GarrettChan Posted September 7, 2022 1 hour ago, Heck Yeah said: If I start playing Doom 2 on Woof! with the earlier versions of Doom 2 (i.e versions before 1.9), and change the compatibility setting to Vanilla, will Woof automatically emulate the behaviour of the respective doom 2's earlier versions ? And sir, by the way, what do you think, should Woof! have the compatibilty emulation of Doom 2's versions 1.2,1.666,1.9 just like there is in Prboom plus ? What's the actual point of these? If you really wanted it, just use PrBoom+ instead. Didn't want to reply to this, but since you put those faces in the edit reason. Then why not. Maybe it can be implemented, but I don't know whether this is worthwhile for those extra codes. 1 Quote Share this post Link to post
DeletedAccount Posted September 7, 2022 (edited) 10 minutes ago, GarrettChan said: What's the actual point of these? If you really wanted it, just use PrBoom+ instead. Didn't want to reply to this, but since you put those faces in the edit reason. Then why not. Maybe it can be implemented, but I don't know whether this is worthwhile for those extra codes. I was just asking that does Woof emulate the behaviour of the any doom 2, Hell on Earth versions when dragged and dropped on Woof.exe. Edited September 7, 2022 by Heck Yeah 0 Quote Share this post Link to post
fabian Posted September 7, 2022 3 hours ago, Delfino Furioso said: I guess this would have a true-color renderer as a prerequisite, right? Either that or some "find the color in the current palette that matches color index 176 in the original palette best" algorithm. Anyway, both solutions are currently not on the agenda. 2 hours ago, Heck Yeah said: And sir, by the way, what do you think, should Woof! have the compatibilty emulation of Doom 2's versions 1.2,1.666,1.9 just like there is in Prboom plus ? No. Woof currently only supports complevels 2, 3, 4, 9, 11 and 21 and there are now plans to change that. Supporting all the older versions will inevitably blow up the code base and make it error prone and harder to maintain. All this for a comparable minor gain, given that PrBoom+ already has nearly 100% emulation for these levels. Choco would probably the right port to integrate full emulation, but efforts somehow have stopped in the past. 4 Quote Share this post Link to post
DeletedAccount Posted September 7, 2022 24 minutes ago, fabian said: No. Woof currently only supports complevels 2, 3, 4, 9, 11 and 21 and there are now plans to change that. Supporting all the older versions will inevitably blow up the code base and make it error prone and harder to maintain. All this for a comparable minor gain, given that PrBoom+ already has nearly 100% emulation for these levels. Choco would probably the right port to integrate full emulation, but efforts somehow have stopped in the past. Ok.. Nice to hear that Woof only supports Doom 2 v 1.9. 0 Quote Share this post Link to post
Lila Feuer Posted September 10, 2022 I was about to report that the death exit of MAP11 for NOVA II is broken, until I tried setting compatibility to Boom for an otherwise "limit-removing" set (mine was on MBF) and it worked. MBF and presumably MBF21 will break the death exit, which is odd because I don't think death exits can be defined as Boom specials, so is this considered unusual behavior? Or should I just set Boom to anything "limit-removing" that doesn't specify Boom-compatible (I assume this meant taking advantage of Boom specials) and MBF only for MBF-specific wads? 0 Quote Share this post Link to post
rfomin Posted September 10, 2022 Usually, “limit-removing” means complevel vanilla. Personally, I play everything on complevel MBF21 and it works most of the time. But to be safe, I recommend playing PWAD at the complevel they specify in the .txt. 1 Quote Share this post Link to post
Zaratul Posted September 10, 2022 I asked in Crispy doom but i ask one more time in this topic: suggestion\question for pixel perfect resolution scaling\1080p? Its gonna be implemented someday? 0 Quote Share this post Link to post
liPillON Posted September 10, 2022 5 hours ago, Zaratul said: I asked in Crispy doom but i ask one more time in this topic: suggestion\question for pixel perfect resolution scaling\1080p? Its gonna be implemented someday? https://www.doomworld.com/forum/post/2530220 0 Quote Share this post Link to post
fabian Posted September 10, 2022 8 minutes ago, Delfino Furioso said: https://www.doomworld.com/forum/post/2530220 Yes, right, same reply here. 1 Quote Share this post Link to post
