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This is Woof! 14.5.0 (Apr 30, 2024)


fabian

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2 hours ago, maxmanium said:

Looking at the commits I see you removed the automap color settings -- why? Will it still work properly with custom palettes e.g. Ancient Aliens?

 

Yes, of course, it's just not possible to set colors one by one in the menu anymore. 

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It was already easy enough to implement specific automap color schemes before (copy-paste from cfg/txt file into ini and save). Maybe later more custom schemes could be provided for that purpose, but tbh I wouldn't know which ones might actually be relevant besides the ones provided.

 

If I am brutally honest, I never cared about automap color settings once I had my good old vanilla visuals back. And now it can be done merely by flipping a menu switch, so this adjustment was right down my alley.

 

@CacoKnight

I'm already using Woof for pretty much anything besides what it isn't capable of running, so I don't want to switch between ports with otherwise rather minor differences (PrBoom+ already does that, in fact). Right now I'm quite comfortable with the "Crispy Doom look plus Boom/MBF compatibility and quite a few QoL features" approach, but if Woof is aiming a bit higher, I won't say no. Oh, and International Doom already has 600p available for a while IIRC, in case you just want it a bit crispier.

Edited by NightFright

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1 hour ago, fabian said:

it's just not possible to set colors one by one in the menu anymore

Why remove it from the menu if the player can still configure it? Are you redoing the menus?

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24 minutes ago, fabian said:

Yep, we are trying to trim them down to the bare necessary. Inspirational source: https://github.com/fragglet/DietBoom/blob/master/README.md

Edit: However, we are going to be a lot less radical than this. 

 

Honestly after reading that I totally get it.

 

WRT custom palettes: is Woof using color presets irrespective of the PLAYPAL? I don't know how that would work, but otherwise I'd think it'd be using the wrong colors.

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3 minutes ago, maxmanium said:

WRT custom palettes: is Woof using color presets irrespective of the PLAYPAL? I don't know how that would work, but otherwise I'd think it'd be using the wrong colors.

 

It's still using palette indices. That is, if you load a PWAD that changes the PLAYPAL lump and e.g. you select the "Boom" automap color preset, then the colors will be changed as they would be in Boom, actually. 

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1 hour ago, fabian said:

Yep, we are trying to trim them down to the bare necessary. Inspirational source: https://github.com/fragglet/DietBoom/blob/master/README.md

Edit: However, we are going to be a lot less radical than this. 

I was never in love with the PrBoom+ options menus, or the how to navigate them, so I'm glad to hear that they're being revamped.

 

Also, does my idea for the Light Amplification Goggles sound like a good/doable one?

Edited by ChopBlock223

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@NightFright yeah I get it, I'd love to keep Woof! as well in my ports but this monitor is too damn big and 90 FOV makes me nauseous so I decided to keep Nugget in this category. FYI the setting file is "kind of" interchangeable, you can copy it over between the two ports and adjust 2-3 things only.

Edited by CacoKnight

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I'm honestly a little bummed at being unable to change automap colors since I've liked being able to both check that menu for what colors equal what in the case of heavily modified palettes and I like having a distinct color for level exit lines. Would at least the latter be able to be modified via a config file?

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Guys, everything is still there. You may still modify each line color by means of an OPTIONS lump or by editing the config file. It is just that I removed two pages of menu where you had to adjust each color with a picker and replaced it with a choice of presets. 

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Hey folks, is loading more than one BRGHTMPS file allowed?  I'm working on a couple of mods that I want to run together but I'd like a BRGHTMPS file in each.  I seem to have some conflicts, though.  I'm not sure if it's me being rubbish or it's a limitation of Woof!.

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8 minutes ago, Average said:

Hey folks, is loading more than one BRGHTMPS file allowed?

 

Yes, it should work, but maybe there's a bug here. DM me your files and I will check.

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hey @fabian and @rfomin congratulations for the recent development milestone, introducing new supported resolutions will undoubtedly make a lot of users happy! 

looking forward to the next release, congrats!

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I tried the resolution build and I have one question, will the new feature have multiple options or just pick the screen resolution and go with it? I notice that in software mode if you pick a resolution "too high" it slows down the game a lot, on nugget for example I stick with 800p even if I have a 1440p display.

Edited by CacoKnight

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4 hours ago, rfomin said:

 

Yes, it should work, but maybe there's a bug here. DM me your files and I will check.

Please ignore me.  Turned out to be user error.   I had copied 2 different palettes and that was throwing my colours off.  Sorry about that.

 

I do, however, have another question:  I'm trying to make my PUFF sprites full-bright green but they remain stubbornly unlit.  Is that something I should change with whacked or something?

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12 hours ago, fabian said:

Guys, everything is still there. You may still modify each line color by means of an OPTIONS lump or by editing the config file. It is just that I removed two pages of menu where you had to adjust each color with a picker and replaced it with a choice of presets. 

 

Wait, has it been settable via OPTIONS this whole time? I thought that only worked with DOS MBF. Which complevels will it work for?

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12 hours ago, CacoKnight said:

I tried the resolution build and I have one question, will the new feature have multiple options or just pick the screen resolution and go with it? I notice that in software mode if you pick a resolution "too high" it slows down the game a lot, on nugget for example I stick with 800p even if I have a 1440p display.

