Bytefyre Posted April 29, 2021 Hello! I think I just found a bug that's actually a part of main PrBoom+ as well as dsda-doom. Perhaps it's already known, but in software rendering modes other than 8-bit, the borders to each side of the HUD's status bar don't light up when picking up items or when suffering pain. 1 Share this post Link to post
Dimon12321 Posted April 29, 2021 7 hours ago, Bytefyre said: Hello! I think I just found a bug that's actually a part of main PrBoom+ as well as dsda-doom. Perhaps it's already known, but in software rendering modes other than 8-bit, the borders to each side of the HUD's status bar don't light up when picking up items or when suffering pain. You mean, it doesn't work even if "Change palette on pain/bonus" is 'YES'? 0 Share this post Link to post
Shepardus Posted April 29, 2021 (edited) 7 hours ago, Bytefyre said: Hello! I think I just found a bug that's actually a part of main PrBoom+ as well as dsda-doom. Perhaps it's already known, but in software rendering modes other than 8-bit, the borders to each side of the HUD's status bar don't light up when picking up items or when suffering pain. Can confirm, the borders to the side of the HUD (i.e. the parts that are added for widescreen when not stretching the status bar) don't change with the rest of the screen. The status bar itself and the main game area still obey the palette changes. That explains why I wasn't able to reproduce this when you reported it earlier, I was using 8bit. (There are people who use 32bit?) Edited April 29, 2021 by Shepardus 2 Share this post Link to post
Cuche Posted April 29, 2021 Hi! I'm here just to report that I made a package for dsda-doom for the Arch Linux AUR: https://aur.archlinux.org/packages/dsda-doom/ I'll do my best to keep it updated :) Please note because there are filename conflicts (the prboom-game-server executable and the manpages), you cannot have both dsda-doom and regular prboom-plus installed 3 Share this post Link to post
Bytefyre Posted April 29, 2021 4 hours ago, Shepardus said: Can confirm, the borders to the side of the HUD (i.e. the parts that are added for widescreen when not stretching the status bar) don't change with the rest of the screen. The status bar itself and the main game area still obey the palette changes. That explains why I wasn't able to reproduce this when you reported it earlier, I was using 8bit. (There are people who use 32bit?) Truth be told, I only used 32-bit because I figured it would allow for more colors to come through, but if map/WAD designers are only staying within the 256-color limit anyway, then I'll probably be fine with 8-bit. Thanks for checking! 0 Share this post Link to post
Shepardus Posted April 29, 2021 2 hours ago, Bytefyre said: Truth be told, I only used 32-bit because I figured it would allow for more colors to come through, but if map/WAD designers are only staying within the 256-color limit anyway, then I'll probably be fine with 8-bit. Thanks for checking! Contrary to what it sounds like, 32-bit isn't actually a true-color renderer. I'm not clear exactly what it does (as well as 15 and 16-bit), but it's something to do with the colors used in transparency effects. 1 Share this post Link to post
Bytefyre Posted April 29, 2021 1 hour ago, Shepardus said: Contrary to what it sounds like, 32-bit isn't actually a true-color renderer. I'm not clear exactly what it does (as well as 15 and 16-bit), but it's something to do with the colors used in transparency effects. Ohhh, I see. Well, considering I used that DEH patch to turn off transparency for everything except textures, it sounds like 8-bit is definitely the right way to go. Thanks again for all the info! 0 Share this post Link to post
Ramon_Demestre Posted May 1, 2021 Win32 build made from the stable 0.18.0. https://github.com/RamonUnch/dsda-doom/releases/tag/0.18.0 Includes libfluidsynth-2.1.8, portmidi, libdumb, libmad, libvorbis and SDL_image. 3 Share this post Link to post
Outrageous Videos Posted May 8, 2021 could you add a -reality parameter? Don't know if you're taking suggestions but a -reality parameter where if you take any damage it instakills you and maybe a -partial reality where only radiation doesnt count towards that Would make practicing reality runs very fun and easy :D 1 Share this post Link to post
L0l1nd3r Posted May 9, 2021 8 hours ago, Outrageous Videos said: could you add a -reality parameter? Don't know if you're taking suggestions but a -reality parameter where if you take any damage it instakills you and maybe a -partial reality where only radiation doesnt count towards that Would make practicing reality runs very fun and easy :D Try this .deh patch: p1hphack.zip I made it to be able to abuse DSDA-doom's rewind function for TAS videos. Check this madness: https://youtu.be/OMmfsiwBujE Medikits and Stimpacks are unobtainable. Supercharges and Megaspheres only give 1 HP. You'll still have to look out for Berserk packs due to them being required for the powerup. Grab a health bonus to be taken back to 1 HP. You'll also need to time dangerous floors so you don't take floor damage. 2 Share this post Link to post
