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This is Woof! 14.5.0 (Apr 30, 2024)


fabian

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On 4/7/2022 at 12:27 PM, NightFright said:

Well, maybe just a toggle between "Full", "Time only" and "Stats only" would already be something. Wouldn't even require a new option, just an enhancement for the one that's already there. [...]

Thanks a lot for implementing this! It was a rather minor request and I would have understood if it hadn't been done. Highly appreciated!

Edited by NightFright

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5 hours ago, rzh said:

I can't find the exact posts right now, so correct me if I'm wrong but I believe @mikeday recently did some work for both Crispy and Woof on how the mouse input feels with uncapped framerate and vsync both turned on, correct?

I wanted to ask, is the implementation the same? Because I'm not sure if it's my config or anything else, but building both from source I noticed that Woof's seems a bit more effective, it feels really smooth and almost makes me want to play uncapped exclusively, but Crispy's still kinda off for me. I'm also not sure if it's placebo but increasing mouse sensitivity for horizontal strafe does seem to improve Crispy's implementation.

The implementation for the mouse smoothing is the same on both, so whatever difference you're feeling is probably being caused by something else. I'm guessing it's the mouse acceleration values or the sensitivity.

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Woof supports pwads with more than 32 maps, right? Asking since I am currently playing a pwad with a secret exit in map08 which is supposed to lead to map33, but instead it loads map09 anyway, regardless of correct definitions in umapinfo.

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Yes it should support up to MAP99. Just tested it, seems to work. Notice that it shoud be "nextsecret" and not "secretnext" :)

 

@NightFright It's Judgement, right? Thanks for the report, it seems you are playing the master build and there was a bug added recently. It works in the official release.

Edited by rfomin

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It was Judgment, indeed. And I am always testing with bleeding edge builds. Glad that my current playtesting turns out to be useful.

Edited by NightFright

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10 hours ago, mikeday said:

The implementation for the mouse smoothing is the same on both, so whatever difference you're feeling is probably being caused by something else. I'm guessing it's the mouse acceleration values or the sensitivity.

Glad to hear that, again thank you for all of your amazing contributions!

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Secret exits work again as intended. MAP23 of Ancient Aliens can now also be finished without crashes when transparency is turned off.

With that, all issues I had reported recently are solved. Thumbs up! (Will keep digging, though - hoping I won't find anything, ofc.)

Edited by NightFright

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Out of curiosity, why does Woof's fluidsynth sound different? 

 

Woof's sounds more instrumental compared to fluidsynth in DSDA-Doom, for example, and I'm curious why that is. 

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Woof uses a different soundfont. You can use the DSDA-Doom soundfont (found in the "soundfonts" folder) and it will sound the same.

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3 minutes ago, rfomin said:

Woof uses a different soundfont. You can use the DSDA-Doom soundfont (found in the "soundfonts" folder) and it will sound the same.

 

DSDA-Doom 0.24.3 doesn't seem to have a soundfont folder, but I can check if older versions do and get them from there.

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2 minutes ago, Eddie 2077 said:

DSDA-Doom 0.24.3 doesn't seem to have a soundfont folder, but I can check if older versions do and get them from there.

Oh yeah, DSDA-Doom now uses SNDFONT lump (Woof supports that too). Anyway, you can get it in the GZDoom soundfonts folder (gzdoom.sf2) or in the original thread: https://www.vogons.org/viewtopic.php?f=9&t=45600

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I already have the latest GZDoom, so I took the soundfont and copied it over. The sfx seems a bit lower, but the music sounds just right to me. Thanks for the assistance!

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I see Woof is still generating a tranmap.dat. Crispy and Inter Doom got rid of that a while ago. Is this something that can't be implemented because of a different renderer or are there other aspects innvolved?

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The advantage of reading in a 64kb file over generating that 64kb translation table at runtime is questionable on a modern system, to say the least. 

Edited by fabian

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I never looked into the tranmap thing before, but what happens if a wad replaces the palette? Do these ports know to generate a new map?

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Why was it removed in other ports if there's no significant difference? I mean, besides the fact that there's one file less in the port folder.

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Is it reasonable to add an option to disable transparency only for stock Doom objects like fireballs? Also, I noticed the random pitch sounds have a much larger range in pitch than ports like Eternity or DSDA. Is it possible to tweak this behavior in Woof?

