Shepardus Posted July 9, 2022 bloodcolor.deh is probably being loaded from your autoload folder, it's included by default with Woof (if you have colored blood turned off in the menu, it doesn't do anything, but it's still loaded). I'd check your autoload folder for apo23-029.lmp as well, as rfomin suggested. 0 Quote Share this post Link to post
mmjp08 Posted July 9, 2022 I've been having demo desync issues: for map23 and map24 of scythe2. I'm not sure if it's related to using the restart key(not the use key), or maybe pausing? I use -complevel 2 and then play it back on -playdemo through zdl. I'm using the v9 version of woof since v10 has the orientation issue desync.zip 0 Quote Share this post Link to post
rfomin Posted July 10, 2022 (edited) 8 hours ago, mmjp08 said: I've been having demo desync issues: for map23 and map24 of scythe2. I'm not sure if it's related to using the restart key(not the use key), or maybe pausing? I use -complevel 2 and then play it back on -playdemo through zdl. I'm using the v9 version of woof since v10 has the orientation issue Yes, this looks like a problem with the restart key and revenants that were broken in 9.0.0. The restart key is fixed in 10.0.0, the orientation issue is fixed in the current development version, you can download the autobuild if you have a GitHub account: https://github.com/fabiangreffrath/woof/actions/runs/2640784397 (Win64.zip file). Alternatively, you can use an older version 8.1.0, the restart key works here. Edited July 10, 2022 by rfomin 1 Quote Share this post Link to post
mmjp08 Posted July 10, 2022 (edited) 8 hours ago, rfomin said: Yes, this looks like a problem with the restart key and revenants that were broken in 9.0.0. The restart key is fixed in 10.0.0, the orientation issue is fixed in the current development version, you can download the autobuild if you have a GitHub account: https://github.com/fabiangreffrath/woof/actions/runs/2640784397 (Win64.zip file). Alternatively, you can use an older version 8.1.0, the restart key works here. I wonder if it was related to vanilla. I've never had a demo issue with cl9 and I was using the restart key then. Either way, I gotta go figure out how to use git. danke Edited July 10, 2022 by mmjp08 0 Quote Share this post Link to post
fabian Posted July 10, 2022 1 hour ago, mmjp08 said: I wonder if it was related to vanilla. I've never had a demo issue with cl9 and I was using the restart key then. Either way, I gotta go figure out how to use git. danke Actually, you don't even need git (i.e. the VCS) to download build artifacts, just a github account. 0 Quote Share this post Link to post
PKr Posted July 10, 2022 17 hours ago, rfomin said: Yes, this looks like a problem with the restart key and revenants that were broken in 9.0.0. The restart key is fixed in 10.0.0, the orientation issue is fixed in the current development version, you can download the autobuild if you have a GitHub account: https://github.com/fabiangreffrath/woof/actions/runs/2640784397 (Win64.zip file). Alternatively, you can use an older version 8.1.0, the restart key works here. You said that they were broken in version 9.0.0, but are you implying that they were fixed in newer versions? Because right now I have recorded map 1 of Eternal Doom, and as soon as revenants shoot homing missiles at the end of the map, everything desyncs. 0 Quote Share this post Link to post
rfomin Posted July 11, 2022 7 hours ago, PKr said: You said that they were broken in version 9.0.0, but are you implying that they were fixed in newer versions? Because right now I have recorded map 1 of Eternal Doom, and as soon as revenants shoot homing missiles at the end of the map, everything desyncs. Yes, this should be fixed. I tried to record a demo of map1 Eternal Doom, it seems to work. But I have to cheat, this map is too long. Are you using the restart key? What version of Woof are you using? Also can you upload a desync demo? 0 Quote Share this post Link to post
