ceski Posted February 20 (edited) I'm very sensitive to input lag so I've wanted to improve mouse (and gamepad) controls for a while now. The input lag reduction method in Woof can be traced back to an earlier, similar concept in Odamex. So I have to thank @hobomaster22 for that early work and also for challenging other source ports to do better. Edited February 20 by ceski 10 Quote Share this post Link to post
Async Unicorn Posted February 20 (edited) I have weird small artifacts on right side of my screen when playing in native resolution (somehow in 300% scale nothing happens) It happens only in Woof, not in my system. I use latest version, FOV 100, dynamic resolution - enabled (though it still happens when disabled, I think) Edited February 20 by Vanilla+Unicorn 0 Quote Share this post Link to post
Alaux Posted February 20 4 minutes ago, Vanilla+Unicorn said: I have weird small artifacts on right side of my screen when playing in native resolution (somehow in 300% scale nothing happens) It happens only in Woof, not in my system. I use latest version, FOV 100, dynamic resolution - enabled (though it still happens when disabled, I think) This was reported a few posts back, and a fix for it has been applied already. 2 Quote Share this post Link to post
xelax Posted February 20 I tested the new git version and it seems that capped mode now works perfectly, thank you very much. 3 Quote Share this post Link to post
aRottenKomquat Posted February 20 (edited) I'm not a Woof user at all, but wanted to chime in regarding the setup EXE being improperly flagged as malware. Microsoft software products (OS's, browsers, antivirus, email services) are becoming extremely picky about what software is allowed to download or execute, and their metrics for safe/unsafe are done in a way that punishes open source projects and applications with a small user base. One way that can help (I'm not sure of the details, though) is for all Woof on Windows users to report the file as safe. Once enough people do that, they remove the improper flagging. We're running into this a lot at work where our software installers (very niche, small customer base) keeps getting blocked by various Microsoft systems as malware, even though it's all code signed with an Extended Validation code signing certificate whose public key is also registered with Microsoft. Microsoft's policy on this to us has basically been "You need X number of users to report your software installers as safe before the issue will go away, and that's just how it is." Where X is some large but vaguely-defined number of users that we will NEVER achieve because of the size of our industry. I know that doesn't help much with solving the problem, just wanted to offer some context based on what I'm seeing in the tech industry. Edited February 20 by aRottenKomquat 24 Quote Share this post Link to post
ChopBlock223 Posted February 22 (edited) Was the behavior of the intermission text screens changed? It seems to automatically shift words to the next row now (even when there's space), which then forces the entire next row to move down, making an all new row for the single word which was shifted. EDIT: Actually, working with this behavior some, it sort of solves one of my minor problems, so great thanks to you guys for that. Edited February 22 by ChopBlock223 0 Quote Share this post Link to post
NightFright Posted February 22 I've noticed this in dev snapshots before release already. Lines would have to be much shorter than in vanilla to avoid this. Maybe it has something to do with scaling in resolutions above 400p? 0 Quote Share this post Link to post
fabian Posted February 22 Are you sure? Do you have an example of a line that would fit in Vanilla but break to the next line in Woof? 0 Quote Share this post Link to post
ChopBlock223 Posted February 22 I can't speak for him, but personally I think this behavior is pretty good once you get a feel for it. It lets me get the text formatted to fit both 4:3 and 16:9, which previously wasn't the case. I can't make the lines extra wide with widescreen anymore, but I don't really need to either, and now they won't get cut off in 4:3 resolutions. I forgot, does Woof/DSDA support using a 320x200 background for the text screens instead of a tiling flat? 0 Quote Share this post Link to post
fabian Posted February 22 3 minutes ago, ChopBlock223 said: I forgot, does Woof/DSDA support using a 320x200 background for the text screens instead of a tiling flat? It's supported as part of the UMAPINFO spec: "if interbackdrop does not specify a valid flat, draw it as a patch instead". 1 Quote Share this post Link to post
ChopBlock223 Posted February 22 Thanks again. If I make one which is extra wide, will that 'fill out' properly for 16:9 users without causing distortions for 4:3 users, or would I need to have an extra .wad loaded with a widescreen replacement? 0 Quote Share this post Link to post
