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This is Woof! 14.5.0 (Apr 30, 2024)


fabian

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it should go like this, if I'm not mistaken:

 

vanilla: 320x200 (mode 13h) => 320x240 (aspect corr.) => 426x240 (hor+ widescreen)

 

hi-res: 640x400 (2x vanilla) => 640x480 (4:3 proper) => 852x480 (16:9-ish)

 

hi-def: 960x600 (3x vanilla) => 960x720 (4:3 proper) => 1280x720 (16:9 proper)

 

 

Edited by Delfino Furioso

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I see. Thing is, in 720p the image becomes almost too crispy and clean, so if you wanted to preserve the "pixel look", it should probably still be lower. PrBoom+ actually has a 1064x600 mode to choose from, but it may not be as clean/correct as Woof's current 400p widescreen mode.

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yeah the lack of clarity (in spite of a larger pixel-count) might be due to that res not being based on an integer upscale of 200p

 

i think it's calculated as:

800x500 (2.5x vanilla) => 800x600 (4:3) => 1066x600 (16:9-ish)

 

Edited by Delfino Furioso

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Looks like it. If it's not the (also not 100% accurate) 1064x600 mode from PrBoom+, it can either be 960x540 or 1280x720 (as you stated above). 

Edited by NightFright

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On 5/1/2022 at 5:10 AM, pantheon said:

To get my "off for stock objects only" transparency fix I went ahead and removed the "MF_TRANSLUCENT" flags from everything in "info.c", compiled, and enabled transparency in game. This way fireballs, plasma etc. are opaque but transparent textures (like the waterfalls in Ancient Aliens MAP24) are properly translucent. Is there any glaring reason this was a bad way to approach things? Could I have done the same thing with some kind of DEH file maybe? I am pretty new to this.

There is indeed a DeHackEd patch to disable translucency on projectiles, called notransl.deh.

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10 hours ago, Shepardus said:

There is indeed a DeHackEd patch to disable translucency on projectiles, called notransl.deh.

Beautiful! They've really thought of everything. Between this and the sound pitch change, Woof is extremely enjoyable to use with so many thoughtful QoL features. I foresee spending many hours with this. On a side note... do you know how to change the automap mark color?

 

Edit- Just recolored the AMMNUM graphics with SLADE. Dropped it in doom-all autoload folder. Seems to work fine. For anyone who might care, setting the pitch bend to 160 seems to match the 1.2 sound pretty closely.

Edited by pantheon

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Currently I am still using Crispy Doom and PrBoom+ parallel to Woof and wonder whether I can drop one or both of them. Compared to... 

 

Crispy:

Pretty much the same, except for Woof also supporting Boom, MBF 11+21 and UMAPINFO, which is clearly a big plus. Crispy has an experimental truecolor renderer which looks great, however you cannot truly count that as an advantage (yet) since it's not part of the official build.

 

PrBoom+:

Main advantage I see here is that you can freely choose screen resolution. Other than that, I see no major features that Woof doesn't have as well.

Edited by NightFright

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23 minutes ago, NightFright said:

Currently I am still using Crispy Doom and PrBoom+ parallel to Woof and wonder whether I can drop one or both of them. Compared to... 

 

Crispy:

Pretty much the same, except for Woof also supporting Boom, MBF 11+21 and UMAPINFO, which is clearly a big plus. Crispy has an experimental truecolor renderer which looks great, however you cannot truly count that as an advantage (yet) since it's not part of the official build.

 

PrBoom+:

Main advantage I see here is that you can freely choose screen resolution. Other than that, I see no major features that Woof doesn't have as well.

 

Infact, PrBoom+ doesn't have MBF21 support which Woof has.

 

In case of PrBoom+, I would instead recommend to give DSDA-Doom a shot. DSDA-Doom is the main continuation of PrBoom+, whereas the PrBoom+ 2.6.2 is part of the maintenance branch. DSDA supports MBF21 and it is the only branch of PrBoom line which is actively receiving new quality of life and modding features.

