Meerschweinmann Posted March 1 2 hours ago, CacoKnight said: I like OpenGL, it feels great, smooth, it's FOSS I had benchmarked Woof some time ago on my 2013 released i7 3770k with Windows 11 and different SDL renderdriver options. OpenGL and Direct3D11 were the fastest, Direct3D11 had a slight lead on that machine. Even the older Direct3D delivered framerates with that PC that were far away from unplayable. If there were slowdowns, like Eviternity II first map start place with Voxels and endless dead enemies, changing the renderdriver did not help much. So i am relaxed with the devs decision, even it is nicer to choose what i want. But they will have their reasons to do it so. Compatibility/stability is more important than 10-15% more fps in a 200+fps range. 0 Quote Share this post Link to post
NightFright Posted March 1 (edited) *EDIT* False alert, please ignore. Edited March 1 by NightFright 0 Quote Share this post Link to post
invictius Posted March 3 On 3/1/2024 at 3:50 PM, rfomin said: No, it's a limitation of the original MBF. It's basically a joke option. Aww. They can take down cybers because the cyber shoots over their heads :D 2 Quote Share this post Link to post
Zaratul Posted March 3 Completed Nostalgia2.wad with Woof. Great port, i had 0 problems with it. Blockmap bugfix is my waifu! 4 Quote Share this post Link to post
fabian Posted March 4 10 hours ago, Zaratul said: Completed Nostalgia2.wad with Woof. Great port, i had 0 problems with it. Blockmap bugfix is my waifu! Thank you for the feedback! 0 Quote Share this post Link to post
fabian Posted March 5 Woof! 14.2.0 is released on Mar 05, 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_14.2.0/Woof-14.2.0-win32.zip https://github.com/fabiangreffrath/woof/releases/download/woof_14.2.0/Woof-14.2.0-win64.zip An AppImage for Linux is available here: https://github.com/fabiangreffrath/woof/releases/download/woof_14.2.0/Woof-14.2.0-Linux.appimage Have a lot of fun! - Fabian 17 Quote Share this post Link to post
ceski Posted March 5 The "Fast Line-of-Sight Calculation" option is the highlight of this release. When enabled, a faster blockmap-based algorithm from Doom 1.2 (also Heretic) is used. It can be toggled in the "Options > Doom Compatibility" menu: I ran some quick benchmarks using a custom Woof build to do comparisons. It's 25% faster on my systems with a stress test wad: And roughly 60% faster with drawing and sound disabled: *Real world performance depends on system configuration and wad complexity, of course. This feature isn't demo safe (it's disabled when playing, recording, or timing demos), but maybe that can change in a future complevel as proposed by @RjY in this nice post on the subject. 12 Quote Share this post Link to post
CacoKnight Posted March 5 (edited) Thank you for the hard work and the update, I didn't agree on that last choice but that doesn't mean I don't like your work, Woof! is one of the greatest (and Crispy too)! And thank you to @ceski for those benchmarks! I'd love to see a quick one with OpenGL but not sure it's worth it or worth your time? Mr placebo is talking here. Edited March 5 by CacoKnight 0 Quote Share this post Link to post
plums Posted March 5 (edited) 4 hours ago, ceski said: The "Fast Line-of-Sight Calculation" option is the highlight of this release. When enabled, a faster blockmap-based algorithm from Doom 1.2 (also Heretic) is used. It can be toggled in the "Options > Doom Compatibility" menu: Wow, that's great! I assume this bug was taken into account: https://doomwiki.org/wiki/Monsters_can_see_through_walls (the "corner bug" mentioned in linked posts) Edited March 5 by plums 0 Quote Share this post Link to post
fabian Posted March 5 9 minutes ago, plums said: Wow, that's great! I assume this bug was taken into account: https://doomwiki.org/wiki/Monsters_can_see_through_walls (the "corner bug" mentioned in linked posts) Well, nope. This is the Doom 1.2 compatibility code taken from PrBoom+. 1 Quote Share this post Link to post
skaags Posted March 5 @fabian I wanted to jump in here to thank you for the years of work you've put into WOOF. It's got literally every feature I need in a port without feeling like I'm drowning in options. It's kinda nuts that compared to GZDOOM, WOOF is practically ready to go out the box. I know controller support is probably on the bottom of peoples priority list, but your implementation is leagues above anyone else I tried. As a steam deck user it's kinda important to be able to do basic things like navigating menus with a controller. It's also nice to modify settings in-game. Having to mess with config files or config exes is a huge pain. Keep up the good work man, its been years since I've been excited about a new source port. 7 Quote Share this post Link to post
