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This is Woof! 14.5.0 (Apr 30, 2024)


fabian

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Oh, thanks for the info and visual explanation.

I have another question, is the linear scrolling exempt from looking weird or does it depend on the sky?

I used to keep ON stretch short skies, until I notice it can mess up some sky textures.

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3 minutes ago, Floowand said:

I have another question, is the linear scrolling exempt from looking weird or does it depend on the sky?

I used to keep ON stretch short skies, until I notice it can mess up some sky textures. 

Sorry, I don't understand. What does "looking weird" mean? How exactly does sky stretching mess up some skies? I'd be glad if you could provide screenshots showing these things off.

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Just now, Alaux said:

Sorry, I don't understand. What does "looking weird" mean? How exactly does sky stretching mess up some skies? I'd be glad if you could provide screenshots showing these things off.

This example is from The Shores of Russia. The one with the red sky it's how it's supposed to look, the other is with the option on.

I remember notice this with a few other ones, but i don't remember from what wads.

Screenshot_20230803_150450.png

Screenshot_20230803_150550.png

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10 minutes ago, Floowand said:

This example is from The Shores of Russia. The one with the red sky it's how it's supposed to look, the other is with the option on.

It looks like the feature is doing exactly what it's supposed to: stretching skies. Unless you're using mouselook, though, you probably don't need to enable it at all - after all, that's why the feature exists: to stretch the sky vertically so that it doesn't suddenly cut off if you look upwards.

 

By the way, judging from the shaded crosshair, I'm assuming that you're using Nugget. If that's the case, you should report these things in Nugget's thread, not this one. Nugget and Woof are pretty similar, but not identical.

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I've been playing exclusively on my Steam Deck lately because my laptop got stolen (RIP), so I am curious if there is a Linux build for Woof or a way to get/make one? I've rediscovered how to get ZDL working separately, and Luxtorpeda is awesome but is lacking Woof (or Nugget!) doom. I wish I knew more about how Linux worked.. I would try and make a version myself :(

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@nickxcom typically for Linux, instead of downloading an exe like on Windows, you have a package manager as part of your Linux distribution that has a huge list of programs you install from. Alternately you compile software from source, sometimes integrated with your Linux distro. Various things like flatpak are getting more popular these days (which I think SteamOS supports, via the Discover app?), where things work a lot more like in the Windows world, but they're still not the norm.

 

SteamOS appears to be based on Arch Linux, which means it should be possible to get Woof working on it. I've never used a Steam deck before but there are lots of instructions on how to do things out there. Unfortunately they all say that stuff installed this way, and not through Steam or Flatpak, gets wiped every time the OS updates, which sounds like a pain in the ass to me. Flatpak does offer both GZDoom and Crispy Doom, among other ports, so perhaps that will be good enough for you.

 

If not, and you want to experiment a bit, here is my Arch Linux package for the current Woof git version. (Woof is in Arch Linux's AUR, which is a user-submitted repo of software, that you're meant to build from source or with a helper program, so it's probably harder to install than normal Arch Linux packages on the deck.)

https://user.fm/files/v2-7ddaf0c8aad5f8429917d2901fb8d7b4/woof-doom-git-11.3.0.r26.b51cd309-1-x86_64.pkg.tar.zst

 

To use it you also need these system packages, which you get through Arch Linux's package manager called pacman (some might be installed already):

hicolor-icon-theme

sdl2_net

openal

libsndfile
fluidsynth
libxmp

I take no responsibility if you try this and screw something up though! :p  If someone else who has a Steam deck here knows more about doing this maybe they can help you better.

Edited by plums

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42 minutes ago, plums said:

@nickxcom typically for Linux, instead of downloading an exe like on Windows, you have a package manager as part of your Linux distribution that has a huge list of programs you install from. Alternately you compile software from source, sometimes integrated with your Linux distro. Various things like flatpak are getting more popular these days (which I think SteamOS supports, via the Discover app?), where things work a lot more like in the Windows world, but they're still not the norm.

