nickxcom Posted December 8, 2022 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 :) 0 Quote Share this post Link to post
Alaux Posted December 8, 2022 (edited) 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 December 8, 2022 by Alaux 2 Quote Share this post Link to post
fabian Posted December 8, 2022 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. 4 Quote Share this post Link to post
nickxcom Posted December 8, 2022 (edited) 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 December 8, 2022 by nickxcom 1 Quote Share this post Link to post
rfomin Posted December 9, 2022 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. 2 Quote Share this post Link to post
nickxcom Posted December 9, 2022 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 0 Quote Share this post Link to post
NightFright Posted December 11, 2022 (edited) 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 December 11, 2022 by NightFright 1 Quote Share this post Link to post
Lila Feuer Posted December 16, 2022 (edited) 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 December 16, 2022 by Lila Feuer 0 Quote Share this post Link to post
fabian Posted December 16, 2022 (edited) Sounds like the "all-ghosts effect" caused by an intercepts overflow: https://doomwiki.org/wiki/Ghost_monster#All-ghosts_effect Edit: BTW, in Vanilla complevel you can disable the overflow emulations on the third page of the "Compatibility" menu. Edited December 16, 2022 by fabian 2 Quote Share this post Link to post
Lila Feuer Posted December 16, 2022 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. 0 Quote Share this post Link to post
AmethystViper Posted December 17, 2022 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. 0 Quote Share this post Link to post
rfomin Posted December 17, 2022 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. 0 Quote Share this post Link to post
Lila Feuer Posted December 17, 2022 1 hour ago, rfomin said: I thought everyone would play with autorun enabled. I hold run, it feels more tactile lol 2 Quote Share this post Link to post
fabian Posted December 21, 2022 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 21 Quote Share this post Link to post
DeletedAccount Posted December 21, 2022 (edited) 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 December 21, 2022 by Heck Yeah 🤪 3 Quote Share this post Link to post
LuciferSam86 Posted December 21, 2022 Oh nice the MIDI player improvements. I will try that ASAP. 1 Quote Share this post Link to post
PsychEyeball Posted December 21, 2022 Oh man, EMIDI support. I can imagine @leejacksonaudio dancing in joy over these news. Is Woof the first source port to get MIDI support this intricate? I feel like this is a breakthrough. 5 Quote Share this post Link to post
NightFright Posted December 21, 2022 (edited) 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 December 21, 2022 by NightFright 2 Quote Share this post Link to post
ceski Posted December 21, 2022 (edited) Woof has been getting many new MIDI features first since I've been collaborating really well with @rfomin. @fabian was very patient as we worked through the changes. Woof is the first source port to have built-in instrument fallback support which emulates the original SC-55's GS mode closely. This works great with the default Windows synth (MS GS Wavetable Synth), Roland Sound Canvas VA, and even hardware modules like the SC-55mkII and later. More songs should play correctly now. Some other changes: It's the second source port to have complete SysEx support (I updated PrBoom+ first) which means GS and XG songs play correctly. The MIDI device is also correctly reset between songs so weird settings from one song no longer carry over to the next. Songs loop correctly now. There are also some features hidden in the config like delay after reset (useful for older hardware devices) and adjustable reverb/chorus levels. Finally, various custom loop points are supported (EMIDI, Final Fantasy, RPG Maker). EMIDI is actually fully supported, so songs written for the Build engine should play just fine. These are all esoteric MIDI details, and everyone will have better MIDI playback overall without digging into any settings. Edited December 21, 2022 by ceski 15 Quote Share this post Link to post
AmethystViper Posted December 22, 2022 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! 0 Quote Share this post Link to post
leejacksonaudio Posted December 22, 2022 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. 9 Quote Share this post Link to post
taufan99 Posted December 22, 2022 Congrats, @leejacksonaudio! It's always nice to have someone acknowledge someone's creation, especially an obscure, but proudly-made one, in an accessible way for the public. 1 Quote Share this post Link to post
Herr Dethnout Posted December 22, 2022 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 1 Quote Share this post Link to post
Herr Dethnout Posted December 22, 2022 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. 1 Quote Share this post Link to post
VoanHead Posted December 24, 2022 (edited) 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 December 24, 2022 by VoanHead 0 Quote Share this post Link to post
rfomin Posted December 24, 2022 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 :) 1 Quote Share this post Link to post
Lila Feuer Posted December 24, 2022 Thought that was odd, like the restart option with setting to reload a game. 0 Quote Share this post Link to post
BigBoy91 Posted December 24, 2022 This port just keeps getting better and better. Love it. 3 Quote Share this post Link to post
ChopBlock223 Posted December 24, 2022 EMIDI support Dedicated E4 MIDIs SSG in Doom Face splat Analog stick improvements Sound improvements Liking what I see. 1 Quote Share this post Link to post
grendelw Posted December 25, 2022 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. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.