Outrageous Videos Posted May 9, 2021 5 hours ago, L0l1nd3r said: Try this .deh patch: p1hphack.zip I made it to be able to abuse DSDA-doom's rewind function for TAS videos. Check this madness: https://youtu.be/OMmfsiwBujE Medikits and Stimpacks are unobtainable. Supercharges and Megaspheres only give 1 HP. You'll still have to look out for Berserk packs due to them being required for the powerup. Grab a health bonus to be taken back to 1 HP. You'll also need to time dangerous floors so you don't take floor damage. This is awesome Thanks 1 Share this post Link to post
Keyboard_Doomer Posted May 9, 2021 (edited) reality_dehs.zip Here's a different approach with reality_nocrash.deh that doesn't modify the pickups and always kills the player on the first damage they take (including damaging floors and crushers). Caveats: - if you happen to be very close to a walk-over exit line when you take damage you might still be able to successfully exit - if you are very close to a Romero's head when you take damage this approach will actually *help* you exit the map by damaging the head since what it actually does is that it creates an explosion when you take any damage - doesn't work in Chocolate Doom because it doesn't support the BEX format If you are hardcore and want a foolproof approach use reality_crash.deh - this dehacked intentionally crashes the source port you're using on the first damage you take. Doesn't work (as intended) in ZDoom-based ports or Eternity and hangs Chocolate Doom and Crispy Doom for a while before terminating - you have been warned, use at your own risk! Edited May 10, 2021 by Keyboard_Doomer 5 Share this post Link to post
BiZ Posted May 14, 2021 I've noticed when recording a demo with -solo-net, the dsda map restart key restarts the map without all the coop things. Maybe it is supposed to work that way, or maybe i'm just doing it wrong. Would be cool if it would restart in coop mode. Enjoying this port, keep up the good work. 2 Share this post Link to post
GoneAway Posted May 15, 2021 On 5/14/2021 at 2:13 AM, BiZ said: I've noticed when recording a demo with -solo-net, the dsda map restart key restarts the map without all the coop things. Maybe it is supposed to work that way, or maybe i'm just doing it wrong. Would be cool if it would restart in coop mode. Enjoying this port, keep up the good work. Fixed for the next release 2 Share this post Link to post
GoneAway Posted May 15, 2021 On 4/12/2021 at 12:08 PM, antares031 said: One more minor bug with Heretic on 0.18.0. Empowered dragon claw's hit effect is displayed on the projectile's trails, rather than the hitting point: This one is fixed for the next release. I never saw it because it only happens with uncapped fps :^) 2 Share this post Link to post
siege cunt Posted May 17, 2021 I have a very minor bug report. I was trying out your very nice "have dsda doom organize saves for you" feature (not yet in a release), and I believe you meant to use an octal constant 0733 rather than a hexadecimal constant 0x733 in the call to mkdir on this line:https://github.com/kraflab/dsda-doom/blob/37788ae3afb6b39582cc02e823a2c7e1215d63ad/prboom2/src/dsda/save.c#L105 I am using Linux, and this affected both the creation of the .dsda-doom/save_files path (which it then couldn't write to and led to a crash of dsda-doom) and the doom2 subdirectory. I deleted these subdirectories, changed the constant to 0733 in the code, recompiled, and the feature works nicely now. (Note that without this fix, a crash occurs, since the save_files subdirectory is created without error, but then trying to create the doom2 subdirectory fails. Perhaps a check would be good there too.) Looking forward to the next release! Also perhaps you should add a document for where to report bugs? I debated sending a private message, but maybe it's nice to bump the thread and get people interested in this new feature =) 0 Share this post Link to post
tengv Posted May 28, 2021 just wanted to bump this thread, since this is the source port giving me the best framerate compared to everything else that's out there. and I've tried it all (gzdoom, prboom+, woof!, eternity, etc.) really enjoying it! 3 Share this post Link to post
tengv Posted May 28, 2021 hey, why is this not in the "source ports" section? this requires at least its own subforum. anyway, this is a great port. thanks to whoever maintains it! 1 Share this post Link to post
VanaheimRanger Posted May 29, 2021 (edited) 11 hours ago, tengv said: hey, why is this not in the "source ports" section? this requires at least its own subforum. anyway, this is a great port. thanks to whoever maintains it! Most likely because it is a source port tailored for speedrunners and general demorecorders, so putting it in the speed demos subforum made more sense. Also, it is kraflab who maintains it :) Edited May 29, 2021 by VanaheimRanger 2 Share this post Link to post
