Shepardus Posted December 25, 2022 1 minute ago, grendelw said: 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. Do you have the colored blood dehacked in your autoload folder? Try removing it if it's there. 1 Quote Share this post Link to post
grendelw Posted December 25, 2022 5 minutes ago, Shepardus said: Do you have the colored blood dehacked in your autoload folder? Try removing it if it's there. I don't even remember adding it and it was there lol. Thanks. 0 Quote Share this post Link to post
Shepardus Posted December 25, 2022 (edited) 16 minutes ago, grendelw said: I don't even remember adding it and it was there lol. Thanks. It was included as part of older versions, but the method of specifying the "default" colored blood was changed a while back so it no longer uses the dehacked, but it'll still load that dehacked if it's in the autoload folder. And now, for something unrelated... I'm unable to select Fluidsynth as the MIDI player in the options menu. It only lets me toggle between SDL2 and OPL emulation. However, I can still set midi_player to 1 in the config file and it'll use Fluidsynth just fine. Edit: I found out this is because I didn't set the soundfont_dir config, and my soundfonts aren't in the default directories. Adding my directory worked. However, I'm seeing a different issue now, where the soundfont_dir config seems to be limited to 98 characters in length, and anything longer than that gets truncated. Edited December 25, 2022 by Shepardus 0 Quote Share this post Link to post
katarn11 Posted December 28, 2022 Really enjoying this port. Will there be a mac build at some point? 1 Quote Share this post Link to post
PBeGood Posted December 28, 2022 6 hours ago, katarn11 said: Really enjoying this port. Will there be a mac build at some point? I dont think there is anyone actively compiling Woof for mac. Here is a build of 9.0.0 https://github.com/atsb/source-port-builds/releases/tag/1.0 0 Quote Share this post Link to post
fabian Posted December 28, 2022 Woof! 10.5.1 is released on December 28, 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_10.5.1/Woof-10.5.1-win32.zip https://github.com/fabiangreffrath/woof/releases/download/woof_10.5.1/Woof-10.5.1-win64.zip 13 Quote Share this post Link to post
liPillON Posted December 29, 2022 question: is the "smooth pixels" feature from Crispy present in Woof? there's no option for it in the .cfg file, so I'm curious if that's because it is always on or because it has not been implemented (intentionally) 0 Quote Share this post Link to post
NightFright Posted December 29, 2022 If you are referring to smooth pixel scaling: There's an open feature request on Github about it since 1.5y, so I guess it's still pending. 0 Quote Share this post Link to post
liPillON Posted December 29, 2022 yeah, that! I've must have missed it.. thank you 0 Quote Share this post Link to post
fabian Posted December 30, 2022 I am really not missing it at all. I don't even like look of "smooth pixel scaling" for 640x400 resolution ports. It's a bit different for Choco's original 320x200, though... 3 Quote Share this post Link to post
fran Posted January 3, 2023 (edited) On 12/28/2022 at 3:25 AM, katarn11 said: Really enjoying this port. Will there be a mac build at some point? I have just compiled version 10.5.1 for mac together with the necessary libraries, enjoy! (woof-setup executable is bundled in the app) Woof-v10.5.1-mac.7z Edited January 11, 2023 by fran 4 Quote Share this post Link to post
s4f3s3x Posted January 4, 2023 On 1/3/2023 at 1:20 AM, fran said: I have just compiled version 10.5.1 for mac together with the necessary libraries, enjoy! (woof-setup executable is bundled in the app) Woof.app-10.5.1-20230102-mac.zip Hi, I just downloaded it but it says content is damaged. Could you upload again? 0 Quote Share this post Link to post
fran Posted January 5, 2023 (edited) 17 hours ago, s4f3s3x said: Hi, I just downloaded it but it says content is damaged. Could you upload again? It's probably a problem of signature. Try with xattr: drop the app in the downloads folder, open terminal.app and type: xattr -cr ~/Downloads/Woof.app What this does is remove the extended attributes of a determined file recursively, in this case the woof app content (I don't have acces to xcode in this moment to bundle the app with signatures that can avoid this). PS: In other hand, I can't guarantee that all bundled libraries work in Mac computers with ARM chip. Edited January 5, 2023 by fran 2 Quote Share this post Link to post
NightFright Posted January 5, 2023 (edited) On 12/30/2022 at 2:39 PM, fabian said: I am really not missing it at all. I don't even like look of "smooth pixel scaling" for 640x400 resolution ports. It's a bit different for Choco's original 320x200, though... Tbh, I tried it in Crispy Doom ages ago, immediately deactivated it again and never looked back. It makes everything look kinda blurry. Pretty much the opposite of crispy, at least in 400p. Edited January 5, 2023 by NightFright 2 Quote Share this post Link to post
s4f3s3x Posted January 5, 2023 (edited) @fran Sorry, I don't see the savegame snapshots in your build. Is it something that has been removed in 10.5.1 or is it hidden in some setting? Edited January 5, 2023 by s4f3s3x 0 Quote Share this post Link to post
