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This is Woof! 14.5.0 (Apr 30, 2024)


fabian

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Does this change if you switch complevel to something else? Could actually also be an issue with sky lump definitions.

Edited by NightFright

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10 hours ago, rzh said:

And I already found an unwanted effect with it :P

Not sure if it can be fixed though.

The bridge/ pathway also swirls.

 

BTW, which WAD/MAP is this?

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2 hours ago, LuciferSam86 said:

I found this on Map 03: a weird HOM effect that doesn't exist if I play it on GZDoom.

 

Hm, the same HOM appears in PrBoom+, but not in Crispy Doom. Strange!

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1 hour ago, fabian said:

 

Hm, the same HOM appears in PrBoom+, but not in Crispy Doom. Strange!

Oh and another thing. 

First map of Attack , there's an hidden blue armor , on gzdoom is ok but on woof I can see the blue armor "inside" the pedestal .

I'll take a screenshot tomorrow so you can see. 

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I did some prodding around and found more HOM crucifixes in the southwest arena.

- HOMs in latest GZ software, Woof [all compat levels] DSDA [only tested default and 1.9]

- Black texture in latest Crispy

- Transparent in GZ hardware
 

Screenshots:

Spoiler

GZDoom, Software

Screenshot_Doom_20220610_190802.png.dd25f8c6af8f68f58859ac624dbdc77c.png

 

Crispy

DOOM0000.png.fe32820c8e89b4a5e7c25f5c5abf5d73.png

 

Woof!

doom15.png.bb45f25139df67a6673dc898a8a3dd2c.png

 

 

27 minutes ago, LuciferSam86 said:

on woof I can see the blue armor "inside" the pedestal .

That's part of the old columns renderer. A lot of things appear to be slightly in the floor with it. The way GZ's hardware renderer works, the parts of the sprites that should be in the ground, are, and aren't visible. To get around how crappy that would look, there's sprite clipping options in full options to raise them so you can see more, or all of the sprite. The easiest way to see the amount of offset is to go to Display Options [Simple options] or Set video mode [Full options] and cycle through the render modes on a busy scene.

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Hum... note @ self: maybe better to keep that swirling liquids option turned off for pwads.

Edited by NightFright

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I've tried with DSDA-Doom in software mode: the same problem as Woof! with the HOM, but when I changed to OpenGL renderer the HOM in Map03 disappeared.

 

Edit: in OpenGL mode, it disappeared the blue armor "inside" the pedestal, too

Edited by LuciferSam86

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I don't think the problem is with Woof or dsda-doom here, I've seen Crispy Doom not render HOMs that it should, such as the infamous "illusio-pit" in wow.wad:

Spoiler

DOOM0000.png.0d8297f3a7f67233f85803d2500e086f.png

 

Edited by Shepardus

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On 6/11/2022 at 12:09 AM, fabian said:

Hm, the same HOM appears in PrBoom+, but not in Crispy Doom. Strange!

 

Sorry for my bs, of course there is HOM in Crispy. It is just that I decided back then to render HOM in black, which makes it nearly impossible to spot such mapping glitches. I will fix this.

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On 6/11/2022 at 6:39 AM, rzh said:

Alright, thanks! I just checked this map out with swirling flats and indeed the bridge flats are also swirling due to the animated slime gaps in the ladder structure. 

 

Also, I was considering to add some "flow" to swirling flats as seen in International Doom, but this effect would make things even worse in this case. 

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Hey folks.  I have encountered an issue in the last few dev builds.  I load a weapons/graphics mod through the config file:

 

[("")] WAD file preloaded at program startup 
wadfile_1                  "C:\Doom\D4W_Final.wad"

 

 

It worked perfectly until a couple of builds ago.  Now, it the game loads but the auto loading mod in the cfg is ignored.  Checking back it seems master build 1240 was the last one that worked as expected.

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6 minutes ago, Average said:

Now, it the game loads but the auto loading mod in the cfg is ignored.

We have replaced this with the autoload folder. Just place the file in the woof/autoload/doom-all/ folder.

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I've tried that but it doesn't load from there either.  I've gone back and tried on previous builds. 1241 was the last one that loads my WAD from the autoload folder.  To clarify, I have only tried the master builds.  To clarify further, the mod loads and works fine when dragged onto the EXE or when loaded through ZDL or Doom Runner.

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7 hours ago, Average said:

I've tried that but it doesn't load from there either.

I just checked and it works for me. If you build it yourself, there will be several autoload folders in the repository. You need to place it in the autoload/doom-all folder where woof.exe is located.

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As I see that Woof gets more and more QoL changes together with Crispy HUD, I once again suggest my own layout I made for GZDoom)))

 

In any case, it could improve Crispy HUD if you move the mugshot to the left instead of keeping it at the center over the weapon sprite. Just my opinion))

JYnkwRe.png

oXGwUfL.png

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9 hours ago, rfomin said:

I just checked and it works for me. If you build it yourself, there will be several autoload folders in the repository. You need to place it in the autoload/doom-all folder where woof.exe is located.

I just download the 'nightly' builds from the repository. :)

 

I have created a new folder and put the latest build into it and moved my autoload folder over to the new installation.  My mod now loads (I presume there was some incompatibility in the old cfg file).  However, my mod contains its own palette which seems to be overwritten by the IWAD now.  That didn't happen before.  How would I get my mod palette to remain intact?

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The IWAD is always loaded first, before anything from the autoload directory, so this is most probably not the cause for the issue you see. However, files from the autoload directory are loaded in alphabetical order, and thus probably in a different order than before. So, it's possible that a file that gets autoloaded after your mod overrides its palette, which you have never seen before, because your mod was loaded last? If this is the case, please change the alphabetical ordering of your autoloaded files by e.g. preceding them with '00_' or similar. 

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One could either (optionally) place the mugshot where the medikit symbol is or instead of the ARMS display (which isn't that useful, anyway).

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6 hours ago, fabian said:

The IWAD is always loaded first, before anything from the autoload directory, so this is most probably not the cause for the issue you see. However, files from the autoload directory are loaded in alphabetical order, and thus probably in a different order than before. So, it's possible that a file that gets autoloaded after your mod overrides its palette, which you have never seen before, because your mod was loaded last? If this is the case, please change the alphabetical ordering of your autoloaded files by e.g. preceding them with '00_' or similar. 

 

Thanks for the info.  I have now managed to get it loading correctly using the above method.  Again, thank you @rfomin and @fabian for your help. :)

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hi, is there a menu option (a config variable is fine too) to colorize the stats counters in the automap?

on my end labels and values are both displayed in red (map name in yellow)

 

IIRC crispy does this when "colorize hud elements" is set to "hud texts" 

 

 

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No, but we can add this after the 10.0 release. Could you please file a request on the github tracker, so we won't forget it?

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so a new release is approaching, eh? congrats!

though I was hoping this feature would have made the cut

 

/edit

github issue created as #605

 

Edited by Delfino Furioso

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