PKr Posted July 12, 2022 On 7/11/2022 at 8:26 AM, rfomin said: Yes, this should be fixed. I tried to record a demo of map1 Eternal Doom, it seems to work. But I have to cheat, this map is too long. Are you using the restart key? What version of Woof are you using? Also can you upload a desync demo? Sorry for the misinformation. It was sprinkled doom 3.4.1 (as was discussed in dsda-doom thread) that was causing demo desyncs in other source ports (including Woof) and not the vice versa. It's fixed now. 3 Quote Share this post Link to post
Garlichead Posted July 13, 2022 Hey fabian, I have been playing around with this source port as an alternative to prboomplus for boom compatible maps. Crispy Doom is my favorite source port, and this one looks similar but with the extra boom compatibility. I was checking around the github page and it does not look like there is a complete list of command line variables; do you happen to have one handy? I noticed that -save appears to do the same as -savedir in crispy, and it looks like -complevel boom enables boom compatibility as i was able to play through the first levels of Batman and Jiffybag with no issues, but i was wondering if a complete list has been compiled. Regards and thanks a lot for your work! 0 Quote Share this post Link to post
rfomin Posted July 13, 2022 3 hours ago, Garlichead said: I was checking around the github page and it does not look like there is a complete list of command line variables; do you happen to have one handy? We just added one: https://github.com/fabiangreffrath/woof/wiki/Command-line-parameters There will be some documentation in the next release. 0 Quote Share this post Link to post
Garlichead Posted July 13, 2022 2 hours ago, rfomin said: We just added one: https://github.com/fabiangreffrath/woof/wiki/Command-line-parameters There will be some documentation in the next release. Awesome, thanks a lot. 0 Quote Share this post Link to post
fabian Posted July 18, 2022 Woof! 10.1.0 is released on July 18, 2022. A complete list of new features, improvements and bug fixes can be found on the release page: https://github.com/fabiangreffrath/woof/releases/tag/woof_10.1.0 Binaries for Windows are available here: https://github.com/fabiangreffrath/woof/releases/download/woof_10.1.0/Woof-10.1.0-win32.zip https://github.com/fabiangreffrath/woof/releases/download/woof_10.1.0/Woof-10.1.0-win64.zip Have a lot of fun! 14 Quote Share this post Link to post
mmjp08 Posted July 18, 2022 (edited) 21 minutes ago, fabian said: Woof! 10.1.0 is released on July 18, 2022. A complete list of new features, improvements and bug fixes can be found on the release page: https://github.com/fabiangreffrath/woof/releases/tag/woof_10.1.0 Binaries for Windows are available here: https://github.com/fabiangreffrath/woof/releases/download/woof_10.1.0/Woof-10.1.0-win32.zip https://github.com/fabiangreffrath/woof/releases/download/woof_10.1.0/Woof-10.1.0-win64.zip Have a lot of fun! it'll be nice to record demos using the "restart key" again. Is there implementation of vertical mousemovement(not look, moving) in this version? I couldn't get it to work in v9 -- edit got it to work, nice for glides Edited July 18, 2022 by mmjp08 0 Quote Share this post Link to post
fabian Posted July 18, 2022 21 minutes ago, mmjp08 said: it'll be nice to record demos using the "restart key" again. It was fixed in 10.0. 0 Quote Share this post Link to post
liPillON Posted July 18, 2022 ooh I wasn't expecting a new release so soon.. with so many nice new features too! One question about the console output: does it display the current complevel anywhere? I've tried launching woof.com with different -complevel values but I've not been able to get any feedback on that Thank you! 0 Quote Share this post Link to post
fabian Posted July 18, 2022 Console output verbosity has been stripped down a bit lately, but now that *all* command line parameters are checked for validity, you may be sure that your complevel choice was properly applied if you haven't been confronted with an error message. 0 Quote Share this post Link to post
mmjp08 Posted July 18, 2022 (edited) There is different behavior from dsda on cl9. Running out of ammo(and not continuing to fire) doesn't autoswap. On dsda it does autoswap. I was able to take the woof demo where I did that and it played normally on DSDA so I might be doing something wrong on DSDA? -- asked DSDA people, it's a DSDA setting that emulates boom that woof is doing correctly. Cool Edited July 18, 2022 by mmjp08 0 Quote Share this post Link to post
