rfomin Posted January 19 1 hour ago, NightFright said: Is there anything which prevents this from being implemented here as well? It's planned, we just need to finish the current features first. We also probably want to make it demo-compatible and speed it up if possible (it's slow on giant levels). 2 Quote Share this post Link to post
NightFright Posted January 19 (edited) Amazing. This is going to be (another) good year for the development of this port. Quite possibly its best one yet. And yeah, I've read that in massive slaughter maps people recommend to reduce the amount of stored keyframes and/or increase storing intervals. Edited January 19 by NightFright 0 Quote Share this post Link to post
pantheon Posted January 20 On 1/16/2024 at 1:34 AM, fabian said: This should work, though. I am testing line length against an unnecessary margin value. This is fixed now. Hm, I tested with a dev build that should have the fix, but the text is still cut off: Is the intention to have the text scroll to the next line? That would look odd too maybe. It's so minor that I'm happy just shortening the wording, also. 0 Quote Share this post Link to post
pantheon Posted January 20 18 hours ago, NightFright said: Amazing. This is going to be (another) good year for the development of this port. Quite possibly its best one yet. For me, the rewind killer feature has been saving me from accidentally exiting a level, or hitting the restart key by accident, things like that. It's really flexible and a nice time saver. I'd also suggest the tag finder feature is worth considering for Woof. It's fun using it to puzzle something out. 1 Quote Share this post Link to post
maxmanium Posted January 20 4 hours ago, pantheon said: Hm, I tested with a dev build that should have the fix, but the text is still cut off: Is the intention to have the text scroll to the next line? That would look odd too maybe. It's so minor that I'm happy just shortening the wording, also. This has always happened with font lumps larger than 8x8. 3 Quote Share this post Link to post
NightFright Posted January 22 (edited) Maybe the solution could then be to shrink those internally to default sizes? (BTW, which PWAD is this?) Edited January 22 by NightFright 1 Quote Share this post Link to post
ReaperAA Posted January 22 5 hours ago, NightFright said: (BTW, which PWAD is this?) Judging from the HUD and Doomguy's mugshot, that it is DBP13: Alien Bastards! 3 Quote Share this post Link to post
NightFright Posted January 22 (edited) Correct. I see the issue now. Some of the font lumps are wider than they should be, 9-11 px. That sums up when used several times in a message line. PS: In Crispy there's no issue with the text. It easily fits into one line. Using widescreen mode, that is. But I guess that goes for Woof as well. Edited January 27 by NightFright 0 Quote Share this post Link to post
xelax Posted February 1 I noticed some stuttering with the latest build when using the high quality in graphics option, seems gone when set to double resolution (always using capped framerate). Is there a way to toggle a fps counter in game? Probably my weak pc fault, but I'll ask anyway. 0 Quote Share this post Link to post
xelax Posted February 1 (edited) Fps are okay, not always stable at 35 but pretty close. Seems the problem goes away for a while if I pause and alt tab to reopen the game window... This happens even with quality set on double, so I was wrong before. The problem happens regardless of the map or number of enemies. I tested with dsda-doom on the same setting (same resolution, capped frames, software renderer) and it works fine. Edit. I forgot I sometimes noticed the status bar blinking / glitching, maybe it's related Edited February 1 by xelax 0 Quote Share this post Link to post
rfomin Posted February 1 1 hour ago, xelax said: I noticed some stuttering with the latest build when using the high quality in graphics option, seems gone when set to double resolution (always using capped framerate). There were issues with capped framerate in the development version, which have recently been fixed. Do you build it yourself or use artifacts? 0 Quote Share this post Link to post
rfomin Posted February 1 32 minutes ago, xelax said: I built it myself just before posting Which OS? Does the latest released version (Woof 12.0.2) work? 0 Quote Share this post Link to post
liPillON Posted February 1 speaking of artifacts, I've noticed that "fix tab-alignment for right-aligned HUD widgets" has been merged to master I thought it was related to an issue I've noticed for some time using my custom woofhud but it doesn't seems so, since on my end the level time widget seems to have some kind of offset: Spoiler when right aligned (notice the 1-char-width margin): when centered (notice how the time widget is slightly more to the left than the time widget): my hud setup: WOOFHUD.zip 0 Quote Share this post Link to post
xelax Posted February 1 (edited) 55 minutes ago, rfomin said: Which OS? Does the latest released version (Woof 12.0.2) work? Arch linux, using the aur package woof-doom-git. I'm using git version because Woof 12.0.2 doesn't allow to organize savegames (like I'm used with other ports such as dsda or prboom) . I used 12.0.2 before and I don't remember having this problem, but I'll test again. Edited February 1 by xelax 0 Quote Share this post Link to post
fabian Posted February 1 48 minutes ago, liPillON said: but it doesn't seems so, since on my end the level time widget seems to have some kind of offset Indeed it has a tab at the end to prevent it from jumping around as the time (and thus string width) changes. 0 Quote Share this post Link to post
rfomin Posted February 1 5 hours ago, xelax said: Arch linux, using the aur package woof-doom-git. Apparently it was updated on 2024-01-25, since then we have had some changes and fixes that may affect performance. Does the uncapped mode work better? 2 Quote Share this post Link to post
