Pixel Fiend Posted March 6, 2022 (edited) Woof 9.0 executable is removed by antivirus software. I don't know what that is but I hope the next release will see good scrutiny. Edited March 6, 2022 by game 0 Quote Share this post Link to post
dasho Posted March 6, 2022 1 hour ago, game said: Woof 9.0 executable is removed by antivirus software. I don't know what that is but I hope the next release will see good scrutiny. https://www.virustotal.com/gui/file/4f7330755716d0768346d15d84acc2fd244c18620af24018a1d99568691d68d0 The only hit on the woof.exe from this release is from "Sangfor Engine Zero", so I'm not sure what you're running exactly. 0 Quote Share this post Link to post
Pixel Fiend Posted March 6, 2022 2 minutes ago, dasho said: https://www.virustotal.com/gui/file/4f7330755716d0768346d15d84acc2fd244c18620af24018a1d99568691d68d0 The only hit on the woof.exe from this release is from "Sangfor Engine Zero", so I'm not sure what you're running exactly. Norton 0 Quote Share this post Link to post
dasho Posted March 6, 2022 Well, up to you then, but I'd file that under "false positive." Did it explain to you what threat that it thought was presented? 0 Quote Share this post Link to post
xX_Lol6_Xx Posted March 12, 2022 Sorry if this questions sound very stupid Can Woof! still use Hardware acceleration? Does the port use it by default? How can it be turned on and off? Given that the option to turn it on and off was removed, I'm not sure anymore Thanks in advance :-) 0 Quote Share this post Link to post
VoanHead Posted March 12, 2022 ^I was just about to ask the same thing lol. Anyhow, just a tiny consideration: will Woof also include the updated exit messages that Crispy Doom has where it detects what your OS is when you exit the game? Ex: "I wouldn't leave if I were you, Windows is much worse." (true statement right there lmfao) instead of "I wouldn't leave if I were you, DOS is much worse." 0 Quote Share this post Link to post
Alaux Posted March 12, 2022 4 hours ago, Lol 6 said: Can Woof! still use Hardware acceleration? Does the port use it by default? How can it be turned on and off? 25 minutes ago, VoanHead said: I was just about to ask the same thing lol. The variable for the "Hardware Acceleration" setting is internally called "page_flip". It is still used in the code, and seems to be enabled by default. As of Woof 9.0.0, it can only be toggled by editing the CFG file; a commit for that version of the port rearranged the first page of the General settings menu, and the item to toggle page_flip was removed for some reason. 1 Quote Share this post Link to post
fabian Posted March 12, 2022 Sorry for the confusion! Accelerated rendering is still available and is used whenever possible. I just figured it doesn't need a menu switch, because nobody seriously does "it looks absolutely identical but performs worse, I want this" :) 3 Quote Share this post Link to post
xX_Lol6_Xx Posted March 12, 2022 Fair enough. Thanks for clarifying it (Awesome port btw) 0 Quote Share this post Link to post
Bytefyre Posted March 13, 2022 I've come across something very strange. On Map 25 of Valiant, there's a secret berserk, and while the secret is recorded as being tagged on the extended HUD, the "A Secret is Revealed!" message doesn't appear even though the option is enabled. The secret rocket launcher in the same map displays the message as expected, and if I load the map in DSDA-Doom, the message for the Map 25 berserk secret is displayed with no issue. I'm not sure what would be causing this, but I figured it was worth mentioning. 1 Quote Share this post Link to post
fabian Posted March 13, 2022 Is this reproducible? Does the "woosh" sound play? 0 Quote Share this post Link to post
Bytefyre Posted March 14, 2022 2 hours ago, fabian said: Is this reproducible? Does the "woosh" sound play? No, the sound effect doesn't play, either. The glitch happens every time I load up this map and tag that secret. 0 Quote Share this post Link to post
Valboom Posted March 14, 2022 I noticed this glitch on the sixth map of Community Chest 3. 0 Quote Share this post Link to post