 

SteamOS appears to be based on Arch Linux, which means it should be possible to get Woof working on it. I've never used a Steam deck before but there are lots of instructions on how to do things out there. Unfortunately they all say that stuff installed this way, and not through Steam or Flatpak, gets wiped every time the OS updates, which sounds like a pain in the ass to me. Flatpak does offer both GZDoom and Crispy Doom, among other ports, so perhaps that will be good enough for you.

 

If not, and you want to experiment a bit, here is my Arch Linux package for the current Woof git version. (Woof is in Arch Linux's AUR, which is a user-submitted repo of software, that you're meant to build from source or with a helper program, so it's probably harder to install than normal Arch Linux packages on the deck.)

https://user.fm/files/v2-7ddaf0c8aad5f8429917d2901fb8d7b4/woof-doom-git-11.3.0.r26.b51cd309-1-x86_64.pkg.tar.zst

 

To use it you also need these system packages, which you get through Arch Linux's package manager called pacman (some might be installed already):

hicolor-icon-theme

sdl2_net

openal

libsndfile
fluidsynth
libxmp

I take no responsibility if you try this and screw something up though! :p  If someone else who has a Steam deck here knows more about doing this maybe they can help you better.

Thank you so much @plums ! I'll check it out :) I've actually been using the GZdoom and Crispy flatpaks because they were so easy. No knock on crispy or GZdoom, but I've always been a sucker for Woof ❤️. I've gotten everything ALMOST exactly how I had it on my laptop because Luxtorpeda gets Doom Retro and International Doom working too, just need Woof now to complete my "set" lol

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3 minutes ago, fabian said:

Next releases will come as AppImages for Linux. 

Oh man nice!! Will make this whole thing much easier for me lol. Much appreciated @fabian

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hey I see you guys have been working on the hud lately..

may I suggest a small qol feature?

 

add an option to draw the hud as if the "widescreen" settings was set to "0"

keeping it close to the center of the screen would benefit people using the boom hud and very wide aspect ratios

something similar can be already be partially achieved using WOOFHUD, either by specifying absolute coordinates (not well suited for left-aligned widgets) or by setting all widgets as centered (aww, what a cute little christmas tree)

 

if this sounds reasonable and feasible to you, I'll open a github issue 

 

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57 minutes ago, liPillON said:

if this sounds reasonable and feasible to you, I'll open a github issue 

 

Sure, it does. Though, I'd prefer the other way round, i.e. open an issue and we'll discuss feasibility there. ;)

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Hello!  I had a question in regard to blood color, as I've been trying to create some DSDACR lumps in DSDA-Doom 0.26.2 for some WADs where the predefined dynamic ranges aren't producing the same colors as in Woof.  How does Woof calculate the RGB value to use for blood color in relation to the palette?

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You can find the bloody details in `src/v_trans.c`. In short words, we iterate through the palette, convert each color from RGB to HSV color space, force its H-value to the target color (sometimes adjusting S and V on the way as well), convert back to RGB color space and find the closest color that matches best in the current palette. 

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34 minutes ago, fabian said:

You can find the bloody details in `src/v_trans.c`. In short words, we iterate through the palette, convert each color from RGB to HSV color space, force its H-value to the target color (sometimes adjusting S and V on the way as well), convert back to RGB color space and find the closest color that matches best in the current palette. 

You weren't kidding about bloody details, lol.  I'll see what I can do with it.  Thanks!

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18 hours ago, Bytefyre said:

You weren't kidding about bloody details, lol.  I'll see what I can do with it.  Thanks!

 

If you provide your own translation tables in a PWAD, these will be used instead of course. 

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I'm having problems with the sprites while playing this wad . I think there's something going on with the .deh files, because enemies for examples, when they got killed, they freeze their frame in the wrong way and also other animated objects don't look right. This happens in both Woof and Crispy (latest versions), while I checked in DSDA and works just fine there.

 

This is how it should look (DSDA):

 

doom55.png.550f9b1fc53d3e4432bfa0596f8bf35d.png

 

This is Crispy & Woof:

 

DOOM0021.png.0107e2b02622cfaaab34619ed3e250f3.png

woof0016.png.5369d0cc4b44642d21ce005e58acd78d.png

 

What could be the cause? 

