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This is Woof! 14.5.0 (Apr 30, 2024)


fabian

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I'm curious if anyone has an up to date development build I can try, or if they can point me where to get one. Fabian mentioned fixing an issue I mentioned in my thread and I'd love to try it out :)

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1 hour ago, nickxcom said:

I'm curious if anyone has an up to date development build I can try, or if they can point me where to get one.

If you have a GitHub account, you should be able to download artifacts of workflow runs (in this case, they're basically automatic builds). You can do that from the repo's Actions tab; click on a run (example) and scroll down to find the artifacts, then click on the title of the one you want to download.

 

As I said, you need a GitHub account to be able to download the files, at least that was the case last time I tried. Should be obvious, but since they're not official releases they might be prone to more bugs. Apart from that, there could be other quirks to those builds due to the way they're produced, but I'm not sure about it nor qualified to determine it either, so hopefully Fabian can shed some light on that if there's anything to point out.

Edited by Alaux

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Artifacts are built in the same environments and using the same build flags as releases. So, one could say they have "release quality", though of course they are missing the official blessings of being a "release". This means they may contain incomplete or buggy features that are still being worked on. 

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14 hours ago, Alaux said:

If you have a GitHub account, you should be able to download artifacts of workflow runs (in this case, they're basically automatic builds). You can do that from the repo's Actions tab; click on a run (example) and scroll down to find the artifacts, then click on the title of the one you want to download.

 

As I said, you need a GitHub account to be able to download the files, at least that was the case last time I tried. Should be obvious, but since they're not official releases they might be prone to more bugs. Apart from that, there could be other quirks to those builds due to the way they're produced, but I'm not sure about it nor qualified to determine it either, so hopefully Fabian can shed some light on that if there's anything to point out.

 

12 hours ago, fabian said:

Artifacts are built in the same environments and using the same build flags as releases. So, one could say they have "release quality", though of course they are missing the official blessings of being a "release". This means they may contain incomplete or buggy features that are still being worked on. 

Thank you both! I don't have a Github account (yet), but I suppose I should get on that considering how often I actually use Github lol.

 

edit: got it. Most recent build DOES solve the clicking issue with crushers but introduced a clicking from chaingunners that did not exist in release, very interesting. Thank you for all of your work! I will follow updates :)

Edited by nickxcom

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16 hours ago, nickxcom said:

Most recent build DOES solve the clicking issue with crushers but introduced a clicking from chaingunners that did not exist in release, very interesting.

Should be fixed in the current master. Thanks for the report.

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6 hours ago, rfomin said:

Should be fixed in the current master. Thanks for the report.

I THINK I still heard the clicking, but not 100% sure if I was looking at the correct action. I am more then comfortable waiting for an "official" release, I didn't mean to cause you a bunch of extra work lol

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I just found an older post of mine in the Vogons forums from Feb this year where I complain about a MIDI song hanging when reaching its looping point in E4M4 of "Tarnsman's Projectile Hell" for Doom II. Gotta try if recent Woof changes fixed that.

Edited by NightFright

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There has been a very bizarre bug I've triggered that I didn't even know was possible. I reached MAP21 of Kama Sutra and not too long after dealing with a shit ton of archviles and approaching an area with an invul and a bunch of imps and cacos the collision detection in the game mysteriously broke, none of my shots registered on enemies and theirs didn't either and I could (partially) clip into the geometry, I also couldn't pick up items like aforementioned invul. I still took melee damage however. Can't tell what caused this to happen but it started with the last cacodemon seeming to be a ghost monster somehow, until I noticed my rocket splash damage wasn't harming it. This is a vanilla wad and I'm on vanilla compatibility, so unless it's a (very rare?) vanilla bug it's pretty concerning as this is the first instance I've had of such a thing.

E: Not sure if it's because of the window at the beginning, I noticed sometimes my shotgun shells didn't register through it yet my rockets did. Then the BFG blast I unleashed outside was "eaten" by the geometry (like how rockets sometimes go through some walls). My problem started when I was aggroing visible Cacos who were deaf near the invul with the chaingun, so idk if it was something to do with my bullets passing over some line or if the architecture is just fucky and I unintentionally broke collision that way, I couldn't reproduce it.

