Alaux Posted June 10, 2023 8 minutes ago, pantheon said: Keep your eye on Nugget Doom, a fork of Woof. It seems a 4x resolution option is in the works there! They're looking for a port that supports recording of multiplayer demos. Nugget supports that, but demo compatibility in general still hasn't been thoroughly tested, so desyncs could occur. 2 Quote Share this post Link to post
Legatron17 Posted June 10, 2023 (edited) 1 hour ago, mikeday said: Source port developers are usually happy to elaborate on such questions but you may want to reconsider your approach here. Coming in here and dumping all over the port probably won’t have the effect you think it will. My apologies, I didn't mean to be disrespectful. I think that it's a great port, it's just that the lack of a proper resolution option ruins it for me and my friends, and it really frustrated me, especially because they instantly lost all interest in playing Doom multiplayer afterwards. Other than that, this is probably the best vanilla port I've played next to DSDA-Doom and I think that Fabian has done a fantastic job with it, so kudos to him! 51 minutes ago, Alaux said: They're looking for a port that supports recording of multiplayer demos. Nugget supports that, but demo compatibility in general still hasn't been thoroughly tested, so desyncs could occur. Nugget Doom sounds like a great alternative, I think it will be fine if it is only, say, 99% demo-compatible, since those last few issues would probably be ironed out in the future. Definitely going to keep an eye out! Edited June 10, 2023 by Legatron17 1 Quote Share this post Link to post
rfomin Posted June 10, 2023 2 hours ago, Legatron17 said: I'm surprised as well about how there isn't a single modern source port that supports multiplayer demo recording. Are you and your friends speedrunners? I recommend Odamex, it can be tuned very close to vanilla and even supports vanilla demos playback. It records demos in its own format, but I think that's fine as long as you don't have to upload them to DSDA. Also DSDA accepts non-vanilla demos for various ports. I wouldn't call Woof's multiplayer "modern", it's the same technology as the original Doom with a few tweaks. So it matches the "retro" look. 0 Quote Share this post Link to post
Legatron17 Posted June 10, 2023 3 hours ago, rfomin said: Are you and your friends speedrunners? I recommend Odamex, it can be tuned very close to vanilla and even supports vanilla demos playback. It records demos in its own format, but I think that's fine as long as you don't have to upload them to DSDA. Also DSDA accepts non-vanilla demos for various ports. I wouldn't call Woof's multiplayer "modern", it's the same technology as the original Doom with a few tweaks. So it matches the "retro" look. I've tried using Odamex but I don't really like it. It doesn't feel smooth and seems to handle network traffic rather poorly, because the server I was setting up just wouldn't stop lagging, at least in my experience. I'm generally just not that big of a fan of Odamex for various other reasons as well, which is why I was looking for a DSDA-Doom-type multiplayer experience. Woof really seemed to scratch that itch and is perfect for me in every regard except for the low resolution, which I hope Nugget Doom will provide a proper option for in the near future. 0 Quote Share this post Link to post
PhoxFyre007 Posted June 10, 2023 2 hours ago, Legatron17 said: I've tried using Odamex but I don't really like it. It doesn't feel smooth and seems to handle network traffic rather poorly, because the server I was setting up just wouldn't stop lagging, at least in my experience. I'm generally just not that big of a fan of Odamex for various other reasons as well, which is why I was looking for a DSDA-Doom-type multiplayer experience. Woof really seemed to scratch that itch and is perfect for me in every regard except for the low resolution, which I hope Nugget Doom will provide a proper option for in the near future. Try Eternity Engine on its development branch. 0 Quote Share this post Link to post
GarrettChan Posted June 11, 2023 On 6/9/2023 at 1:49 PM, fabian said: Yes, please. This would be very helpful. We tried on v10.5.1 and we didn't see the messages from other player, so this is definitely changed in v11. 0 Quote Share this post Link to post
Alaux Posted June 11, 2023 (edited) 12 hours ago, GarrettChan said: We tried on v10.5.1 and we didn't see the messages from other player, so this is definitely changed in v11. I'm guessing I messed that up when categorizing the messages. In most cases the messages were assigned to consoleplayer, but there were a few occurrences of displayplayer. With the new code everything is assigned to the latter. EDIT: Actually, it might (also) have to do with the fact that it changed from player->message to displayplayer. Edited June 11, 2023 by Alaux 1 Quote Share this post Link to post