 

I too used to use Crispy and PrBoom+. But I have dropped both of them in favor of Woof and DSDA-Doom respectively.

Edited by ReaperAA

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Right, forgot about MBF21. There aren't too many projects supporting it right now still, but that may (and most likely will) change.

 

DSDA is a neat PrBoom+ alternative, but its menu is even messier and the speedrun options are not really relevant for me. The keyframe feature is neat, but ultimately it's rather a gimmick. Besides, should you die accidentally in Woof, you may resurrect with IDDQD if you don't want to reload, so rewinding is not necessary. DSDA's biggest plus might be its (WIP) Heretic and Hexen support.

Edited by NightFright

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32 minutes ago, NightFright said:

DSDA is a neat PrBoom+ alternative, but its menu is even messier

Out of curiosity, what part of the menu is messier than prboom+? The only particular difference that comes to mind is that I recategorized some things and added more delineated sections with clear purposes, but that should make it less messy. Is it just the amount of options itself that you mean?

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Yeah, pretty much that. It's just hard to keep an overview regarding what's essential and what's rather optional. I need to take a look at the entire thing again tomorrow, maybe I come up with some idea how to make it less overwhelming for users like me. Will post that in the DSDA thread then, ofc.

Edited by NightFright

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4 hours ago, NightFright said:

Right, forgot about MBF21. There aren't too many projects supporting it right now still, but that may (and most likely will) change.

 

DSDA is a neat PrBoom+ alternative, but its menu is even messier and the speedrun options are not really relevant for me. The keyframe feature is neat, but ultimately it's rather a gimmick. Besides, should you die accidentally in Woof, you may resurrect with IDDQD if you don't want to reload, so rewinding is not necessary.

I don't find resurrection to be a substitute for saves/keyframes because it doesn't allow you to retry a fight, only pick up where you died (and with 100 HP added).

Some other things dsda-doom has that Woof doesn't (I think) are an OpenGL renderer (for those really large maps), tracker music support (maybe also ogg/mp3? I don't remember if Woof has that), and disabling view bobbing while keeping the weapon sway (it was weird at first but now I can't live without it). Don't get me wrong though, Woof is a great source port, one of my favorites.

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5 hours ago, Shepardus said:

Woof doesn't (I think) are an OpenGL renderer

If I remember correctly, Woof! can use hardware acceleration, but for some reason the menu button to toggle it on was deleted (I assume by accident?) in v 9.0.0.

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35 minutes ago, Lol 6 said:

If I remember correctly, Woof! can use hardware acceleration, but for some reason the menu button to toggle it on was deleted (I assume by accident?) in v 9.0.0.

 

I remember a hardware acceleration option in the cfg file, but I can't find it in 9.0.0. 

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1 minute ago, Eddie 2077 said:

 

I remember a hardware acceleration option in the cfg file, but I can't find it in 9.0.0. 

It was page flip I believe

 

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1 minute ago, Lol 6 said:

It was page flip I believe

 

 

I've seen that in the cfg, but I vaguely remember hardware acceleration being a separate thing in the cfg in an earlier iteration of Woof.

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45 minutes ago, Lol 6 said:

If I remember correctly, Woof! can use hardware acceleration, but for some reason the menu button to toggle it on was deleted (I assume by accident?) in v 9.0.0.

Using hardware acceleration for page flipping isn't the same thing as having a hardware renderer. It's still fundamentally the same software renderer determining each pixel, it just has hardware assistance pushing those pixels onto the screen. This was removed from the menu intentionally because there's no real reason to turn it off if your hardware is capable of it:

It is used here in the source code to set some flags for SDL. Even Chocolate Doom does this.

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2 hours ago, Eddie 2077 said:

What does integer scaling do in the cfg? I turned it on once and it made the aspect ratio look weird.

