Catoptromancy Posted October 20, 2021 (edited) . Edited October 20, 2021 by Catoptromancy 0 Quote Share this post Link to post
Kappa971 Posted October 21, 2021 I was testing Woof! 7.0.0 and I noticed that in widescreen mode, on the sides the image is cut by a few pixels. I'm playing in 16:9 FullHD 1080p 0 Quote Share this post Link to post
fabian Posted October 21, 2021 I am trying to give an explanation to this here (please read to the end): https://github.com/fabiangreffrath/crispy-doom/issues/521 2 Quote Share this post Link to post
Kappa971 Posted October 21, 2021 58 minutes ago, fabian said: I am trying to give an explanation to this here (please read to the end): https://github.com/fabiangreffrath/crispy-doom/issues/521 I tried to understand the explanation of the link indicated ... I did not understand why with the 856x480 resolution scaled to 1920x1076, the cut pixels are on the sides and not above and below. Anyway I thought it was a bug so thanks for the reply. 0 Quote Share this post Link to post
Kappa971 Posted October 21, 2021 I remembered trying Crispy-doom and the cropping wasn't that noticeable, in fact here is a screenshot of Crispy-doom: In fact here it is almost invisible (it will be 2 pixels per side) 0 Quote Share this post Link to post
fabian Posted October 21, 2021 Woof! uses the same formula as Crispy in "adjust to screen" mode. 0 Quote Share this post Link to post
Kappa971 Posted October 21, 2021 15 minutes ago, fabian said: Woof! uses the same formula as Crispy in "adjust to screen" mode. I don't doubt it, but the result is strangely different (you can see it from the pictures). However I don't want to insist, I just wanted to point this out. 0 Quote Share this post Link to post
rzh Posted October 25, 2021 (edited) Might be a silly question, but I seem unable to create different save folders like in Crispy. I tried to launch Woof! with both -savedir foldername and -save foldername but neither seems to actually do anything. Is it just a case of it not being implemented yet? It's a minor issue, but it's a nice QoL for someone like me that has 10+ .wads in progress at the same time. P.S: this source port replaced prboom+ for me, it feels really good, it has pretty much everything I could wish for, thank you Fabian, from this to Crispy and prboom+ it feels like your name is attached to everything about "modern" Doom. Here's hoping that you receive an Espi award soon. Edited October 25, 2021 by rzh 0 Quote Share this post Link to post
fabian Posted October 25, 2021 12 minutes ago, rzh said: Might be a silly question, but I seem unable to create different save folders like in Crispy. I tried to launch Woof! with both -savedir foldername and -save foldername but neither seems to actually do anything. Is it just a case of it not being implemented yet? It's a minor issue, but it's a nice QoL for someone like me that has 10+ .wads in progress at the same time. No, we don't have a -savedir parameter yet. 1 Quote Share this post Link to post
rzh Posted October 25, 2021 1 minute ago, fabian said: No, we don't have a -savedir parameter yet. Got it, thanks for the quick response! 0 Quote Share this post Link to post
fran Posted October 25, 2021 (edited) 57 minutes ago, fabian said: No, we don't have a -savedir parameter yet. What? I just tried and the command "-save" works perfectly to indicate a different directory (like in mbf) // set save path to -save parm or current dir basesavegame = M_StringDuplicate(D_DoomPrefDir()); //jff 3/27/98 default to current dir if ((i=M_CheckParm("-save")) && i<myargc-1) //jff 3/24/98 if -save present { if (!stat(myargv[i+1],&sbuf) && S_ISDIR(sbuf.st_mode)) // and is a dir { if (basesavegame) (free)(basesavegame); basesavegame = M_StringDuplicate(myargv[i+1]); } else puts("Error: -save path does not exist, using current dir"); // killough 8/8/98 } Edited October 25, 2021 by fran 0 Quote Share this post Link to post
fabian Posted October 25, 2021 9 minutes ago, fran said: What? I just tried and the command "-save" works perfectly to indicate a different directory (like in mbf) Oh my, sorry! I literally just checked for -savedir and didn't even realize we already inherited the -save parameter from MBF. :D 1 Quote Share this post Link to post