Doomwad4444 Posted June 11, 2023 (edited) Hi. I have difficulty with compiling on windows (in MSYS2) Throws error during make: make[2]: *** No rule to make target '/ucrt64/lib/libSDL2_net.so', needed by 'src/woof'. Stop SDL2_net is installed and is detected by cmake Edited June 11, 2023 by Doomwad4444 0 Quote Share this post Link to post
rfomin Posted June 11, 2023 (edited) 9 hours ago, GarrettChan said: We tried on v10.5.1 and we didn't see the messages from other player, so this is definitely changed in v11. Thanks for the bug report, fixed in github. 1 hour ago, Doomwad4444 said: I have difficulty with compiling on windows (in MSYS2) What CMake generator are you using? Try cmake -G Ninja Edited June 11, 2023 by rfomin 3 Quote Share this post Link to post
Doomwad4444 Posted June 11, 2023 (edited) 48 minutes ago, rfomin said: What CMake generator are you using? Try cmake -G Ninja Thanks! It works with ninja generator. I was using Unix Makefile generator Edited June 11, 2023 by Doomwad4444 nevermind. it works 0 Quote Share this post Link to post
rfomin Posted June 11, 2023 35 minutes ago, Doomwad4444 said: I was using Unix Makefile generator I think the "MSYS Makefiles" generator would also work. 0 Quote Share this post Link to post
fabian Posted June 13, 2023 Woof! 11.2.0 is released on Jun 13, 2023. 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_11.2.0/Woof-11.2.0-win32.zip https://github.com/fabiangreffrath/woof/releases/download/woof_11.2.0/Woof-11.2.0-win64.zip Have a lot of fun! - Fabian 12 Quote Share this post Link to post
s4f3s3x Posted June 13, 2023 Any chance to have Woof on MacOs through Homebrew, the way it is with Crispy? 0 Quote Share this post Link to post
rfomin Posted June 13, 2023 2 hours ago, s4f3s3x said: Any chance to have Woof on MacOs through Homebrew, the way it is with Crispy? We haven't found a volunteer developer with access to macOS yet. 1 Quote Share this post Link to post
mikeday Posted June 13, 2023 15 minutes ago, rfomin said: We haven't found a volunteer developer with access to macOS yet. I started looking into this but now that summer is underway I’ve been spending more time away from the computer. Maybe I’ll get back into it when the weather gets hotter. :-) 1 Quote Share this post Link to post
Manny84 Posted June 13, 2023 (edited) I just got back into Doom recently after many years away (I was playing it as a kid in the 90s and have had minor dalliances with it again over the years, but this is the first time in my adult life I've played through both games properly and then started looking at community-made content). After trying out many different source ports, Woof! just felt "right" to me; the right mix of vanilla authenticity to satisfy my nostalgia and and modern QoL to make it look and feel great. If the dev reads this: thanks so much for Woof!, it was my gateway back into the amazing Doom universe. Edited June 15, 2023 by Manny84 Paragraph break 9 Quote Share this post Link to post
Blip Posted June 14, 2023 Quote Make IDCLEV00 restart the current map (@MrAlaux). Wouldn't this break mbf21 wads which use map00 like axolotl? 1 Quote Share this post Link to post
fabian Posted June 14, 2023 25 minutes ago, Blip said: Wouldn't this break mbf21 wads which use map00 like axolotl? The cheat checks first if MAP00 is available. 9 Quote Share this post Link to post
liPillON Posted June 16, 2023 (edited) so I was taking a peek at the latest github PRs and noticed you guys were investigating some performance optimizations I quickly tried the latest win64 autobuilds using the visplane-heavy pwad provided by @Julia Nechaevskaya and wow! On my i7 1260p with a 1200p 16:10 display, under win11: - artifacts run #781 => 63fps max - artifacts run #782 => 85fps max - artifacts run #784 => 106fps max This is obviously with uncapped framerate, no fps limiter and no vsync All tests performed using a cfg file generated from scratch and -NoAutoload Thank you @fabian and @rfomin Spoiler Edited June 16, 2023 by liPillON 5 Quote Share this post Link to post
No-Man Baugh Posted June 19, 2023 Any advice on compiling this port for mac? i've been wanting to try out the latest woof releases but those all got released during my trip out of town where my windows machine is and all I got is my macbook 1 Quote Share this post Link to post
Async Unicorn Posted June 19, 2023 (edited) Could you please add a map scrolling speed setting? At the moment the current one seems too slow to me, :c By the way, it would be nice to see a separation of colors on the map at the secret sectors, as in the ports DSDA Doom and Nugget Doom Now those are the two main drawbacks of the port that alienate me from it. Otherwise, it's a great port, I love it with all my heart. Edited June 19, 2023 by Vanilla+Unicorn 0 Quote Share this post Link to post