Ar_e_en Posted July 18, 2022 Finally! I won't have to constantly press F3 after death! This is a nice feature that as far as I know was only in ZDoom derived ports, it's great that it's here now as well! 2 Quote Share this post Link to post
Shepardus Posted July 19, 2022 (edited) 14 hours ago, mmjp08 said: There is different behavior from dsda on cl9. Running out of ammo(and not continuing to fire) doesn't autoswap. On dsda it does autoswap. I was able to take the woof demo where I did that and it played normally on DSDA so I might be doing something wrong on DSDA? -- asked DSDA people, it's a DSDA setting that emulates boom that woof is doing correctly. Cool There's a setting in dsda-doom for that, called "boom_autoswitch" or something like that in the config file (I forget which menu it's in). Edit: oops didn't notice your edit Edited July 19, 2022 by Shepardus 0 Quote Share this post Link to post
grendelw Posted July 20, 2022 Loading save games and changing maps does this to the minimal hud now in the new version 0 Quote Share this post Link to post
Pixel Fiend Posted July 20, 2022 Who decided that Woof will no longer promote the purest beauty that is 320x200 25 fps as the default setting? Big thanks for all the updates. I use a lot of the new features. Woof is the best 1 Quote Share this post Link to post
fabian Posted July 20, 2022 27 minutes ago, Pixel Fiend said: Who decided that Woof will no longer promote the purest beauty that is 320x200 25 fps as the default setting? Common sense. ;) 27 minutes ago, Pixel Fiend said: Big thanks for all the updates. I use a lot of the new features. Woof is the best Glad to hear, thank you. 0 Quote Share this post Link to post
mmjp08 Posted July 20, 2022 Is turning with sr50 intended for controller? Even with strafeon active, right stick horiz input is still interpreted as an angle turn. So with strafe on + turnright(as a key) + turning with an analogue stick, it is possible to turn during sr50. I asked on DSDA discord and this is not demo legal 0 Quote Share this post Link to post
rfomin Posted July 20, 2022 14 minutes ago, mmjp08 said: Is turning with sr50 intended for controller? Even with strafeon active, right stick horiz input is still interpreted as an angle turn. So with strafe on + turnright(as a key) + turning with an analogue stick, it is possible to turn during sr50. I asked on DSDA discord and this is not demo legal It was meant to be a casual feature :) I thought no one would seriously record demos with analogue controls. I guess we should turn off turnright(as a key) if turning with an analogue stick. 0 Quote Share this post Link to post
mmjp08 Posted July 20, 2022 (edited) using the restart key can still result in a desync fw04des.zip for fractured worlds 04. I have "strict" settings and -complevel 9 parameter. Edited July 20, 2022 by mmjp08 0 Quote Share this post Link to post
rfomin Posted July 20, 2022 5 minutes ago, mmjp08 said: using the restart key can still result in a desync fw04des.zip Hmm, that's strange demo. There is save key then pause? 0 Quote Share this post Link to post
mmjp08 Posted July 20, 2022 (edited) Definitely no save key. I don't have that bound to the controller. I don't remember if there was a pause in the first moments. I think there was. I'll unbind pause (which I have to do anyway so I don't reflexively pause during demos) and hopefully that fixes it Edited July 20, 2022 by mmjp08 0 Quote Share this post Link to post
rfomin Posted July 20, 2022 2 minutes ago, mmjp08 said: Definitely no save key. I don't have that bound to the controller. Ah, you recorded with a controller, maybe that's the problem. Can you upload your woof.cfg ? 0 Quote Share this post Link to post
mmjp08 Posted July 20, 2022 I'd be surprised if that was controller alone. I've made lots of controller demos before that ran fine. It's possible that it's because of restart key + controller? woof - Copy.zip 1 Quote Share this post Link to post
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