncovered a few desyncs (fixed now). It also doesn't have many special recording-oriented features, in contrast to something like crispy or dsda-doom. None of this is a knock on woof - I think woof is awesome. But people are going to be skeptical of any "new" port when it comes to demo recording, so adoption will grow slowly over time.

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On 7/6/2021 at 9:02 AM, Shepardus said:

If you'd rather set the variable in a batch file, you can do that with "set," e.g. set "SDL_SOUNDFONTS=C:\Users\..."

it would work for colored blood?

kinda like this?

@echo off
start woof.exe -iwad doom.wad -file wads\rekkrsa.wad -complevel vanilla -set "colored_blood" 0
exit

Now, this would probably set it to zero for the other wads, too.

So i had to change the command line of...400+ wads... hahahaah :(

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1 hour ago, P41R47 said:

it would work for colored blood?

kinda like this?


@echo off
start woof.exe -iwad doom.wad -file wads\rekkrsa.wad -complevel vanilla -set "colored_blood" 0
exit

Now, this would probably set it to zero for the other wads, too.

So i had to change the command line of...400+ wads... hahahaah :(

The "set" command I was referring to is a command of the Windows command prompt to set a variable in its environment, not a parameter to pass to Woof. You would run the "set" command before running Woof, i.e. on a separate line before "start woof.exe." Woof uses SDL Mixer, which recognizes the SDL_SOUNDFONTS environment variable and internally will use Fluidsynth with the soundfont pointed to by that environment variable.

 

This wouldn't work with the colored blood setting unless there's some feature of Woof I'm unaware of. However, you could create a separate config file for Rekkr with colored blood disabled, and in your Rekkr batch file use the "-config" parameter that all source ports support to read that config instead of your default one.

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15 minutes ago, Shepardus said:

This wouldn't work with the colored blood setting unless there's some feature of Woof I'm unaware of. However, you could create a separate config file for Rekkr with colored blood disabled, and in your Rekkr batch file use the "-config" parameter that all source ports support to read that config instead of your default one.

by simply copying it from my actual one, changing it name and just changing the config i want on it?

Super!

Thanks for this :D

Edited by P41R47

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12 hours ago, rfomin said:

In this case, we are currently using the Crispy/Choco resampler in the dev version. My guess is that the old Woof resampler might be causing artifacts.

I took a closer look at the Woof resampler code. One observation is that when converting 8-bit audio, the routine is effectively interpolating in a uint8 domain. Choco/Crispy interpolate (via libsamplerate) in a float domain. Therefore Woof is definitely introducing an extra dose of quantization noise that Choco and Crispy aren't. I suspect this might be the primary cause of the perceived difference.

 

 

 

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So I've been away from Doom for about a year and the nicest surprise I've had coming back is that Woof! is pretty amazing now and is almost exactly the port I've previously fantasized about using. On that note, is there any chance the following features could be ported over from Crispy (please):

 

Pitch recoil (makes shooting the CG immensely satisfying)

Randomly mirrored death animations (adds a little visual freshness to the aftermath of a monster massacre)

the transparent Crispy HUD (best HUD of any port, the Boom one's OK I guess but not as easy-to-read due to the smaller numbers)

 

So just some of the cosmetic things really. Thanks!

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Since sound is being discussed, I'll just say I rarely hear a loud pop/clipping via a sound playing, that said I'm using 6.1.0 atm.

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Sorry for the dumb question: what is the "vertical retrace" option? V-sync?

Edited by Valboom

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hey, is there a way to stop enemies from going over ledges? it's happening even in cl2 and it's kinda fucking some maps up, idk if i just don't have things set up properly or what

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On 7/11/2021 at 4:52 PM, dmdr said:

Pitch recoil (makes shooting the CG immensely satisfying)

Randomly mirrored death animations (adds a little visual freshness to the aftermath of a monster massacre)

the transparent Crispy HUD (best HUD of any port, the Boom one's OK I guess but not as easy-to-read due to the smaller numbers)

I think mirrored death animations option is possible, not sure about others.