MatrixCL Posted May 29, 2021 This is an awesome project, and I'd love to switch to this port. There is only problem is that it's much darker than PrBoom+. In some areas I can't see anything. Is there a setting that I miss? I'm using OpenGL, but it's the same in 32bit. 0 Share this post Link to post
azn Posted May 29, 2021 40 minutes ago, MatrixCL said: This is an awesome project, and I'd love to switch to this port. There is only problem is that it's much darker than PrBoom+. In some areas I can't see anything. Is there a setting that I miss? I'm using OpenGL, but it's the same in 32bit. Hi, not sure what operating system are you using but you can solve it by editing dsda-doom.cfg. On linux you have it in ~/.dsda-doom/dsda-doom.cfg (guess it should really be in ~/.config/dsda-doom but many developers ignore this golden rule). There you should have a line: usegamma 3 Guess it is 0 by default, insert value that fits you best. 0 Share this post Link to post
tengv Posted May 29, 2021 5 hours ago, VanaheimRanger said: Most likely because it is a source port tailored for speedrunners and general demorecorders, so putting it in the speed demos subforum made more sense. Also, it is kraflab who maintains it :) Makes sense. I was just browsing the source ports forum thinking it contained all the latest source ports but I almost missed DSDA if I hadn't seen it mentioned in some other thread. Also, big props to kraflab. Not only is DSDA the best performing source port (after some tweaks), it also has the best mouse implementation next to gzdoom. I always have some amount of mouse lag with the other ports for some reason but not here. 4 hours ago, MatrixCL said: This is an awesome project, and I'd love to switch to this port. There is only problem is that it's much darker than PrBoom+. In some areas I can't see anything. Is there a setting that I miss? I'm using OpenGL, but it's the same in 32bit. You can press F11 in-game. I think that's the default key for changing the Gamma setting. I have it set to 2 or something like that. It is definitely darker than other ports. 1 Share this post Link to post
BMWAG65321 Posted May 29, 2021 7 hours ago, MatrixCL said: This is an awesome project, and I'd love to switch to this port. There is only problem is that it's much darker than PrBoom+. In some areas I can't see anything. Is there a setting that I miss? I'm using OpenGL, but it's the same in 32bit. There's an OpenGL subsection in page 5 of general settings containing a sector light mode setting. GLBoom [the default setting] maintains the original 5 gamma levels, while the other 3 have an independent, whopping 33 levels of gamma. They defaulted to something higher than I prefer, so you might have to mash F11 to get to your desired gamma. 1 Share this post Link to post
GoneAway Posted May 29, 2021 Updated to v0.19 (see download in first post) This update is massive. It's quite likely there are some bugs, so take this as "experimental" and let me know if you run into any issues. Huge thanks to Xaser for implementing a ton of things for mbf21, and to KD for performing extensive regression testing to confirm that demo sync hasn't been affected. What's New: MBF21 - Modder's Best Friend - A New Standard See specification. Changed default complevel to 21 (mbf21) Save Organization New option to let dsda-doom organize your saves Save files will be stored in the data directory (see below) There are now pages in the save / load screens, giving you more file slots Data Directory Nested folder structure organizing persistent data used by dsda-doom Example: dsda-doom -iwad doom2 -file rush will produce dsda_doom_data/doom2/rush/ You can change the root location with -data path or with the environment variable DOOMDATADIR Directories are created automatically Currently stores save files, attempts, splits Command Display New option to display command history Disabled while strict mode is active Can be used for playback analysis, tasing, practice, etc Coordinate Display New option to display coordinates / velocity Disabled while strict mode is active Position display uses doom units Doom uses fractions instead of floating points for position variables For example, the coordinate 3.7 doesn't exist. The closest position is 3 + 45875 / 65536 This will display as 3.45875 so that you have the exact location without approximations Velocity display is color-coded based on speed thresholds: speed achievable without straferunning speed achievable with sr40 speed achievable with sr50 speed beyond sr50 range Useful for figuring out setups, tasing, practice, etc Heretic Cheats Added heretic cheat codes Can use doom cheats in heretic and vice versa The only new code relevant for doom is "ponce" (reset health) Input bindings for tome, chicken, and health reset cheats Command