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21 minutes ago, kraflab said:

I never looked into the tranmap thing before, but what happens if a wad replaces the palette? Do these ports know to generate a new map?

Yes, they do. The entire palette and the translucency factor are also saved in the tranmap.dat file.

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13 minutes ago, pantheon said:

Also, I noticed the random pitch sounds have a much larger range in pitch than ports like Eternity or DSDA. Is it possible to tweak this behavior in Woof?

 

The value is here and it was indeed increased a bit, but it is not user-accessible at runtime. 

 

https://github.com/fabiangreffrath/woof/blob/ce665c9388c02a92d7a276df976cb5c339adeea2/Source/i_sound.c#L475

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16 minutes ago, NightFright said:

Why was it removed in other ports if there's no significant difference? I mean, besides the fact that there's one file less in the port folder.

That's the exact point. 

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Can somebody confirm whether mingw-w64-x86_64-fluidsynth package is broken or if it is a problem on my end?

 

Whenever I try to cmake Woof, everything works fine, except it cannot find FluidSynth. The error message looks like this:

-- Could NOT find FluidSynth (missing: FluidSynth_LIBRARIES) (found version "2.2.6")

 

If I set the path manually to the library and header files, the compilation fails with around three thousand errors...

 

However, if I build fluidsynth manually or download it via vcpkg, everything works perfectly fine.

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24 minutes ago, PKr said:

Can somebody confirm whether mingw-w64-x86_64-fluidsynth package is broken or if it is a problem on my end?

 

It woks for me. Interesting that vcpkg works, I haven't tested.

 

EDIT: Woof works fine without Fluidsynth, it's optional.

Edited by rfomin

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11 minutes ago, rfomin said:

It woks for me. Interesting that vcpkg works, I haven't tested.

 

EDIT: Woof works fine without Fluidsynth, it's optional.

Please, can you tell me what version of fluidsynth do you have (pacman -Q --info mingw-w64-x86_64-fluidsynth)?

 

Also, are you sure fluidsynth is working for you? Can you choose it via the options menu, does it apply reverb correctly, etc?

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# pacman -Q --info mingw-w64-x86_64-fluidsynth
Name            : mingw-w64-x86_64-fluidsynth
Version         : 2.2.6-1
Description     : A real-time software synthesizer based on the SoundFont 2 specifications (mingw-w64)
Architecture    : any
URL             : https://www.fluidsynth.org/
Licenses        : LGPL
Groups          : None
Provides        : None
Depends On      : mingw-w64-x86_64-gcc-libs  mingw-w64-x86_64-glib2  mingw-w64-x86_64-libsndfile  mingw-w64-x86_64-portaudio
                  mingw-w64-x86_64-readline
Optional Deps   : None
Required By     : mingw-w64-x86_64-SDL2_mixer
Optional For    : None
Conflicts With  : None
Replaces        : None
Installed Size  : 897.95 KiB
Packager        : CI (msys2/msys2-autobuild/e7fdb6da/2014499331)
Build Date      : Mon Mar 21 13:31:09 2022
Install Date    : Mon Apr 11 22:50:37 2022
Install Reason  : Installed as a dependency for another package
Install Script  : No
Validated By    : Signature

 

8 minutes ago, PKr said:

Also, are you sure fluidsynth is working for you? Can you choose it via the options menu, does it apply reverb correctly, etc?

Yes, I'm sure, I developed Fluidsynth module for Woof :)

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2 minutes ago, rfomin said:

Not sure, it seems this bug has been fixed? What cmake generator are you using? Anyway, if you think this is a bug in the Woof build system, please file an issue on github.

I am using "Visual Studio 17 2022" one. Not saying it's a Woof related bug though... In fact I am not sure what to think right now, since everything "should" work correctly. 🤔

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On MSYS2 I always use the "MSYS Makefiles" generator and gcc/clang. I separate Visual Studio and MinGW/MSYS builds.

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Visual Studio cmake generators cannot use a .a file as a library.  It has to be a .lib for native Windows builds.  MinGW can use .a files though.

 

Whenever I build any port that has fluidsynth I always disable it I have never found a .lib version of it.

Edited by Gibbon

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