fabian Posted September 10, 2022 7 hours ago, Lila Feuer said: I was about to report that the death exit of MAP11 for NOVA II is broken, until I tried setting compatibility to Boom for an otherwise "limit-removing" set (mine was on MBF) and it worked. MBF and presumably MBF21 will break the death exit, which is odd because I don't think death exits can be defined as Boom specials, so is this considered unusual behavior? Or should I just set Boom to anything "limit-removing" that doesn't specify Boom-compatible (I assume this meant taking advantage of Boom specials) and MBF only for MBF-specific wads? There is a compat flag for this: comp_zombie, which is called "Zombie players can exit levels" in the menu. It is enabled by default. 0 Quote Share this post Link to post
DeletedAccount Posted September 10, 2022 17 minutes ago, fabian said: There is a compat flag for this: comp_zombie, which is called "Zombie players can exit levels" in the menu. It is enabled by default. Sir, dead players can exit levels is set to 'YES' while playing on complevel 2 and complevel 9 right ? 0 Quote Share this post Link to post
DeletedAccount Posted September 11, 2022 (edited) On 8/8/2022 at 3:20 PM, fabian said: Triple resolution is unlikely to come, for example for the reasons outlined here: Nope, sorry, we are not going to implement more demo-incompatible features -- and especially the "walk over/under" feature in Crispy has some serious flaws when e.g. walking over monsters on moving floors or monsters walking away beneath the player, leaving them stuck in the air. Yeah, I saw this bug was reported by a person on Github. Hope you will get a solution to fix it permenantly in the future :) Best luck🤘😇.. Edited September 11, 2022 by Heck Yeah 0 Quote Share this post Link to post
Lila Feuer Posted September 12, 2022 (edited) Houston we have a giant fkn problem. I feel like I had this issue before regarding a lift that didn't raise in some other WAD from a switch, I think it was Cleimos II, turns out it was something to do with the stair building method. It has struck again, gaslighting me into thinking I was just an idiot and didn't know what I was doing, but on MAP32: Megiddo II there is indeed another switch intended to raise stairs and it didn't work. I am on Boom complevel for an otherwise "limit-removing" wad, and the in-game options don't let me change anything, so am I just screwed or is there some way I can prevent this issue from happening again? E: I should inform that I tried MBF21 and hit the switch in this area, now the stairs do build however the grey walls around this little area below as shown in the second screenshot don't lower, trapping the player! E2: Yes, it is indeed I, am in actuality a fool, I have completely not noticed that there are actually two switches, they face opposite of each other, one controls the wall lowering and the other raises the stairs. For whatever reason in my lunacy I thought that it was one switch trying to do two things at the same time. Crisis averted, compat settings be damned I guess. Better safe than sorry! Edited September 12, 2022 by Lila Feuer 3 Quote Share this post Link to post
bb2731 Posted September 13, 2022 (edited) Does the strict mode mess with any of the compatability settings for the boom and mbf comp levels? Edited September 13, 2022 by bb2731 0 Quote Share this post Link to post
NightFright Posted September 14, 2022 (edited) After a longer break from Doom, I return and want to report a mysterious Signal 11 crash for "Stickney Installation". Et voilà! *EDIT* And fixed already. Damn, these guys are fast. Edited September 14, 2022 by NightFright 2 Quote Share this post Link to post
liPillON Posted September 19, 2022 (edited) hey, just chiming in to let you know that this PR also fixed the issue I was having with the animated flats in Saturnine Chapel thanks everybody! Edited September 19, 2022 by Delfino Furioso 1 Quote Share this post Link to post
liPillON Posted September 19, 2022 (edited) ehm.. sorry guys for being misleading buuut.. the issue is still there yet another case of me jumping to conclusions, this time without paying attention to the complevel I've been using I've set up proper test cases this time, with these results: - complevel 2/vanilla : green waterfalls behave as expected - complevel >= 9 : the flats' animation goes bananas This is true for both the 10.2.0 release build and the nightlies, both before and after the integration of the PR mentioned above The config file used was generated from scratch and all cosmetic options were set to off (uncapped framerate as well) it should be mentioned that @dobu gabu maru recommends a "boom-compatible" engine, so it might be that I've been equivocating on this.. could it be that the engine requirements are set as such only to ensure that an "extended-nodes capable" port is used? Edited September 19, 2022 by Delfino Furioso 1 Quote Share this post Link to post