Console Added a console where you can enter various commands Set up a key binding to access Command list: player.sethealth x player.setarmor x player.setx, sety, setz x player.roundx, roundy, roundxy command.lock C V C is MF, MB, SR, or SL V is the value Locks part of tic command to the given value command.unlock More to come, this is just a proof of concept Split Data On intermission screen, compares current time to personal best Includes both IL comparison and movie comparison Enable it in the settings Text File Exporter Use -export_text_file alongside -playdemo, -fastdemo, or -timedemo Creates a text file named the same as the demo (abcd.lmp yields abcd.txt) Fills out basic dsda template with the information it has available The iwad / pwad will be based on the -iwad and -file arguments Set the author in the general settings (default is Anonymous) Configuration Lump Support Added COMPLVL lump support text lump "vanilla", "boom", "mbf", or "mbf21" sets complevel to 2-4 (based on iwad), 9, 11, or 21 the -complevel parameter still has precedence Added OPTIONS lump support set values for comp options and some parameters Miscellaneous MBF sky transfers work in all complevels (pr+) Map coordinates are protected with strict mode Crosshair target color / lock are protected with strict mode Advanced hud tracers are protected with strict mode Updated to umapinfo rev 2 (pr+) Changed demo overwrite default to off Removed deprecated laggy sleep option Removed various unwelcome / secret configuration options Removed option to turn demo footer off Removed 15 & 16 bit renderers Removed obsolete weapon toggle setting Added default map name fallback to automap Added comp_respawnfix alias for cross-port OPTIONS support (EE) Added option to hide the heretic hud horns Added notification when toggling vertmouse Added notification when toggling mouselook Added notification when changing game speed Added strict mode toggle input binding Added option to disable the quit game prompt Added option to disable sound cutoffs (pr+) Added Fireb3rt advanced hud layout option (pr+) Added autoload directories (pr+) Fixed missing small screen border for heretic Fixed zoomed in heretic weapon heights Fixed heretic scrolling floors also scrolling the ceiling Fixed dsda-doom save game header Fixed a bug where mouselook data was not reset when using demo restart Fixed an issue with wad lump loading - small performance improvement Fixed an issue with sound effects causing lag spikes for some users Fixed a bug where loading a save with the automap open could activate god mode Fixed a bug where the doom status bar didn't reset properly when loading a key frame Fixed solo net demo restart Fixed powered dragon claw explosions with uncapped fps Fixed an issue with dragging heretic onto the exe (should always work now) Fixed a crash caused by levelstat going past 32 maps Fixed timebomb key bind rendering Fixed msvc build (xaser) Fixed macos launcher iwad directory mismatch (PBeGood4) Fixed umapinfo custom episode select for doom2 (pr+) Fixed shifting automap markers (pr+) Fixed flood hom in plutonia map 11 in opengl (pr+) Fixed sky walls as seen in e4m6 in opengl (pr+) Fixed transparent sprites in opengl (pr+) Fixed non-standard sky scaling in opengl (pr+) Fixed issue with windows dpi virtualization (pr+) Fixed umapinfo musinfo (pr+) Fixed umapinfo endbunny / endgame fields (pr+) Fixed an issue with boom autoswitch (pr+) 22 Share this post Link to post
liveincity Posted May 30, 2021 (edited) I have a small problem with v0.19, since I always use this launcher to record demos, it works well in v0.18, but now in v0.19 everytime I finished recording a demo, an error will appear. (Normal play without recording won't have this error.) Spoiler The recorded demos seem fine to play, but the error makes me a bit worried. V0.18 doesn't have this problem, so I wonder if this could be fixed? Edited May 30, 2021 by liveincity 0 Share this post Link to post
GoneAway Posted May 30, 2021 That indicates it can't create a file to store the new splits. Try disabling this feature in the settings - or try using "-data path" for a custom path to put the data folder that stores it. Maybe the launcher is trying to add this into a directory that dsda-doom can't write into. 1 Share this post Link to post
GarrettChan Posted May 30, 2021 1 hour ago, kraflab said: That indicates it can't create a file to store the new splits. Try disabling this feature in the settings - or try using "-data path" for a custom path to put the data folder that stores it. Maybe the launcher is trying to add this into a directory that dsda-doom can't write into. I got that error as well. I assume it's "show split data" in the Options -> DSDA-Doom settings session? It seems turning it off doesn't solve the problem. 0 Share this post Link to post
fran Posted May 30, 2021 Here there a MacOS Build of the v. 0.19 DSDA-Doom.zip 1 Share this post Link to post
Recommended Posts