It has 1x, 2x, and newly has 3x and 'high' (the latter which seems to autoscale based on performance.)

 

I have a question, now that it will have higher resolutions, will vertical look granularity be increased? It becomes noticeably choppier the higher the 'hires' scale factor is.

 

EDIT: Played around with increasing the granularity myself by making the yslopes table bigger and other misc changes and it works. However, making yslopes bigger than 2x its current size causes enough of a performance hit that the dynamic scaling in "High" mode gets stuck in hysterisis constantly changing scale every frame. It might make sense to just calculate one big yslopes table for the max possible screenheight so that it isn't recalculated every time the scale changes, and just skip rows on lower scales.

Edited by Trov

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I think multithreading is supposed to be implemented to help with these performance issues, if I've read correctly. 

 

Oh, and before it's forgotten: Voxel support is in the pipeline, too.

Edited by NightFright

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13 hours ago, Average said:

I do, however, have another question:  I'm trying to make my PUFF sprites full-bright green but they remain stubbornly unlit.  Is that something I should change with whacked or something?

 

Not sure, maybe @Julia Nechaevskaya can help.

 

15 hours ago, CacoKnight said:

I notice that in software mode if you pick a resolution "too high" it slows down the game a lot, on nugget for example I stick with 800p even if I have a 1440p display.

 

Currently "high" tries to adjust the resolution depending on the FPS. We enabled it by default for testing purposes. We have not decided how the menu will look like yet, but in the next version you will be able to set any resolution you want.

 

14 hours ago, maxmanium said:

Wait, has it been settable via OPTIONS this whole time? I thought that only worked with DOS MBF. Which complevels will it work for?

 

Cosmetic options (like automap colors) would work on any complevel. Gameplay options only work on MBF and MBF21 complevel.

 

14 hours ago, Trov said:

I have a question, now that it will have higher resolutions, will vertical look granularity be increased? It becomes noticeably choppier the higher the 'hires' scale factor is.

 

Try latest master, maybe it's fixed.

 

11 hours ago, NightFright said:

I think multithreading is supposed to be implemented to help with these performance issues, if I've read correctly.

 

Well, that's going to take some effort :) Not in the next version.

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I do, however, have another question:  I'm trying to make my PUFF sprites full-bright green but they remain stubbornly unlit.  Is that something I should change with whacked or something?

 

Not sure, maybe @Julia Nechaevskaya can help.

 

Not 100% sure, but it could be related to translucensy. Bullet puff is using it while function for drawing translucent columns doesn't handling brightmaps at all.

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1 hour ago, Julia Nechaevskaya said:

 

Not 100% sure, but it could be related to translucensy. Bullet puff is using it while function for drawing translucent columns doesn't handling brightmaps at all.

Is that something that could be circumvented, at all?  I'm making laser weapons and the puffs just look weird now.  I'm not very technical so be gentle with me. :)

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Pardon me, I wasn't meant be! 😦 Was adressing @rfomin with this technical stuff.

 

AFAIR, for mods, there must be something like disabling of translucensy for selective sprites. But I can't remember how exactly it should be done - was it a Dehacked flag? Or was it Bex specifics? Honestly can't remember, I never tried it. 😕

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37 minutes ago, Julia Nechaevskaya said:

AFAIR, for mods, there must be something like disabling of translucensy for selective sprites. But I can't remember how exactly it should be done - was it a Dehacked flag? Or was it Bex specifics? Honestly can't remember, I never tried it.

 

There is SHADOW flag in Vanilla and TRANSLUCENT in Boom. I haven't tried it either.

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5 hours ago, Julia Nechaevskaya said:

Pardon me, I wasn't meant be! 😦 Was adressing @rfomin with this technical stuff.

 

AFAIR, for mods, there must be something like disabling of translucensy for selective sprites. But I can't remember how exactly it should be done - was it a Dehacked flag? Or was it Bex specifics? Honestly can't remember, I never tried it. 😕

Oh, no worries!  I was just saying in case you hit me with lots of code talk. :P  I find all that stuff intriguing but have no idea how to implement any of the stuff you guys do!  :)

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Found this one! So, using a "Boom" format will be needed for WhackEd. To disable translucency, just set off it's flag from Bullet Puff in Things section:

 

Spoiler

image.png.b08b97a037a831d9035cf4f28e586469.png

 

Vanilla's "Draw as shadow" will not help here - it will make thing drawing with spectre's fuzzy effect. I hope this helps. 🙂 

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I've just realized that besides truecolor support, the Woof coding team has implemented every single feature request I've ever wanted or needed for this port. Take your time with the last one. I'm running out of ideas. ;)

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On 12/17/2023 at 2:35 AM, NightFright said:

I've just realized that besides truecolor support, the Woof coding team has implemented every single feature request I've ever wanted or needed for this port. Take your time with the last one. I'm running out of ideas. ;)

FOV?

Remove the kills percentage? < I think you can actually do this with WOOFHUD, I have to check.

Edited by CacoKnight

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24 minutes ago, CacoKnight said:

FOV? lol

Remove the kills percentage?

 

That's planned. I think it will be in the next release.

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