NightFright Posted April 12, 2022 (edited) 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 April 12, 2022 by NightFright 1 Quote Share this post Link to post
mikeday Posted April 12, 2022 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. 0 Quote Share this post Link to post
NightFright Posted April 12, 2022 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. 0 Quote Share this post Link to post
rfomin Posted April 12, 2022 (edited) 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 April 12, 2022 by rfomin 1 Quote Share this post Link to post
NightFright Posted April 12, 2022 (edited) It was Judgment, indeed. And I am always testing with bleeding edge builds. Glad that my current playtesting turns out to be useful. Edited April 12, 2022 by NightFright 1 Quote Share this post Link to post
rzh Posted April 12, 2022 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! 1 Quote Share this post Link to post
NightFright Posted April 13, 2022 (edited) 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 April 13, 2022 by NightFright 1 Quote Share this post Link to post
Dweller Dark Posted April 14, 2022 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. 0 Quote Share this post Link to post
rfomin Posted April 14, 2022 Woof uses a different soundfont. You can use the DSDA-Doom soundfont (found in the "soundfonts" folder) and it will sound the same. 0 Quote Share this post Link to post
Dweller Dark Posted April 14, 2022 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. 0 Quote Share this post Link to post
rfomin Posted April 14, 2022 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 1 Quote Share this post Link to post
Dweller Dark Posted April 14, 2022 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! 0 Quote Share this post Link to post
NightFright Posted April 14, 2022 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? 0 Quote Share this post Link to post
fabian Posted April 14, 2022 (edited) 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 April 14, 2022 by fabian 0 Quote Share this post Link to post
GoneAway Posted April 14, 2022 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? 0 Quote Share this post Link to post
NightFright Posted April 14, 2022 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. 0 Quote Share this post Link to post
pantheon Posted April 14, 2022 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? 0 Quote Share this post Link to post
fabian Posted April 14, 2022 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. 0 Quote Share this post Link to post
fabian Posted April 14, 2022 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 1 Quote Share this post Link to post
fabian Posted April 14, 2022 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. 0 Quote Share this post Link to post
pantheon Posted April 14, 2022 10 minutes ago, fabian said: 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 Thank you, would changing it back interfere with the sound crash fix it was part of? 0 Quote Share this post Link to post
PKr Posted April 17, 2022 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. 0 Quote Share this post Link to post
rfomin Posted April 17, 2022 (edited) 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 April 17, 2022 by rfomin 0 Quote Share this post Link to post
PKr Posted April 17, 2022 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? 0 Quote Share this post Link to post
rfomin Posted April 17, 2022 # 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 :) 1 Quote Share this post Link to post
PKr Posted April 17, 2022 (edited) 1 hour ago, rfomin said: Yes, I'm sure, I developed Fluidsynth module for Woof :) In that case I guess it is this bug: https://github.com/FluidSynth/fluidsynth/issues/874 ? Edited April 17, 2022 by PKr 0 Quote Share this post Link to post
rfomin Posted April 17, 2022 3 minutes ago, PKr said: In that case I guess it is this bug: https://github.com/FluidSynth/fluidsynth/issues/874 ? 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. 0 Quote Share this post Link to post
PKr Posted April 17, 2022 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. 🤔 0 Quote Share this post Link to post
rfomin Posted April 17, 2022 On MSYS2 I always use the "MSYS Makefiles" generator and gcc/clang. I separate Visual Studio and MinGW/MSYS builds. 1 Quote Share this post Link to post
Gibbon Posted April 17, 2022 (edited) 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 April 17, 2022 by Gibbon 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.