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This is Woof! 14.5.0 (Apr 30, 2024)


fabian

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Updating now! Congrats on the update

 

Edit: It seems I can't escape the damn "Crusher clicking noise" problem in any source port BUT GZDoom. SDL must be having SFX clipping issues again :(

Edited by nickxcom

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Great update, guys, snapshots and save date/time were totally missing, although maybe you could center out a bit the SAVE/LOAD message? It seems to render on the old place right under saves list. Solely for aesthethic purposes of course)

 

Also, @rfomin added fade option for the background, I wonder if it's possible to implmenet the same fade effect for the entire menu screen whenever you press Esc? Call it DARK (FULL) or something like this?

 

Appreciate it, great work nevertheless.

woof0000.png

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4 hours ago, lisiczka said:

Also, @rfomin added fade option for the background, I wonder if it's possible to implmenet the same fade effect for the entire menu screen whenever you press Esc? Call it DARK (FULL) or something like this?

The idea was to keep the main menu as vanilla as possible, but of course I also like the dark background for it. @fabian What do you think?

 

2 hours ago, CapersOnSalad said:

Found a bug where gamepad on a LAN game will not work.

Does it work in single player? What is the gamepad model? The XBox controller works fine for me in both single player and LAN games, technically there is no difference.

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1 hour ago, rfomin said:

The idea was to keep the main menu as vanilla as possible, but of course I also like the dark background for it. @fabian What do you think?

 

I think big font menus should not have a background. 

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5 hours ago, lisiczka said:

Great update, guys, snapshots and save date/time were totally missing, although maybe you could center out a bit the SAVE/LOAD message? It seems to render on the old place right under saves list. Solely for aesthethic purposes of course)

 

This is a BTSX'ism. It has "Load" and "Save" instead of "Load Game" and "Save Game" in the menu graphics, but the graphics are just as wide as if they contained the "Game" part as well. It looks as expected with Vanilla menu graphics.

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37 minutes ago, fabian said:

 

This is a BTSX'ism. It has "Load" and "Save" instead of "Load Game" and "Save Game" in the menu graphics, but the graphics are just as wide as if they contained the "Game" part as well. It looks as expected with Vanilla menu graphics.

I see, my bad, should have checked it in vanilla first before posting.

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5 hours ago, rfomin said:

The idea was to keep the main menu as vanilla as possible, but of course I also like the dark background for it. @fabian What do you think?

 

Does it work in single player? What is the gamepad model? The XBox controller works fine for me in both single player and LAN games, technically there is no difference.

It does work in singleplayer. For some reason though, it won't register the controller during a network game it seems. It's worth noting that I'm using a USB wireless controller and not a Xbox or PlayStation one.

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8 hours ago, Delfino Furioso said:

I don't remember already suggesting the integration of this compat. option:

https://sourceforge.net/p/prboom-plus/patches/1/

 

Strictly speaking it's not a compat option, but a comperr option, because it isn't compatible with *anything*. ;)

 

8 hours ago, Delfino Furioso said:

would it be portable to the mbf/woof codebase?

 

Sure, the fix is quite trivial. 

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2 hours ago, fabian said:

 

Strictly speaking it's not a compat option, but a comperr option, because it isn't compatible with *anything*. ;)

 

 

Sure, the fix is quite trivial. 

Hmm, that means you are going to add entire, Compatibilty with common mapping errors, in Woof! as well ?

 

 

Edited by Heck Yeah
🤙

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I'm pretty sure there's already a DeHackEd patch for the solid bodies issue, and it's required to watch certain Chillax demos. Because of that, it's included with the wad on DSDA.

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1 hour ago, Heck Yeah said:

Hmm, that means you are going to add entire, Compatibilty with common mapping errors, in Woof! as well ?

He? No!

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1 hour ago, fabian said:

He? No!

Ooh, ok..

This is because I requested you to implement the Blockmap Overflow on Github and  @Delfino Furioso was asking you to implement, Walk Under Solid Hanging Decorations, so I thought slowly and slowly you are adding all the Compatibilty with common mapping errors, features of PrBoom plus in this port as well.

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37 minutes ago, Heck Yeah said:

Ooh, ok..

This is because I requested you to implement the Blockmap Overflow on Github and  @Delfino Furioso was asking you to implement, Walk Under Solid Hanging Decorations, so I thought slowly and slowly you are adding all the Compatibilty with common mapping errors, features of PrBoom plus in this port as well.

 

Alright. Maybe this is even what will ultimately happen. But the `comperr` concept is very specific to PrBoom+ and I am not going to copy that over. 

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5 hours ago, SiFi270 said:

I'm pretty sure there's already a DeHackEd patch for the solid bodies issue, and it's required to watch certain Chillax demos.

Because of that, it's included with the wad on DSDA.

 

wouldn't a dehacked patch (which I would put in autoload, given my intentions) expose to potential conflicts when playing pwads that use dehacked to modify/replace the same things?

I'm no doom engine guru so I might be wrong here, but I would expect an in-engine solution to be more robust  (judging by the patch I've linked to, affected things are identified using their MF_SOLID+MF_SPAWNCEILING properties instead of their thing ID)

 

Moreover having it as a switchable option would grant users the ability to enable/disable the feature at specific circumstances during gameplay

 

 

PS: the dehacked patch you are referring to is attached to the 9.7.2 version of chillax, from 2013 - the most recent version you linked has no dehacked lumps

Edited by Delfino Furioso

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Hi, I already compiled the source port (Linux) following the instructions on github, but how do I play it?

I'm new to the OS.

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1 hour ago, Floowand said:

Hi, I already compiled the source port (Linux) following the instructions on github, but how do I play it?

I'm new to the OS.

Move the binaries to your Doom folder, open a terminal and navigate to that folder, for example, I have a dedicated Doom folder in my home directory, so I would type:

cd /home/hector/Doom/

And once there, simply launch the binary with ./woof (plus any other arguments, like -complevel, iwad for different iwads, like tnt.wad, -file for any custom pwads, etc.)

For example:

./woof -iwad PLUTONIA.WAD -file plutmidi.wad vsmooth.wad -complevel 4 -warp 15

That will launch woof with Plutonia, load the Plutonia MIDI pack, set the complevel to 4, which corresponds to Final Doom and warp into Map 15

If you ran make install to install the source port to the OS, you don't have to type "./", "woof" plus any other arguments should be enough to launch the port

 

Hope this helps!

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1 hour ago, Lila Feuer said:

Does anyone know that you can't view the CREDIT screen in this port? Was that unintentional?

Doesn't it appear after the first demo in the main menu loop?

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Yeah hitting F1 shows me Woof!'s help screen (which would be PrBoom+'s?) but doesn't let me view CREDIT. I like to take screenshots and occasionally the credits look nice! Glad to know they're still there if I just let the first demo finish playing.

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Whispers of Satan MAP06, Barons at the end will not raise up (floors) resulting in being unable to complete the level. Using Boom compatibility as instructed per the readme.

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