rzh Posted October 25, 2021 1 hour ago, fran said: What? I just tried and the command "-save" works perfectly to indicate a different directory (like in mbf) // set save path to -save parm or current dir basesavegame = M_StringDuplicate(D_DoomPrefDir()); //jff 3/27/98 default to current dir if ((i=M_CheckParm("-save")) && i<myargc-1) //jff 3/24/98 if -save present { if (!stat(myargv[i+1],&sbuf) && S_ISDIR(sbuf.st_mode)) // and is a dir { if (basesavegame) (free)(basesavegame); basesavegame = M_StringDuplicate(myargv[i+1]); } else puts("Error: -save path does not exist, using current dir"); // killough 8/8/98 } So if I'm reading this correctly, in order to work I have to create a folder and put the entire path as a launch parameter? 0 Quote Share this post Link to post
rfomin Posted October 25, 2021 22 minutes ago, rzh said: So if I'm reading this correctly, in order to work I have to create a folder and put the entire path as a launch parameter? That's right, from my testing it works like this: woof -file scythe.wad -save .\scythe 1 Quote Share this post Link to post
Alaux Posted October 25, 2021 Speaking of command-line, Batch files for Woof haven't ever worked for me at all ever since I first got the port. Shortcuts do work though, and all other ports seem to work fine. Any suggestions? 0 Quote Share this post Link to post
rfomin Posted October 25, 2021 I don't know it works for me like any other port. Can you share an example? 0 Quote Share this post Link to post
Alaux Posted October 25, 2021 Let's say, "woof.bat" on the same folder as woof.exe, with the following contents: woof(.exe) -file Valiant.wad or woof(.exe) -iwad doom2.wad -file Valiant.wad As implied, the parentheses mean that I tried both with and without the ".exe" extension. The command-line shows up for a brief moment, and nothing happens. 0 Quote Share this post Link to post
xX_Lol6_Xx Posted October 25, 2021 It's weird, it works perfectly fine for me, this is what I wrote for Lunatic woof.exe -iwad doom2.wad -file Lunatic.wad -complevel 9 0 Quote Share this post Link to post
Alaux Posted October 25, 2021 (edited) 10 minutes ago, Lol 6 said: It's weird, it works perfectly fine for me, this is what I wrote for Lunatic woof.exe -iwad doom2.wad -file Lunatic.wad -complevel 9 '-complevel 9'? Does Woof know how to treat those numbers? Edited October 25, 2021 by Alaux 0 Quote Share this post Link to post
xX_Lol6_Xx Posted October 25, 2021 (edited) 2 minutes ago, Alaux said: '-complevel 9'? Yes, it's a boom format map, so I use complevel 9. For valiant I think it's complevel 11 Edited October 25, 2021 by Lol 6 0 Quote Share this post Link to post
Alaux Posted October 25, 2021 2 minutes ago, Lol 6 said: Yes, it's a boom format map, so I use complevel 9. For valiant I think it's complevel 11 I was asking because as far as I know Woof only has 4 complevels, unlike PrBoom+ which has many more for specific versions and is the one to use said numbers, although now that I check Woof's readme it apparently can also work with numbers instead of names. 0 Quote Share this post Link to post
xX_Lol6_Xx Posted October 25, 2021 1 minute ago, Alaux said: I was asking because as far as I know Woof only has 4 complevels, unlike PrBoom+ which has many more for specific versions and is the one to use said numbers, although now that I check Woof's readme it apparently can also work with numbers instead of names. Here's the doomwiki page Spoiler 2 Quote Share this post Link to post
fran Posted October 25, 2021 4 minutes ago, Alaux said: I was asking because as far as I know Woof only has 4 complevels, unlike PrBoom+ which has many more for specific versions and is the one to use said numbers, although now that I check Woof's readme it apparently can also work with numbers instead of names. works as an alias for the differents complevels in woof // [FG] support named complevels on the command line, e.g. "-complevel boom", static int G_GetNamedComplevel (const char *arg) { int i; const struct { int level; const char *const name; int exe; } named_complevel[] = { {109, "vanilla", -1}, {109, "doom2", exe_doom_1_9}, {109, "1.9", exe_doom_1_9}, {109, "2", exe_doom_1_9}, {109, "ultimate",exe_ultimate}, {109, "3", exe_ultimate}, {109, "final", exe_final}, {109, "tnt", exe_final}, {109, "plutonia",exe_final}, {109, "4", exe_final}, {202, "boom", -1}, {202, "9", -1}, {203, "mbf", -1}, {203, "11", -1}, {221, "mbf21", -1}, {221, "21", -1}, }; 1 Quote Share this post Link to post