rfomin Posted September 19, 2022 @Delfino Furioso Thanks for reporting, should be fixed in master. 0 Quote Share this post Link to post
liPillON Posted September 19, 2022 uhm.. I still see the waterfalls erratically flowing upwards, when using complevel 9 am I supposed to change some new/existing settings? I'm using the win64 build generated with this run https://github.com/fabiangreffrath/woof/actions/runs/3082447007 0 Quote Share this post Link to post
rfomin Posted September 19, 2022 8 minutes ago, Delfino Furioso said: I still see the waterfalls erratically flowing upwards, when using complevel 9 Yes, it works the same way in PrBoom+. I assume it was the author's intent? In complevel 2 you disable the Boom scrollers so it works like vanilla. 1 Quote Share this post Link to post
dobu gabu maru Posted September 19, 2022 8 hours ago, Delfino Furioso said: uhm.. I still see the waterfalls erratically flowing upwards, when using complevel 9 As rfomin said, that's the intention! I wanted that strange juxtaposition of the eerie liquid fighting against gravity, though it does look choppy due to SFALL's regular animation speed. It's the first sign that this realm is not fit for human minds... but perhaps it was a little too effective :P 5 Quote Share this post Link to post
Renbot Posted September 22, 2022 Despite the support for UMAPINFO, it seems loading a custom wad will hide the par time even if UMAPINFO defines a par time for the map. PrBoom+ has the same problem but not GZDoom. 0 Quote Share this post Link to post
fabian Posted September 22, 2022 You won't get a par time if you do not set a next level. 1 Quote Share this post Link to post
Renbot Posted September 22, 2022 (edited) 10 minutes ago, fabian said: You won't get a par time if you do not set a next level. Interesting. Thank you. Does this mean it's not possible to set par time for single-level WADs if you set endcast = true? Edited September 22, 2022 by Artbor 0 Quote Share this post Link to post
RastaManGames Posted September 22, 2022 (edited) It is possible to enable a proper "Z" coordinate of my own hitscan attacks during mouselook? Also, it is possible to "configure" a Boom's HUD to align HP, AP and stats to the left side of the screen and ammo, weapons and keys to the right side of the screen? Edited September 22, 2022 by RastaManGames 0 Quote Share this post Link to post
fabian Posted September 22, 2022 42 minutes ago, RastaManGames said: It is possible to enable a proper "Z" coordinate of my own hitscan attacks during mouselook? You mean direct vertical aiming? No. 42 minutes ago, RastaManGames said: Also, it is possible to "configure" a Boom's HUD to align HP, AP and stats to the left side of the screen and ammo, weapons and keys to the right side of the screen? No, the HUDs are currently static. 1 Quote Share this post Link to post
NightFright Posted September 22, 2022 (edited) I still have this super-minor, almost microscopic nitpick that the rather redundant "STS" letters are shown with level stats sitting above the statusbar. It's only one line of text, so having K/I/S is enough (just like in Crispy Doom). Every pixel you can get back here counts IMHO, especially with the statusbar active. Maybe it can either be hidden automatically in such cases or with an option (even though I think that's almost too much effort here)? Edited September 22, 2022 by NightFright 0 Quote Share this post Link to post
fabian Posted September 22, 2022 30 minutes ago, NightFright said: Maybe it can either be hidden automatically in such cases or with an option (even though I think that's almost too much effort here)? I guess you are right, we can kick it. 1 Quote Share this post Link to post
NightFright Posted September 22, 2022 Celebrations are in order. 2 Quote Share this post Link to post
fabian Posted September 23, 2022 Woof! 10.3.0 is released on September 23, 2022. A complete list of new features, improvements and bug fixes can be found on the release page: https://github.com/fabiangreffrath/woof/releases/latest Binaries for Windows are available here: https://github.com/fabiangreffrath/woof/releases/download/woof_10.3.0/Woof-10.3.0-win32.zip https://github.com/fabiangreffrath/woof/releases/download/woof_10.3.0/Woof-10.3.0-win64.zip Have a lot of fun! - Fabian 19 Quote Share this post Link to post
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