 

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@dsda-dev does dsda-doom automatically load deh files for wad files with the same name stem? Because this doesn't work on case sensitive file systems if wad and deh file differ in case. 

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On 8/14/2023 at 4:40 PM, fabian said:

I tried to reproduce, but the sprites only look like this if I don't load the DEH file at all.

 

How do I load the .deh through command line? Maybe it's a just an issue with the launcher I'm using.

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2 hours ago, s4f3s3x said:

 

How do I load the .deh through command line? Maybe it's a just an issue with the launcher I'm using.

 

With the `-deh` parameter.

 

In your specific case that'd be:

woof -iwad doom.wad -file Hyena.wad -deh HYENA.DEH

 

Edited by fabian

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Oh, in dsda-doom you can supply deh files with -file as well. Maybe you were using that syntax in woof and that's the issue.

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20 minutes ago, dsda-dev said:

Oh, in dsda-doom you can supply deh files with -file as well. Maybe you were using that syntax in woof and that's the issue.

 

I can't say. I load files through a launcher in both cases (the official one for DSDA, and RocketLauncher2 for Mac with Crispy and Woof).

But usually I have no problems with .deh. Today for example I played a little bit of Doom Zero which has one and I didn't seem to notice anything wrong in game.

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5 hours ago, s4f3s3x said:

 

I can't say. I load files through a launcher in both cases (the official one for DSDA, and RocketLauncher2 for Mac with Crispy and Woof).

But usually I have no problems with .deh. Today for example I played a little bit of Doom Zero which has one and I didn't seem to notice anything wrong in game.

Doom Zero has an internal DEHACKED lump, so even if the .deh file isn't loaded successfully the source port would use that. Try with something that doesn't have an internal DEHACKED lump (for example, Alien Vendetta - if AV.DEH isn't loaded, you won't get the map titles on the automap).

 

A cursory glance through the GitHub repo for Rocket Launcher 2, however, tells me that it doesn't use -deh for Dehacked files.

Edited by Shepardus

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@Shepardus I tried with AV and it doesn't show map titles when I load the .deh file. I need to load av_uwide_fix.wad for that purpose, so you're right!

Damn. So I will have to do with the command line parameter? It's a bit of a pain 'cause it seems it can't tolerate space in between letters and I'll need to change all my directories' names : D

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41 minutes ago, s4f3s3x said:

@Shepardus I tried with AV and it doesn't show map titles when I load the .deh file. I need to load av_uwide_fix.wad for that purpose, so you're right!

Damn. So I will have to do with the command line parameter? It's a bit of a pain 'cause it seems it can't tolerate space in between letters and I'll need to change all my directories' names : D

Anything you can do with launchers, you can also do with command-line. Launchers just help pass the right parameters. If you have spaces in your path, you just need to wrap the path in quotes. I use ZDL as my launcher and it passes in -deh for .deh files (and -bex for .bex files).

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alternatively, you could use directly the zip file

 

1. download it https://www.doomworld.com/idgames/levels/doom2/megawads/av

2. open it and rename "AV.DEH" in "DEHACKED.LMP"

3. remove anything you don't need (eg: AV.EXE and AVMOVFIX.WAD)

4. add anything you'd like (eg: the WAD for the midi pack)

 

your command line will look less cluttered:

woof.exe -iwad DOOM2.WAD -file AV.ZIP

 

 

 

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49 minutes ago, liPillON said:

alternatively, you could use directly the zip file

 

1. download it https://www.doomworld.com/idgames/levels/doom2/megawads/av

2. open it and rename "AV.DEH" in "DEHACKED.LMP"

3. remove anything you don't need (eg: AV.EXE and AVMOVFIX.WAD)

4. add anything you'd like (eg: the WAD for the midi pack)

 

your command line will look less cluttered:

woof.exe -iwad DOOM2.WAD -file AV.ZIP

 

 

 

 

It gives me this message:

 

Wad file /tmp/_0000_woof_av.zip/._AV.WAD doesn't have IWAD or PWAD id

 

Same in DSDA.

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