SiFi270 Posted October 26, 2021 I thought there was another one that was more accurate to classic MBF than complevel 11 was, but it wouldn't surprise me if that was removed after Pooch became an option. 0 Quote Share this post Link to post
rfomin Posted October 26, 2021 12 minutes ago, SiFi270 said: I thought there was another one that was more accurate to classic MBF than complevel 11 was, but it wouldn't surprise me if that was removed after Pooch became an option. There was no such complevel, we thought that users would not be interested in it. There are not enough demos/WADs to test complevel 11 properly, so perhaps Woof is still a little closer to MBF than PrBoom+. You can build Woof with the MBF_STRICT option. 1 Quote Share this post Link to post
HackNeyed Posted October 27, 2021 Last night I was recording a demo where I actually play a level (not just testing) and I noticed straight away that Woof was not registering slow mouse movements. To be clear I am not talking about reduced turning resolution while recording. I am reporting ignored input while recording. I've checked on my system (Ubuntu MATE) and Chocolate, Crispy and DSDA all work properly while recording. They "snap" to the next view point after the mouse has moved far enough even though the mouse is moving slowly. Woof (and PrBoom+UM) don't update the view until the mouse is moving fast enough; no matter how far I've moved it. This makes small already difficult adjustments impossible while recording. I'm not sure if I should just open a github issue asking for Crispy-Doom mouse code to be ported or I'm simply missing something. See, I had a far more drastic version of this happen in DSDA-Doom running in wine. I was running it in wine for the wad selection launcher. I fixed it in wine by lowering my mouse's onboard sensitivity and upping the sensitivity slider in the OS. But this has not helped Woof or PrBoom+UM. Any ideas? 0 Quote Share this post Link to post
rfomin Posted October 27, 2021 23 minutes ago, HackNeyed said: I'm not sure if I should just open a github issue asking for Crispy-Doom mouse code to be ported or I'm simply missing something. The Chocolate-Doom (and Crispy) mouse code was ported a long time ago. I cannot reproduce your problem on Windows. Maybe you changed cfg_mouse_acceleration and mouse_threshold in the config? 0 Quote Share this post Link to post
fabian Posted October 27, 2021 I guess we are talking about the angleturn accumulation code for which there is already a PR. 0 Quote Share this post Link to post
HackNeyed Posted October 27, 2021 5 hours ago, rfomin said: The Chocolate-Doom (and Crispy) mouse code was ported a long time ago. I cannot reproduce your problem on Windows. Maybe you changed cfg_mouse_acceleration and mouse_threshold in the config? No they are defaults (100 and 0). It's been years and a total switch to linux since I've done demos so I'll do more investigating. So far my system has this issue in Woof 3.0.0 and 1.0.0, ReBOOM from a few days ago as well as Eternity Engine from a few weeks ago. I'm at a bit of a loss at the moment. Clearly it is not just a Woof/PrBoom+UM issue. Thanks! 3 hours ago, fabian said: I guess we are talking about the angleturn accumulation code for which there is already a PR. Hopefully that will fix it. I don't see the PR on git but I do see one for -shorttics, cool. Anyway I'll keep an eye on the commits as I often do and test when it's done. Thanks! 0 Quote Share this post Link to post
Never_Again Posted October 28, 2021 On 10/25/2021 at 4:02 PM, Alaux said: Let's say, "woof.bat" on the same folder as woof.exe, with the following contents: woof(.exe) -file Valiant.wad or woof(.exe) -iwad doom2.wad -file Valiant.wad As implied, the parentheses mean that I tried both with and without the ".exe" extension. The command-line shows up for a brief moment, and nothing happens. If you want to see what errors your .bat file throws up add "pause" at the end of it, this will prevent the CMD-line console from closing automatically. 0 Quote Share this post Link to post
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