Pixel Fiend Posted January 6, 2023 How can I turn on transparency for walls while keeping the projectiles opaque? 0 Quote Share this post Link to post
fabian Posted January 6, 2023 By setting "Enable predefined translucency" in the menu. However, if you have a PWAD loaded that uses DEHACKED to set translucency for certain things, then they'll be translucent no matter what. 2 Quote Share this post Link to post
Oplexitie Posted January 10, 2023 I noticed recently when trying to load an alt weapon for Doom 4 Vanilla, that Woof doesn't have the -nodeh command. Is there alternative to -nodeh in Woof ? 0 Quote Share this post Link to post
Oplexitie Posted January 10, 2023 26 minutes ago, fabian said: It's -nodehlump. Thanks ! Btw wow that was quick reponse xD 0 Quote Share this post Link to post
katarn11 Posted January 10, 2023 On 1/2/2023 at 4:20 PM, fran said: I have just compiled version 10.5.1 for mac together with the necessary libraries, enjoy! (woof-setup executable is bundled in the app) Woof.app-10.5.1-20230102-mac.zip Thanks @fran I can confirm this is working on an M1 Pro macbook pro (Arm chip) running Mac OS Monterey 12.5.1 This would not work on my older mac running (Mojave) 10.14 Based on your other forum post I knew to put the IWADs in $HOME/.local/share/games/doom And it worked. Now since there aren't any doom launchers like ZDL for mac (that I know of) launching it with WADs is slightly annoying. I need to right click the woof.app to "show package contents, grab the unix executable and throw that into terminal then type -file and throw it the wad path and launch, but low and behold it works! Thanks! Now I can enjoy woof on my work machine =) Goodbye productivity! 1 Quote Share this post Link to post
s4f3s3x Posted January 10, 2023 (edited) @katarn11 I use a slightly simpler copy-paste method for running PWADs with the MacOs version: Also, I just created an alias folder of the .app package inside my WADs directory to make it easier to reach. Still not as comfortable as having a native MacOs launcher, but still, it's manageble and it works. Edited January 10, 2023 by s4f3s3x 0 Quote Share this post Link to post
fran Posted January 10, 2023 (edited) On 1/10/2023 at 5:11 AM, katarn11 said: Thanks @fran I can confirm this is working on an M1 Pro macbook pro (Arm chip) running Mac OS Monterey 12.5.1 This would not work on my older mac running (Mojave) 10.14 Based on your other forum post I knew to put the IWADs in $HOME/.local/share/games/doom And it worked. Now since there aren't any doom launchers like ZDL for mac (that I know of) launching it with WADs is slightly annoying. I need to right click the woof.app to "show package contents, grab the unix executable and throw that into terminal then type -file and throw it the wad path and launch, but low and behold it works! Thanks! Now I can enjoy woof on my work machine =) Goodbye productivity! I compiled this launcher that work on mac (https://github.com/Hypnotoad90/RocketLauncher2). To make it work you must do the same as with the woof app: drop the app in the downloads folder, open terminal.app and type: xattr -cr ~/Downloads/RocketLauncher2.app Let me know if it works for you! RocketLauncher2-20230110-mac.7z P.S. In the "Additional Command Line Arguments" you can define: -complevel, -pistolstart, etc. Dropbox mirror (for in case I delete the attachment): https://www.dropbox.com/s/t4p4g503bi9sp4i/RocketLauncher2-20230110-mac.7z Edited January 29, 2023 by fran add mirror link 1 Quote Share this post Link to post
PKr Posted January 10, 2023 Hey! Noticed some strange sound quality degradation between builds made on Dec 25 2022 and Jan 10 (today): https://www.youtube.com/watch?v=bhCMUtYD5Q0 As far as I can see you have added some new sound related variables to the config file (snd_samplerate, snd_resampling_mode). I have tried playing with the values, but to no avail - the game sounds really strange now, as if pitched_sounds was enabled. Any ideas? 0 Quote Share this post Link to post
mikeday Posted January 10, 2023 I think you are hearing the difference between linear resampling and sinc resampling. Linear interpolation adds extra high frequency shimmer that won’t be present with sinc. You can get the same thing in Crispy or Chocolate by setting use_libsamplerate to 3, 4 or 5. 1 Quote Share this post Link to post
fabian Posted January 10, 2023 SDL2_Mixer 2.28 will add a linear resampling mode which will sound exactly as you are used to. 2 Quote Share this post Link to post
PKr Posted January 10, 2023 (edited) 1 hour ago, mikeday said: I think you are hearing the difference between linear resampling and sinc resampling. Linear interpolation adds extra high frequency shimmer that won’t be present with sinc. You can get the same thing in Crispy or Chocolate by setting use_libsamplerate to 3, 4 or 5. I see, thank you! Setting use_libsamplerate to 5 does indeed reproduce the same effect in Chocolate/Crispy Doom. Never noticed that before (although I don't tweak sound settings that much to begin with beyond the initial setup). 1 hour ago, fabian said: SDL2_Mixer 2.28 will add a linear resampling mode which will sound exactly as you are used to. Are these changes in SDL2_mixer main branch already? Edited January 10, 2023 by PKr 0 Quote Share this post Link to post
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