 

6 hours ago, Valboom said:

Sorry for the dumb question: what is the "vertical retrace" option? V-sync?

Yes, it is V-sync.

 

3 hours ago, roadworx said:

hey, is there a way to stop enemies from going over ledges? it's happening even in cl2 and it's kinda fucking some maps up, idk if i just don't have things set up properly or what

Ledges block ground enemies by default (complevel mbf21). There was a bug in the old version (Woof 5.0.0) in the current version it should work.

 

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I'm also wondering if it's suppose to be this easy to inflict 'thrust damage' or whatever have you on enemies on platforms/pillars and what not because I don't recall knocking this many enemies down. I also get enemies stuck on each other from time to time, especially Archviles who box themselves in. Either monster placement is sloppy, I'm really lucky or there's something fucky going on.

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Would it be possible to unlock some classic Doom features that got changed? I know you can disable novert, for example. But I mean the overlapping flash on pickups, or the classic green radiation suit and invincibility flitre.

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Hey fellas I'm getting some weird slow downs in Eviternity (and Eviternity only so far), particularly when quick saving / loading. It's really inconsistent and I can't seem to reproduce it at will. I know the megawad was primarily designed for GZDoom and PrBoom so I wasn't expecting flawless performance, but I'm just wondering if there's something obvious I might be missing, settings wise. Thoughts?

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4 hours ago, Mike Stu said:

Hey fellas I'm getting some weird slow downs in Eviternity (and Eviternity only so far), particularly when quick saving / loading. It's really inconsistent and I can't seem to reproduce it at will. I know the megawad was primarily designed for GZDoom and PrBoom so I wasn't expecting flawless performance, but I'm just wondering if there's something obvious I might be missing, settings wise. Thoughts?

Did it happen on Map 25? I had a similar problem on that specific map on an older version of Woof. It may be a memory leak issue from what I remember, I was able to fix it by restarting the program (I may have also restarted my computer, but I don't remember that well).

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26 minutes ago, Ar_e_en said:

Did it happen on Map 25? I had a similar problem on that specific map on an older version of Woof.

Try increasing the allocated zone memory using the -mb 512 command line parameter. The default is 64 Mb, which is not enough for this map.

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24 minutes ago, rfomin said:

Try increasing the allocated zone memory using the -mb 512 command line parameter. The default is 64 Mb, which is not enough for this map.

The map usually runs fine without any problems, it's just that during one play-session where I played multiple maps - once I got to #25 - it started to lag. I haven't experienced this problem in a while, it could have been fixed a long time ago.

 

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7 hours ago, Ar_e_en said:

Did it happen on Map 25? I had a similar problem on that specific map on an older version of Woof. It may be a memory leak issue from what I remember, I was able to fix it by restarting the program (I may have also restarted my computer, but I don't remember that well).

 

It actually happened in a few maps, such as 04, 07 and 14, in multiple play-sessions in different days. I'm not entirely sure if the issues are the maps themselves, as I can't really reproduce the issue reliably by just playing the same map.

 

I'm used to launching ports through ZDL, so at first I thought it could be some funky interaction going on there, but nah, it also happens when lauching Woof directly through the exe.

 

6 hours ago, rfomin said:

Try increasing the allocated zone memory using the -mb 512 command line parameter. The default is 64 Mb, which is not enough for this map.

 

Cool, will try that. Thanks!

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An arachnotron on a platform was rendered harmless when my chaingun pushed it across and got it caught on the edge where it stopped attacking and was moving in place (any more shots and it would've been sent to ground level where it probably shouldn't be). Is there something I should be enabling or disabling?

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1 hour ago, Lila Feuer said:

An arachnotron on a platform was rendered harmless when my chaingun pushed it across and got it caught on the edge where it stopped attacking and was moving in place (any more shots and it would've been sent to ground level where it probably shouldn't be). Is there something I should be enabling or disabling?

What complevel, WAD, map, Woof version? We tested a nearly complete DSDA archive without desync, so physics should work, but there may be a forgotten option that is not set correctly.

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