NightFright Posted February 22 I need to check how long vanilla text can be before the line break. But well, if Doom cluster texts aren't cut, why should anything else that sticks to the limits. Will look if I find a recent example. 1 Quote Share this post Link to post
rfomin Posted February 23 5 hours ago, ChopBlock223 said: If I make one which is extra wide, will that 'fill out' properly for 16:9 users without causing distortions for 4:3 users Yes it will. 1 Quote Share this post Link to post
Async Unicorn Posted February 23 (edited) For some reason, baron's blood and monster gibs are white... I use Cheelo's Voxels in Autoload folder, no mods except Minor Sprite Fixes and Widescreen Statusbar. UPD: Lol, I restarted the level and it was fixed, how does it work? UPD2: It happens absolutely randomly. Edited February 23 by Vanilla+Unicorn 3 Quote Share this post Link to post
Ozcar Posted February 23 2 hours ago, Vanilla+Unicorn said: This photo alone deserved to go to the "cursed images of doom" thread. 9 Quote Share this post Link to post
DreadWanderer Posted February 23 1 hour ago, Ozcar said: This photo alone deserved to go to the "cursed images of doom" thread. That is one disturbing baron. Jeez. 0 Quote Share this post Link to post
tomas7777 Posted February 23 2 hours ago, Ozcar said: This photo alone deserved to go to the "cursed images of doom" thread. Looks like the Baron had mercury inside its guts 1 Quote Share this post Link to post
NightFright Posted February 23 (edited) Seems that Baron gets quite... "stimulated" by placed shots into its groin... :) Edited February 23 by NightFright 5 Quote Share this post Link to post
fabian Posted February 23 I have seriously no idea where this came from! :D 1 Quote Share this post Link to post
rfomin Posted February 24 15 hours ago, Vanilla+Unicorn said: For some reason, baron's blood and monster gibs are white... I use Cheelo's Voxels in Autoload folder, no mods except Minor Sprite Fixes and Widescreen Statusbar. I can't reproduce it yet. What is this PWAD, maybe it has DEHACKED? Could you please record a demo with this problem? 0 Quote Share this post Link to post
Async Unicorn Posted February 24 7 hours ago, rfomin said: I can't reproduce it yet. What is this PWAD, maybe it has DEHACKED? Could you please record a demo with this problem? It's my wad, I first noticed this problem there, it only has a .deh with level name string changed. It would be very difficult to record a demo, cause it happens randomly, =( 0 Quote Share this post Link to post
fabian Posted February 24 Once this happens, does it only happen to one baron or are other barons on the same map affected as well? If you disable voxel rendering in the menu, are the blood sprites affected as well? 0 Quote Share this post Link to post
Async Unicorn Posted February 24 (edited) 20 minutes ago, fabian said: Once this happens, does it only happen to one baron or are other barons on the same map affected as well? If you disable voxel rendering in the menu, are the blood sprites affected as well? Other barons as well. Nope, if I disable voxels - then blood turns into normal (green) (I also deleted Minor Sprite Fixes before testing, so I guess they're not the problem) Edited February 24 by Vanilla+Unicorn 0 Quote Share this post Link to post
fabian Posted February 24 Okay, thanks. Is an invulnerability sphere involved? 0 Quote Share this post Link to post
fabian Posted February 24 Okay, got it. Steps to reproduce: IDBEHOLDV, shoot a Baron, IDBEHOLDO, shoot it again. 0 Quote Share this post Link to post
Async Unicorn Posted February 24 6 minutes ago, fabian said: Okay, got it. Steps to reproduce: IDBEHOLDV, shoot a Baron, IDBEHOLDO, shoot it again. Yep, now the blood is white 0 Quote Share this post Link to post
SilentD00mer Posted February 26 Very cool release! I like the additions made to this version, specially the ability to toggle the stats above status bar and the grouping of config options in menu. I got one problem, though. It may be restrict to people who uses linux, but I tried to record some demos with Woof and when I use the '-record' param I got my mouse completely disabled, and this problem occurs with the AppImage and the package compiled from source. The conditions for this problem are a mystery for me, since it happens very randomly, sometimes Woof runs normally and sometimes the mouse doesn't work, even if I restart Woof. Did anyone have a similar problem? 0 Quote Share this post Link to post
fabian Posted February 26 You can't switch input modes while recording a demo. So, if you started recording with your gamepad, the mouse will be disabled and vice versa. 0 Quote Share this post Link to post
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