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This is Woof! 14.5.0 (Apr 30, 2024)


fabian

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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.

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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

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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 by rfomin

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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 by mmjp08

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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.

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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.

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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?

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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.

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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!

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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!


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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 by mmjp08

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21 minutes ago, mmjp08 said:

it'll be nice to record demos using the "restart key" again.

It was fixed in 10.0.

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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!

 

 

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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. 

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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 by mmjp08

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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!

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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 by Shepardus

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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

 

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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. 

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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

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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.

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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 by mmjp08

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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 by mmjp08

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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 ?

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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

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