fabian Posted March 5 @skaags Thank you very much for your feedback, but I'll have to share the honor with @rfomin and @ceski, of course! 8 Quote Share this post Link to post
ceski Posted March 5 21 minutes ago, skaags said: I know controller support is probably on the bottom of peoples priority list, but your implementation is leagues above anyone else I tried. Thanks for the kind comments. rfomin did a lot of the modernization groundwork for gamepad support and I worked on the recent analog input overhaul. The inspiration was Titanfall 2 (and by extension, Apex), which has arguably the best gamepad controls in an FPS game. The goal for Woof was an easy to follow gamepad menu backed by deep customization in the config for those looking for it, or easily ignored by those who aren't. For those who are interested in tweaking the controls further, check out the joy_* settings in the woof.cfg. I made this demonstration page during development to help visualize what many of the settings actually do. The dropdown menu shows presets for some popular games. You can actually mimic them very closely. 6 Quote Share this post Link to post
skaags Posted March 5 34 minutes ago, ceski said: For those who are interested in tweaking the controls further, check out the joy_* settings in the woof.cfg. I made this demonstration page during development to help visualize what many of the settings actually do. The dropdown menu shows presets for some popular games. You can actually mimic them very closely. Jesus all 3 of you guys cooked hard and I'm constantly surprised the deeper I look. Thank you all for going the extra mile because it definitely shows in the quality of this port. I can't wait to check the documentation out when I get home! One tiny bit of feedback though (and a workaround for anyone else experiencing this issue). Attempting to gyro aim on Steam Deck conflicts with the joystick aiming. It results in the camera stuttering whenever you use the gyro. This is caused by Steam-Input sending gyro input as mouse movement, and joystick input as, well, joystick movement. I don't know how other FPSs manage inputs from a mouse and joystick simultaneously but it's rarely a problem. My fix/workaround is changing steam-input so the right joystick emulates a mouse. Steam-input's default "Joystick To Mouse" setting is tuned pretty well, it feels close enough to a joystick for casual play. 0 Quote Share this post Link to post
ceski Posted March 6 6 hours ago, skaags said: Attempting to gyro aim on Steam Deck conflicts with the joystick aiming. It results in the camera stuttering whenever you use the gyro. Thanks for the report, this is fixed for the next release. If you typically build Woof from source you can try it sooner. Make sure to reset those Steam Input changes you made earlier (joystick to mouse, etc.). A couple tips based on my own testing: I don't have a Steam Deck but with a PS4 controller and Steam Input enabled, "Gyro To Mouse [Beta]" is a little smoother than "As Mouse" regardless of what game I'm playing, so try that beta option on your Steam Deck. When emulating a mouse with gyro input, I recommend disabling mouse acceleration in Woof by moving the slider to the far left (look under "Options > General > Mouse") and then do all your fine tuning with the Steam Input interface (which is excellent). 1 Quote Share this post Link to post
CacoKnight Posted March 7 (edited) Sorry in advance if I already asked these two things but I can't remember now: 1) Can you disable idle demos from playing? I tried to put this file in the /autoload/all folder but it doesn't do anything. 2) Is there a way to color the extended HUD (White > Gold, Blue > Purple)? Thank you. Edited March 7 by CacoKnight 0 Quote Share this post Link to post
Alaux Posted March 7 12 minutes ago, CacoKnight said: 1) Can you disable idle demos from playing? I tried to put this file in the /autoload/all folder but it doesn't do anything. If you really mean /autoload/all, then that doesn't work in Woof; it's a Nugget feature. The closest thing in Woof would be /autoload/doom-all. Alternatively, you can press the Pause key on the title screen, but you'd have to do that every time. 14 minutes ago, CacoKnight said: 2) Is there a way to color the extended HUD? White > Gold? None practical that I'm aware of (i.e. you could recolor the character graphics and maybe change the translation tables, but that ought to be troublesome). 2 Quote Share this post Link to post