xelax Posted February 2 13 minutes ago, rfomin said: Apparently it was updated on 2024-01-25, since then we have had some changes and fixes that may affect performance. Does the uncapped mode work better? Hmm I am pretty sure that git packages just get the latest source? Pacman reports this version: 12.0.0.r256.491e64c4-1 About uncapped mode, sorry I don't use it because I have bad pc and don't want to hear the laptop fans... I tested using latest the 12.0.2 version AppImage on github and the problem with stutter and status bar glitch seems gone, at least for now... :) 0 Quote Share this post Link to post
Meerschweinmann Posted February 2 (edited) Wow, the new video menu is great! The possibility to define a maximum resolution and choose if it is handled as dynamic or static res is great. So everyone should get his/her dream-resolution. A masterpiece for resolution-fetishists :) On my 4k TV i can now set a max res of 1920x1000 (500%) and the picture is far more stable as it can not change anymore to too high resolutions my PC can not handle stable. Same on my AMD notebook with 2560x1600/120Hz display. Here i set 1920x1000 too and the resolution changes (with voxel models) from sometimes really rare 600p in movement (and so not really noticeable) as lowest resolution to max 1000p. That is great! In every case the framerate is rockstable at the given framelimit. For me the dynamic res and all options in the video menu are now perfect. Thank you for your efforts. My favorite BOOM/MBF port has done a great step forward. Edited February 2 by Meerschweinmann 6 Quote Share this post Link to post
NightFright Posted February 3 (edited) I gotta agree, the new settings menu absolutely kicks ass! Might even be the best one I've seen in pretty much ANY Boom port so far. Finally you don't have to go through several pages any more until you reach all the settings. Now it's like tabs - sorted, compact, systematic. Well done and totally worth the waiting time. Edited February 3 by NightFright 4 Quote Share this post Link to post
Async Unicorn Posted February 5 (edited) Is there a possibility to implement this alternate hud from DSDA Doom into Woof / Nugget? Personally, I prefer it more than standard variant and currently available alternate huds, cause it fits all my needs of being minimalist, readable, and informative, but sadly it only remains in DSDA Doom and there's no Woof nor NUGHUD variant, =( Edited February 5 by Vanilla+Unicorn 0 Quote Share this post Link to post
NightFright Posted February 8 (edited) Have I already mentioned how cool it is to be able to turn autoloaded voxels on and off in latest dev builds? Edited February 8 by NightFright 0 Quote Share this post Link to post
Meerschweinmann Posted February 8 (edited) 16 minutes ago, NightFright said: Have I already mentioned how cool it is to be able to turn autoloaded voxels on and off in latest dev builds? Oh, good that you mentioned it. That is really a nice feature to disable temporary autoloaded voxels in extremely monster-overfilled pwads. Edited February 8 by Meerschweinmann 0 Quote Share this post Link to post
NightFright Posted February 8 (edited) Another useful scenario is when you have a PWAD featuring sprite replacements and you want to avoid that voxels override them. (Unless maybe you don't like the new graphics and prefer the originals.) Besides that, you can admire how faithfully those voxels replicate their sprite counterparts. *EDIT* Technical question: Is Woof parsing anything from VoxelDoom besides the KVX files themselves? There's a VOXELDEF lump to adjust some voxel alignments, for example. Is that relevant for this port at all or can it be omitted? Edited February 8 by NightFright 2 Quote Share this post Link to post
Meerschweinmann Posted February 8 I have checked the latest build, and hey i have to say it again, i love this new menu. That the menu background is transparent at default is a nice thing too, because so newcomers have not to find the background option first and can see instant what the options change. And hey, the voxel on/off option is nice. Even it is not the main reason for this option, but i had compared every voxel model against the sprites with these option :) That option confirmed me what i thought as Voxel DOOM was released. Some monsters/objects have other dimensions. 0 Quote Share this post Link to post
rfomin Posted February 9 13 hours ago, NightFright said: Technical question: Is Woof parsing anything from VoxelDoom besides the KVX files themselves? There's a VOXELDEF lump to adjust some voxel alignments, for example. Is that relevant for this port at all or can it be omitted? So far, only KVX. I haven't investigated VOXELDEF yet, we will look into it (not in the upcoming version). 2 Quote Share this post Link to post
bofu Posted February 15 Any chance we could get support for parsing obituary messages for additional Dehacked actors from the LANGUAGE lump as in GZDoom? For instance, I've added a Dehacked thing with thing number 152. In GZDOOM, it offsets the number by -1 and retrieves the obituary from the LANGUAGE lump in the following format: Obituary_Deh_Actor_151 = "%o was unsummoned by the summoner."; 3 Quote Share this post Link to post
fabian Posted February 16 Woof! 14.0.0 is released on Feb 16, 2024. 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_14.0.0/Woof-14.0.0-win32.zip https://github.com/fabiangreffrath/woof/releases/download/woof_14.0.0/Woof-14.0.0-win64.zip An AppImage for Linux is available here: https://github.com/fabiangreffrath/woof/releases/download/woof_14.0.0/Woof-14.0.0-Linux.appimage Have a lot of fun! - Fabian 27 Quote Share this post Link to post
NightFright Posted February 16 Finally! And with some truly excellent changes, I might say. The new menu alone is totally worth it! 3 Quote Share this post Link to post
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