s4f3s3x Posted June 19, 2023 41 minutes ago, No-Man Baugh said: Any advice on compiling this port for mac? i've been wanting to try out the latest woof releases but those all got released during my trip out of town where my windows machine is and all I got is my macbook @fran did a short while ago for v10.5.1. In case it could help: here 0 Quote Share this post Link to post
No-Man Baugh Posted June 19, 2023 6 minutes ago, s4f3s3x said: @fran did a short while ago for v10.5.1. In case it could help: here I've been using their fork while i was away, and I quite like it I guess I should just ask them for help on how they ported it to mac 2 Quote Share this post Link to post
VoanHead Posted June 19, 2023 47 minutes ago, Vanilla+Unicorn said: By the way, it would be nice to see a separation of colors on the map at the secret sectors Yeah, this would be a nice inclusion to add. Have the discovered secret sector lines turn from pink to lime green like the other ports Vanilla has mentioned. Has this already been taken into consideration before? 2 Quote Share this post Link to post
rfomin Posted June 20, 2023 (edited) 6 hours ago, Vanilla+Unicorn said: Could you please add a map scrolling speed setting? At the moment the current one seems too slow to me Hold Shift, it will scroll faster. Also what version are you using? Starting with Woof 11.0.0, we've made automap scrolling faster in hires mode. 6 hours ago, Vanilla+Unicorn said: By the way, it would be nice to see a separation of colors on the map at the secret sectors, as in the ports DSDA Doom and Nugget Doom Hmm, I'm not sure, but it seems to work the same way as in Nugget. Maybe it's some option in the automap menu? 7 hours ago, No-Man Baugh said: Any advice on compiling this port for mac? I don't have a Mac, but with Homebrew this seems relatively easy. Install dependencies: brew update brew install git cmake ninja pkg-config sdl2 sdl2_net openal-soft libsndfile fluid-synth libxmp Get source code with git: git clone https://github.com/fabiangreffrath/woof.git cd woof Then configure and build with CMake: cmake -B build -G Ninja -DCMAKE_BUILD_TYPE=Release cmake --build build Edited June 20, 2023 by rfomin Fix brew command 2 Quote Share this post Link to post
Alaux Posted June 20, 2023 2 minutes ago, rfomin said: Hmm, I'm not sure, but it seems to work the same way as in Nugget. Maybe it's some option in the automap menu? Nugget has an additional Automap color for "unrevealed secret sectors", used when map_secret_after == 0. 1 Quote Share this post Link to post
No-Man Baugh Posted June 20, 2023 22 minutes ago, rfomin said: I don't have a Mac, but with Homebrew this seems relatively easy. Install dependencies: [snip] Thanks for the instructions, however when I went and did this formula, i got these errors: CMake Error at /opt/homebrew/Cellar/cmake/3.26.4/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:230 (message): Could NOT find OpenAL (missing: OPENAL_LIBRARY OPENAL_INCLUDE_DIR) Call Stack (most recent call first): /opt/homebrew/Cellar/cmake/3.26.4/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:600 (_FPHSA_FAILURE_MESSAGE) cmake/FindOpenAL.cmake:58 (find_package_handle_standard_args) CMakeLists.txt:71 (find_package) I double-checked for all the required dependencies (including openal-soft) 0 Quote Share this post Link to post
rfomin Posted June 20, 2023 Try to update homebrew and install pkg-config brew update brew install pkg-config Then delete 'build' directory and run CMake commands again 0 Quote Share this post Link to post
No-Man Baugh Posted June 20, 2023 19 minutes ago, rfomin said: Try to update homebrew and install pkg-config brew update brew install pkg-config Then delete 'build' directory and run CMake commands again Just did all that, even did a fresh "git clone" for woof, and I still get the same errors 0 Quote Share this post Link to post
Async Unicorn Posted June 20, 2023 (edited) 1 hour ago, rfomin said: Hold Shift, it will scroll faster. Also what version are you using? Starting with Woof 11.0.0, we've made automap scrolling faster in hires mode. Hmm, I'm not sure, but it seems to work the same way as in Nugget. Maybe it's some option in the automap menu? I don't have a Mac, but with Homebrew this seems relatively easy. Install dependencies: brew update brew install git cmake ninja pkg-config sdl2 sdl2_net openal-soft libsndfile fluid-synth libxmp Get source code with git: git clone https://github.com/fabiangreffrath/woof.git cd woof Then configure and build with CMake: cmake -B build -G Ninja -DCMAKE_BUILD_TYPE=Release cmake --build build Oh, thanks. I didn't know about the shift button; yep, it makes things a lot better. Also, yeah, I meant additional color for the revealed secret; I put it a little wrong. Edited June 20, 2023 by Vanilla+Unicorn 0 Quote Share this post Link to post
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