CacoKnight Posted March 7 (edited) 4 minutes ago, Alaux said: The closest thing in Woof would be /autoload/doom-all. This seems to be working thank you, it only shows the credits now which it's always nice to see IMO. 4 minutes ago, Alaux said: None practical that I'm aware of (i.e. you could recolor the character graphics and maybe change the translation tables, but that ought to be troublesome). Yeah, way too much work and I'd have no idea where to start, white is very distracting but I guess you can't make all the ports the same, it's all good. Edited March 7 by CacoKnight 0 Quote Share this post Link to post
CacoKnight Posted March 7 (edited) On 3/5/2024 at 12:29 PM, fabian said: Okay, now it's fixed. There is something going on when that option is enabled, I noticed a few times but I thought it was just something random, monsters start moving inside wherever they are BEFORE you open the door like they hear/see you, they are in different positions etc. Edited March 7 by CacoKnight 0 Quote Share this post Link to post
rfomin Posted March 7 3 minutes ago, CacoKnight said: There is something going on when that option is enabled, I noticed a few times but I thought it was just something random, monsters start moving inside wherever they are BEFORE you open the door like they hear/see you, they are in different positions etc. Are you running the latest dev build? If so, which WAD/MAP? 0 Quote Share this post Link to post
CacoKnight Posted March 7 (edited) I don't remember where I noticed it earlier today and yesterday but right now I just did some testing with and without the option and it shows different things, sorry I'm not that technical with Doom stuff. So, I downloaded build #2114 and it's DOOM2.WAD MAP02: Underhalls on UV, specifically when you go on that door at the lower level where the SSG is, right before you open the door you start hearing movement and when you open it they are in different positions. edit: Oh, here is where I noticed too, on MAP01 right at the corner of entryway, when that option is enabled the imps in particular are in different positions. edit2: #2120 seems to be working normally. Edited March 7 by CacoKnight 1 Quote Share this post Link to post
rfomin Posted March 7 4 hours ago, CacoKnight said: #2120 seems to be working normally. Thanks for testing! 1 Quote Share this post Link to post
ChopBlock223 Posted March 7 On 3/5/2024 at 10:15 PM, ceski said: Thanks for the kind comments. rfomin did a lot of the modernization groundwork for gamepad support and I worked on the recent analog input overhaul. It's truly superb. Any plans for expanding what kind of gamepads are supported in the future? I'm still not getting Woof to recognize some buttons, though that's a minor issue for my part. 1 Quote Share this post Link to post
ceski Posted March 7 36 minutes ago, ChopBlock223 said: It's truly superb. Any plans for expanding what kind of gamepads are supported in the future? I'm still not getting Woof to recognize some buttons, though that's a minor issue for my part. Which gamepad and which buttons? 1 Quote Share this post Link to post
gendlin Posted March 8 On 2/19/2024 at 7:47 PM, ceski said: 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. Are there any plans to allow this during -shorttics recording? Now that there is a "virtual" view angle maybe you could just maintain that in high precision to give the appearance of nice smooth turning and only quantize down to 8-bits for the tic data 0 Quote Share this post Link to post
ceski Posted March 8 (edited) 1 hour ago, dr.dendrite said: Are there any plans to allow this during -shorttics recording? Now that there is a "virtual" view angle maybe you could just maintain that in high precision to give the appearance of nice smooth turning and only quantize down to 8-bits for the tic data I experimented briefly with that idea a while ago, but left it out since I was concerned it would be too disorienting. Maybe I'll look at it again in the future, but not right now. Edited March 8 by ceski 2 Quote Share this post Link to post
ChopBlock223 Posted March 8 (edited) 15 hours ago, ceski said: Which gamepad and which buttons? One of these. Specifically the button above the the analog stick (Joy17), which I like mapping the automap key to when playing with GzDoom. I found I could bind it to pressing right on the DPad in Woof, so not a huge deal, but consistency is always nice. Edited March 8 by ChopBlock223 0 Quote Share this post Link to post
ceski Posted March 8 4 hours ago, ChopBlock223 said: One of these. SDL doesn't have an input map for that controller so it falls back to "unknown" which has mixed results. There are workarounds but the best thing to do is to ask the SDL devs to add support for that controller and in the meantime use reWASD or Steam Input. 2 Quote Share this post Link to post
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