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This is Woof! 14.5.0 (Apr 30, 2024)


fabian

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@fabiandelivered the AppImage as promised :) Between Woof and Nugget having app images and GZDoom in the Discover store, my Steam Deck is almost completely good to go. Just need to get a DSDA AppImage and I am completely set. (Also Doom Retro and International Doom haha)

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Hm, no, there was no such change recently. In general, Woof uses the translation tables provided by the PWAD, if any. Else, it extends the embedded translation tables to all other non-red source colors. 

 

Tl;dr does the `-tranmap` parameter achieve what you expected?

 

Edit: this was meant a a reply to @liPillON

Edited by fabian

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Thanks for the report! The green color translation formula was somehow stuck between plain green and cyan and decided to prefer the latter for this one specific source color. I have moved it a bit further to green. Should look okay now.

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yep, looks good

 

ancient aliens seems to have a similar issue with the blues:

Spoiler

woof0000.png.057a5ac8d5cfe6aa2c83b0ca06157c85.png

 

I think it's something we can live with though, I'll understand if you decide it's not worth tweaking 

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Just wanted to say thanks for the appimage! I got into Linux full time a few months ago and while I didn't mind compiling I keep bumping into dependency issues on my Mint install for libfluidsynth-dev which makes it difficult to download it and compile Woof in full (not your issue at all of course its my own install, or Mint, or Ubuntu in general).  The app image gets around those issues and I thank you for making it easier to get going for Linux users!

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  • 2 weeks later...

I don't know much about MBF, but does this port have any support for 320*200/640*400? I can't seem to find any way to disable the letterboxing/aspect ratio correction.

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1 minute ago, houston said:

I don't know much about MBF, but does this port have any support for 320*200/640*400? I can't seem to find any way to disable the letterboxing/aspect ratio correction.

Open up woof.cfg and look for the correct_aspect_ratio CVAR; set it to 0.

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How many computers can actually run Woof and display 200p/400p resolutions? Such computers' CPU instructions would top out at SSE2 at most, and my Athlon doesn't even have that, and of course if it has a modern-ish OpenGL backend, that certainly won't work with old video cards. My Athlon under XP doesn't even recognize the 32-bit Woof build as a win32 application. Maybe if you put together your own toolchain to compile it with Visual Studio 2005 or something?

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18 minutes ago, Woolie Wool said:

if it has a modern-ish OpenGL backend, that certainly won't work with old video cards.

SDL2 uses Direct3D9 by default and still works on XP.

 

15 minutes ago, Woolie Wool said:

My Athlon under XP doesn't even recognize the 32-bit Woof build as a win32 application. Maybe if you put together your own toolchain to compile it with Visual Studio 2005 or something?

The latest version that supports XP is Woof 10.5.1 It works on my virtual machine, I wonder if it will work on your Athlon. It's still possible to build a version for XP even on the latest Visual Studio, but it's gotten more complicated and we've given up on that.

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6 minutes ago, rfomin said:

The latest version that supports XP is Woof 10.5.1 It works on my virtual machine, I wonder if it will work on your Athlon.

It doesn't.

 

DkxGndl.png

Edited by Woolie Wool

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That installer crashes too. I suspect it may be expecting SSE2 and thus would require a Pentium 4 or Athlon64.

Edited by Woolie Wool

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On 10/13/2023 at 3:16 AM, Woolie Wool said:

That installer crashes too. I suspect it may be expecting SSE2 and thus would require a Pentium 4 or Athlon64.

 

Well, if your system doesn't even allow for updating the runtime environment, then I'm afraid we're out of options with the pre-built binaries. Any chance to build from the sources? A C99 capable compiler would be required, though. 

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On 10/13/2023 at 10:41 AM, Woolie Wool said:

How many computers can actually run Woof and display 200p/400p resolutions?

There's nothing special about being able to output 200p video modes, any (modern) video card can do it out of any kind of video port. Versions of Windows after XP complicate things by requiring the user to use third-party software to enable video modes below 480p, but other operating systems have no such limitation.

Edited by houston

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I got a quick question. Is there a way to bind a key to toggle the stats? I took some inspiration from decino's current style of not checking the stats until I reach the level exit, but the only way I found to toggle the stats so far is by going in the menu(and then turning them back off before moving to the next level). I know there's F5, but it's not quite what I'm looking for.

 

And just to be clear, I mean these stats that show above the HUD:

Spoiler

image.png.b4f67a07e85a67b779918e5eec468000.png

 

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I like the idea! An alternative approach that I sometimes do is to have the stats enabled on the automap and only peek into it occasionally. 

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46 minutes ago, fabian said:

I like the idea! An alternative approach that I sometimes do is to have the stats enabled on the automap and only peek into it occasionally. 

I've thought about that, but I check the map often(especially in big wads, where it's easy to get lost), so it increases the chances of seeing something by accident.