Doom's native resolution is 320x200, stretched to a 4:3 ratio with tall pixels (320x240 in square pixels).

 

First thing you can notice right there is that 320x200 scaled to 320x240 corresponds to a 1:1.2 scaling. 1.2 is not an integer.

 

Now let's say you scale the screen to something like 1024x768. That's a 3.2:3.84 scaling. Again, those are not integers.

 

If you want proper integer scaling with proper aspect ratio, you need 1600x1200, that's a 5:6 scaling, those are integers so that's nice. Any multiple of that (e.g. 3200x2400) will also work fine.

 

The interest of integer scaling is that you get "pure" pixels. When you have a virtual pixel that's scaled to be 1x1.2 real pixels, obviously, things will not look pixel-perfect. Whereas if you have a virtual pixel that's scaled to be a block of 5x6 pixels, then you do get a pixel-perfect scaling, with not screen pixels anywhere that are a mashup of two or more image pixels. Every screen pixel gets to correspond to a single image pixel.

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Dimension of the Boomed doesn't work for me when using Woof!  The game loads but when I start a new game it crashes with this error:

 

"I_SignalHandler: Exit on Signal 11"

 

I haven't had any issues with other sourceports so I thought I should share

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1 hour ago, Average said:

Dimension of the Boomed doesn't work for me when using Woof!  The game loads but when I start a new game it crashes with this error:

 

"I_SignalHandler: Exit on Signal 11"

 

I haven't had any issues with other sourceports so I thought I should share

Which version of Woof, and what version of Dimension of the Boomed? It works for me using DOTB_RC3.wad and Woof 9.0.0 (on Linux).

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5 hours ago, Average said:

DOTB_RC3.wad and Woof 9.0.0 but it's the Win64 build.

Are you building it yourself or from GitHub Actions? DOTB_RC3 works for me. I recommend trying again in a new clean folder, you may have accidentally mixed up different versions of the SDL libraries.

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Happy to see my doggo sprites being of use. :)

 

I have always wanted to improve the quality of them (I felt like the one I made in 2017 was a little too, er, pixel-noisy?). This is probably a good motivation to get around it.

 

I tried Woof! for a bit, just running around Episode 1. Feels like a solid port! Good work, everyone!

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10 hours ago, Average said:

"I_SignalHandler: Exit on Signal 11"

 

Does it work if you start with `-warp 1` and then crash if you do IDCLEV02?

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Sorry folks.  Turns out Woof! is fine.  I have @NightFright's widescreen status bar pack (actually dmslr's autoload pack but the result is the same with either pack) in my autoload and it seems it's the uwide bar that is causing the issue for some reason.  When I removed it from my autoload the game booted correctly.  Just for s&g's I tried loading the statusbar through Doom Runner but I got the same result.

 

EDIT:  So it turns out the statusbar is a PNG.  I converted it to a Doom graphic and now it loads up albeit with a wonky palette.

Edited by Average

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I think Woof doesn't support PNG replacements. Did you try the one from my original release? I think it has the correct format. 

 

And you can't use the Doom palette for DOTB, it comes with its own PLAYPAL which you have to add to Slade's standard selection first. Then convert to the DOTB palette and it should look fine. But again, my own version should have that done already. Will confirm tomorrow.

Edited by NightFright

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^

Cool beans.  I did, indeed, try your original release too.  That's actually still in PNG format as well. 

 

I figured the Doom palette wouldn't look pretty but I just wanted to try a quick and dirty test.  I've never added a palette to Slade before but I'll muck about later today. :)

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Alright then. Tomorrow I will go through all the statusbars of my project and convert any remaining PNG assets to Doom format. That should have been done a long time ago, actually.

 

Until recently I never used any port other than GZDoom, so I neglected the rest. Many are using Crispy, Woof, PrBoom+ or variants these days, so those should be covered as well. Will let you know once I am done.

Edited by NightFright

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