fabian Posted March 14, 2022 Indeed, sectors with a generalized secret mask were forgotten when implementing the "Secret Revealed!" message feature. Thanks for the bug report! 1 Quote Share this post Link to post
Valboom Posted March 14, 2022 (edited) Ho riscontrato un problema tecnico nell'HUD Boom, quando riavvio la mappa 2 di Doom 2 for the Pistol start,la motosega appare nell'HUD. (Scusate il mio pessimo inglese, spero di essermi spiegato bene). Edited March 14, 2022 by Valboom 0 Quote Share this post Link to post
fabian Posted March 14, 2022 41 minutes ago, Valboom said: Ho riscontrato un problema tecnico nell'HUD Boom, quando riavvio la mappa 2 di Doom 2 for the Pistol start,la motosega appare nell'HUD. (Scusate il mio pessimo inglese, spero di essermi spiegato bene). Translated, found and fixed, thanks! 1 Quote Share this post Link to post
Bytefyre Posted March 14, 2022 On the subject of Valiant, regarding its arachnorbs specifically, I was wondering if the extended HUD has the capability of tracking specially spawned enemies like them by adding to the total monster count. I know this was implemented in DSDA-Doom at some point, and it would be quite useful for UV Max if that was done here, too. 0 Quote Share this post Link to post
fabian Posted March 15, 2022 Indeed, the extrakills were substracted from the player's killcount in the widget. I have now changed it to count them explicitly on the totalkills side. 0 Quote Share this post Link to post
Doomer1999 Posted March 15, 2022 So i decided to give this port a try and I'm loving it so far. I'm having one issue though. I can't load "No Rest for the Living" as an episode for Doom 2 (so that it can be selected in the menu), regardless if i load it with the original Doom2.wad or the BFG Edition of the Doom2.wad. In Crispy it works flawlessly, what am i doing wrong? 0 Quote Share this post Link to post
EnrichedUranium Posted March 16, 2022 Its a minor issue in the grand scheme of things, whatever the intro music track is for any wad does not play when I have Fluidsynth as the midi player. If the demo plays, the music for that map kicks in, but when it goes back to the title screen, the intro music does not play. I've tried various wads including just base doom & doom2.wad. The intro music works fine when i have fluidsynth selected with dsda-doom or gzdoom. I am using kubuntu 21.10. Apart from that one weird issue, everything else works great and i've really enjoyed using this port. 0 Quote Share this post Link to post
fabian Posted March 18, 2022 On 3/17/2022 at 12:14 AM, EnrichedUranium said: Its a minor issue in the grand scheme of things, whatever the intro music track is for any wad does not play when I have Fluidsynth as the midi player. If the demo plays, the music for that map kicks in, but when it goes back to the title screen, the intro music does not play. I've tried various wads including just base doom & doom2.wad. The intro music works fine when i have fluidsynth selected with dsda-doom or gzdoom. I cannot reproduce this on Debian. Just selected Fluidsynth as the MIDI backend and sat through the Doom 1 demo reel for several minutes. The intro music plays exactly when it's supposed to. 0 Quote Share this post Link to post
EnrichedUranium Posted March 18, 2022 Yea i figured it was just some issue on my end. If I use a wad with mp3s (like Ozonia), the intro music works fine. Here's the console output if you are really interested, but unless something jumps out as me missing something obvious, don't worry about it. I tried with a new cfg file where I only swap the sound to fluidsynth from SDL, but the same thing occurs. IWAD found: /home/uranium/Games/Doom/IWAD/DOOM.WAD Ultimate DOOM version The Ultimate DOOM Startup v2.03 Built on Mar 15 2022 M_LoadDefaults: Load system defaults. default file: /home/uranium/.local/share/woof/woof.cfg V_Init: allocate screens. W_Init: Init WADfiles. adding /home/uranium/Games/Doom/IWAD/DOOM.WAD Loading DEH file /usr/local/stow/woof-3-15-22/share/woof/autoload/doom-all/bloodcolor.deh M_Init: Init miscellaneous info. R_Init: Init DOOM refresh daemon - [ ].................. R_InitData R_InitPlanes R_InitLightTables R_InitSkyMap R_InitTranslationsTables P_Init: Init Playloop state. I_Init: Setting up machine state. I_InitJoystick: Found a valid game controller, named: XInput Controller I_InitSound: Configured audio device with 2048 samples/slice. Precaching all sound effects...done. I_InitMusic: Using SDL_mixer. NET_Init: Init network subsystem. D_CheckNetGame: Checking network game status. startskill 3 deathmatch: 0 startmap: 1 startepisode: 1 player 1 of 1 (1 nodes) S_Init: Setting up sound. S_Init: default sfx volume 8 HU_Init: Setting up heads up display. ST_Init: Init status bar. 0 Quote Share this post Link to post
mikeday Posted March 18, 2022 (edited) On 3/16/2022 at 7:14 PM, EnrichedUranium said: Its a minor issue in the grand scheme of things, whatever the intro music track is for any wad does not play when I have Fluidsynth as the midi player. If the demo plays, the music for that map kicks in, but when it goes back to the title screen, the intro music does not play. I've tried various wads including just base doom & doom2.wad. The intro music works fine when i have fluidsynth selected with dsda-doom or gzdoom. I am using kubuntu 21.10. Apart from that one weird issue, everything else works great and i've really enjoyed using this port. I see a similar issue on Ubuntu 20.04.4 LTS. For me, the intro music doesn't play at all. If I manually compile and install the newest version of Fluidsynth (2.2.5), the issue is resolved. My apt installs version 2.1.1. Edited March 18, 2022 by mikeday 0 Quote Share this post Link to post
mikeday Posted March 18, 2022 This fixes the issue on my end: Spoiler diff --git a/Source/i_flmusic.c b/Source/i_flmusic.c index 05bc739..862dfc3 100644 --- a/Source/i_flmusic.c +++ b/Source/i_flmusic.c @@ -183,7 +183,7 @@ static void I_FL_ResumeSong(void *handle) static void I_FL_PlaySong(void *handle, boolean looping) { - fluid_player_set_loop(player, looping ? -1 : 0); + fluid_player_set_loop(player, looping ? -1 : 1); fluid_player_play(player); } 0 Quote Share this post Link to post
fabian Posted March 18, 2022 1 hour ago, mikeday said: This fixes the issue on my end: Thank you! Does this work for both APIs? If yes, could you file a PR, please? 1 Quote Share this post Link to post
Dweller Dark Posted March 18, 2022 So, I bought REKKR Sunken Land and know it works with Crispy, but does it work with Woof? If so, what do I need to do? 1 Quote Share this post Link to post
maxmanium Posted March 18, 2022 1 minute ago, Eddie 2077 said: So, I bought REKKR Sunken Land and know it works with Crispy, but does it work with Woof? If so, what do I need to do? Should work just fine. Just run it with -complevel 3. 1 Quote Share this post Link to post
Dweller Dark Posted March 18, 2022 1 minute ago, maxmanium said: Should work just fine. Just run it with -complevel 3. What file should I be looking to run? REKKR.iwad? 0 Quote Share this post Link to post
maxmanium Posted March 18, 2022 1 minute ago, Eddie 2077 said: What file should I be looking to run? REKKR.iwad? Yes, REKKRSL.iwad, but I think you'll need to change the .iwad extension to .wad, and run it instead with doom.wad as the iwad. The .iwad extension to my knowledge only works with GZDoom, for all other source ports you'll need to load it like a PWAD. 1 Quote Share this post Link to post
Dweller Dark Posted March 18, 2022 6 minutes ago, maxmanium said: Yes, REKKRSL.iwad, but I think you'll need to change the .iwad extension to .wad, and run it instead with doom.wad as the iwad. The .iwad extension to my knowledge only works with GZDoom, for all other source ports you'll need to load it like a PWAD. Apparently, it can run on it's own in Woof! when added to Doom Launcher as an iwad (as REKKRSL.wad). But doing what you said got it to work, though. 0 Quote Share this post Link to post
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