Edited by Lila Feuer

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Quote

If a bullet tracer crosses too many things and lines (more than 128), an internal overflow will happen, causing undefined behavior. This sometimes results in the bug known as "all-ghosts". 


Yep that's literally what happened to me, wow, in my 24 years of playing I don't think this has ever been triggered, I must've gotten really (un)lucky. Now I know what the emulation submenu pertains to at least, I'll have to disable those on my next game.

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Is it possible to implement the ability to disable the lookspeed speed up when holding down the Sprint button/key? I'm glad for the analog looking support but when trying to run and accurately shoot things the sudden speed up kind of throws my aim off because of how much faster the player turns when Sprint is held, not to mention I've been used to source ports and the more modern official ports like BFG Edition and Unity ports true analog turning on controller.

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2 hours ago, AmethystViper said:

Is it possible to implement the ability to disable the lookspeed speed up when holding down the Sprint button/key? I'm glad for the analog looking support but when trying to run and accurately shoot things the sudden speed up kind of throws my aim off because of how much faster the player turns when Sprint is held

I thought everyone would play with autorun enabled. Sure, I think we should disable speed up even without a choice.

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10 minutes ago, fabian said:

Woof! 10.5.0 is released on December 21, 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_10.5.0/Woof-10.5.0-win32.zip

https://github.com/fabiangreffrath/woof/releases/download/woof_10.5.0/Woof-10.5.0-win64.zip

An another cool release of a classic source port!

Edited by Heck Yeah
🤪

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The good thing is that since Crispy and PrBoom+ are kinda related to this (at least on Github), those ports get the MIDI support boost as well. 

 

I wonder if the Duke3D counterparts (EDuke32, Rednukem, DukeGDX, Raze) have similarly sophisticated MIDI features or Woof is now the reigning king regarding this.

Edited by NightFright

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I'm already loving the new improvements and options to the MIDI playback on Woof! One little issue, though it could be the sound fonts I'm using, it can sometimes drown out the sound effects since it gets much loader than usual. Other than that, this release is pretty good and controls are much better now that I'm not speeding up when holding down the Sprint button! Thank you for this source port!

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10 hours ago, PsychEyeball said:

Oh man, EMIDI support. I can imagine @leejacksonaudio dancing in joy over these news.

 

Yea, verily! I'm enjoying it very much. :)

 

7 hours ago, ceski said:

EMIDI is actually fully supported, so songs written for the Build engine should play just fine.

 

Thank you for taking our poor, neglected API and running with it! I wish Jim Dosé were here to see this as well.

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Just a friendly reminder that I remade almost the entire episode 1 OST in XG format, so you can test with the new midi support :P

 

 

I'm didn't give up this project yet, just not having the time to finish it now :P

 

Also thanks to @rfomin and ceski flor using my midis for testing (I guess?) Now I need to give a delay and adding loop points to avoid the problem of XG effects not sounding in the first note heh

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23 hours ago, PsychEyeball said:

 

Is Woof the first source port to get MIDI support this intricate? I feel like this is a breakthrough.

No, ZDoom was the first, probably due using FMOD for sound rendering.

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Happy Holidays fellas! I got a slightly weird thing I wanna report for the latest release: I was fiddling around w/ the settings to my liking and came across something weird in the messages & chat strings menu under setup: If you look under "message color during play" and "chat message color" you'll see that it doesn't have the descriptive color in question. Instead, it's one of those colored blocks of the automap menu colors when you want to change the colors on there. Same goes for chat strings, it's all just those blocks instead of the text samples like "YOU SUCK!" or "I'LL TAKE CARE OF IT." for example. Otherwise, I managed to change the color of the messages to green the way I liked it, that at least is alright haha.

Edited by VoanHead

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2 hours ago, VoanHead said:

I got a slightly weird thing I wanna report for the latest release...

Thanks for the report, fixed on GitHub. Hopefully we'll make a small release with bug fixes soon :)

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Am I being a dummy or am I not able to turn off colored blood since the new version? Made a new .cfg file and I'm still getting blue and green blood with it off or with strict mode turned on.

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