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I would like to report a very minor issue which I'm unsure what the root cause of is.

 

I'm currently working on a speedrunning workshop WAD for a an upcoming speedrunning marathon. I included some GFX, which for some reason, breaks a bit the render of the intermission screen.

Here is how it looks using DSDA Doom:

image-1.png.a292a5bc9ef3433f5fae1977f69c6eac.png

 

And here is how it looks using WooF (12.0):

image.png.6b61583b7cd4de854ceb19f346e2c009.png

 

As you can see, the "TOTAL" time is for some reason shifted below "PAR".
 

UMAPINFO Code just so we're sure I'm not doing anything wrong.

MAP        MAP01
{
    label        =    "IG 2023"
    levelname    =    "Mouvement #1"
    levelpic    =    "G_MVM1"
    partime        =    30
    music        =    "D_MAP01"
    skytexture    =     "SKY1"
}

Also, this does not occur under Vanilla conditions (clearing any level without a PWAD will have the timers in their respective positions).

 

Thanks for coming to my TED talk.

(On a more serious note, this is very minor, but I still thought this discrepancy was interesting to note)

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This is because I have some code in WI_drawStats() that prevents the "Total" patch from overdrawing the actual time. If either the patch ends at a horizontal position more than 80 px from the left or the total time exceeds 59:59, then the time is moved to the right:

 

 // [FG] draw total time alongside level time and par time
  {
    const boolean wide = (wbs->totaltimes / TICRATE > 61*59) || (SP_TIMEX + SHORT(total->width) >= ORIGWIDTH/4);

    V_DrawPatch(SP_TIMEX, SP_TIMEY + 16, FB, total);
    // [FG] choose x-position depending on width of time string
    WI_drawTime((wide ? ORIGWIDTH : ORIGWIDTH/2) - SP_TIMEX, SP_TIMEY + 16, cnt_total_time, false);
  }

 

https://github.com/fabiangreffrath/woof/blob/75ad94848688a6c073a4850bb744f02f4a168e6b/src/wi_stuff.c#L1844-L1852

 

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On 10/20/2023 at 8:45 AM, fabian said:

This is because I have some code in WI_drawStats() that prevents the "Total" patch from overdrawing the actual time. If either the patch ends at a horizontal position more than 80 px from the left or the total time exceeds 59:59, then the time is moved to the right:

 


 // [FG] draw total time alongside level time and par time
  {
    const boolean wide = (wbs->totaltimes / TICRATE > 61*59) || (SP_TIMEX + SHORT(total->width) >= ORIGWIDTH/4);

    V_DrawPatch(SP_TIMEX, SP_TIMEY + 16, FB, total);
    // [FG] choose x-position depending on width of time string
    WI_drawTime((wide ? ORIGWIDTH : ORIGWIDTH/2) - SP_TIMEX, SP_TIMEY + 16, cnt_total_time, false);
  }

 

https://github.com/fabiangreffrath/woof/blob/75ad94848688a6c073a4850bb744f02f4a168e6b/src/wi_stuff.c#L1844-L1852

 

Thanks for the reply!

So I will have to tweak my GFXs then, good to know this is not an oversight then, thank you!

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3 hours ago, Oxyde said:

Thanks for the reply!

So I will have to tweak my GFXs then, good to know this is not an oversight then, thank you!

Well, you don't have to, I didn't mean to say that. We can also work on adjusting that 80px horizontal threshold so your graphics fit where you prefer them. 

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The DoomLegacy backend for midi supports Linux MIDI hardware port, timidity, fluidsynth, and is selectable.

Took a long time to work out some of the problems, so you might want to look at that.  Never got to test the MIDI hardware port as I did not have the hardware.

Look at the linux_x backend, as the SDL backend is not as capable.  SDL2 will not let you use anything except Fluidsynth, and will build it into SDL2 if you do not have on your system.

I never won that battle.

 

 

Edited by wesleyjohnson

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2 hours ago, wesleyjohnson said:

SDL2 will not let you use anything except Fluidsynth, and will build it into SDL2 if you do not have on your system.

Yes, there is no ALSA module in SDL2, only Fluidsynth and timidity.

 

We don't use SDL2_mixer in Woof anymore, we switched to OpenAL for sound mixing and use our own MIDI modules for Windows, macOS, Fluidsynth and OPL emulation. We plan to add an ALSA module as well, but I think most Linux users use Fluidsynth anyway, so it's not most pressing issue.

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Is it possible to add soundfont files to the AppImage?  I extracted Woof with AppImageTool and placed my SF2 file into the soundfonts folder(where TimGM6mb.sf2 is) and then repackaged the AppImage.  I expected there would be an option in MIDI Player to run Fluidsynth with the SF2 file like Fluidsynth(TimGM6mb.sf2), but no new options appeared.

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