GarrettChan Posted June 9, 2021 (edited) 21 hours ago, Harpax said: Wow, you're right, it doesn't, sorry for reporting not bugs. I tested it out in a few other ports and different versions of vanilla heretic, and it seems the hud change is originally only for the god mode cheat. It's funny that I also made this mistake until one day I said Invul gives you golden eyes on the HUD but it's actually not... I think we probably both thought of Doom's behavior about IDDQD & Invul. Checking vanilla is better in a way. I think Crispy Doom (or maybe another port but I mis-remember something...) will light up the 3 in arms when you have SSG, which is not the case in vanilla. Edited June 9, 2021 by GarrettChan 0 Share this post Link to post
L0l1nd3r Posted June 9, 2021 I was looking through the autoload and dsda_doom_data directory structures. The data directory structure generates a folder for every pwad loaded. I'm loading three additional files for btsx 1 and 2. Would it be, or is it possible to create a directory in the root of autoload with the first pwad name, and drop any any additional patch wads into that? 0 Share this post Link to post
GoneAway Posted June 9, 2021 Yes, the autoload feature supports pwad-specific files, so you can make a folder for any pwad as well. I think it's just the name of the wad in the root, as you described. 2 Share this post Link to post
GoneAway Posted June 9, 2021 Updated to v0.19.7 (see original post for download) Continuing with fixes and tweaks... Fixed heretic god mode eye color (cheat) Fixed heretic intermission map name / graphics Fixed text file export category detection Fixed a crash in dehacked processing (rfomin) Added save file deletion (pr+) 12 Share this post Link to post
Ramon_Demestre Posted June 10, 2021 Win32 build: DSDADoom-0.19.7-win32 2 Share this post Link to post
yakfak Posted June 18, 2021 hi, loving DSDA Doom and have been migrating to it, thanks for all the good work. lurking Vile's stream I've noticed that he's got the advanced stats readout active above the traditional HUD, what combination of buttons and settings achieves this? thanks 1 Share this post Link to post
Shepardus Posted June 18, 2021 7 minutes ago, yakfak said: hi, loving DSDA Doom and have been migrating to it, thanks for all the good work. lurking Vile's stream I've noticed that he's got the advanced stats readout active above the traditional HUD, what combination of buttons and settings achieves this? thanks Look for "Use extended HUD" in dsda-doom settings (last page of general settings). 2 Share this post Link to post
djnr Posted June 20, 2021 Some minor suggestions (fixes?): - "Show alive monsters" should use the same logic as kill counters/maxing rules. Specifically, show enemies revived by archviles - Recording in strict mode should disable "after dying, press use to respawn". Or maybe just make it possible to disable it in general? 1 Share this post Link to post
VanaheimRanger Posted June 20, 2021 15 hours ago, djnr said: - "Show alive monsters" should use the same logic as kill counters/maxing rules. Specifically, show enemies revived by archviles If this is picked up, then perhaps add lost souls to that as well? 0 Share this post Link to post
Daerik Posted June 20, 2021 1 hour ago, VanaheimRanger said: If this is picked up, then perhaps add lost souls to that as well? Lost Souls aren't required kills for max rules. 2 Share this post Link to post
VanaheimRanger Posted June 20, 2021 12 minutes ago, Daerik said: Lost Souls aren't required kills for max rules. Are revived monsters required? I don't do speedruns so I don't know all the rules there. 0 Share this post Link to post
Bob9001 Posted June 20, 2021 (edited) 5 minutes ago, VanaheimRanger said: Are revived monsters required? I don't do speedruns so I don't know all the rules there. Yes, all revived monsters must be killed to qualify for a UV-Max run. If you're ever unsure check out the rules on the front page of https://dsdarchive.com/intro :) Edited June 21, 2021 by Bob9001 1 Share this post Link to post
Danfun64 Posted June 30, 2021 (edited) On 6/10/2021 at 12:36 PM, Ramon_Demestre said: Win32 build: DSDADoom-0.19.7-win32 (text: "dsda-doom.exe - System Error: The code execution cannot proceed because intl.dll was not found. Reinstalling the program may fix this problem.") Edited June 30, 2021 by Danfun64 0 Share this post Link to post
Ramon_Demestre Posted June 30, 2021 Thanks for pointing this out, Try again to download from the same link, it should be updated with the libintl library (intl.dll). 0 Share this post Link to post
Gez Posted June 30, 2021 On dimanche 20 juin 2021 at 11:53 PM, VanaheimRanger said: If this is picked up, then perhaps add lost souls to that as well? Lost souls lost their MF_COUNTKILL flag in v1.666, presumably due to the addition of pain elementals. So they literally do not count. 4 Share this post Link to post
Mike Stu Posted July 6, 2021 Great stuff. I was wondering: is it possible to get 640x400 running in widescreen (like in Doom Retro for example)? 1 Share this post Link to post
TheMightyHeracross Posted July 6, 2021 (edited) 1 hour ago, Mike Stu said: Great stuff. I was wondering: is it possible to get 640x400 running in widescreen (like in Doom Retro for example)? Just set the resolution to 640x400, then change "Aspect Ratio" from Auto to 16:9 Edited July 6, 2021 by TheMightyHeracross 1 Share this post Link to post
Mike Stu Posted July 6, 2021 (edited) 8 hours ago, TheMightyHeracross said: Just set the resolution to 640x400, then change "Aspect Ratio" from Auto to 16:9 Nah, I tried that. Doing so only messes up the scaling as it is technically a 16:10 resolution (see below). Setting it up to 16:10 also produces a similar result, oddly enough. Thanks for the reply anyway though. Spoiler DSDA 640x400 Auto: DSDA 640x400 16:9: DSDA 640x400 16:10: Crispy Widescreen 640x400 "Match Screen" mode: Edited July 7, 2021 by Mike Stu Added Crispy for reference. 0 Share this post Link to post
Shepardus Posted July 7, 2021 Kind of a dumb hack, but you could set the resolution to something like 641x400. Do it through the config file, or a command-line parameter (e.g. -geom 641x400). 2 Share this post Link to post
Mike Stu Posted July 7, 2021 (edited) On 7/6/2021 at 9:12 PM, Shepardus said: Kind of a dumb hack, but you could set the resolution to something like 641x400. Do it through the config file, or a command-line parameter (e.g. -geom 641x400). Ha, I'm surprised I didn't think of this before, love it. Setting it to 710x400 did the trick in my monitor, thanks. It's obviously not perfect (the HUD really gives it away), but eh, it will do for now. I'm guessing PrBoom+ in general just lacks proper widescreen implementation for these older resolutions, which is understandable. Edit: Changed it to 856x480, looks just right. Not quite 640x400, but it's close enough and the scaling is correct, so I'm a happy man. Spoiler Crispy Widescreen 640x400 "Match Screen" mode: DSDA 710x400 Auto: Edited July 14, 2021 by Mike Stu Helping lost souls play at beautiful crap resolutions 0 Share this post Link to post
Shepardus Posted July 7, 2021 24 minutes ago, Mike Stu said: I'm guessing PrBoom+ in general just lacks proper widescreen implementation for these older resolutions, which is understandable. The reason is that there's a bit of code where 320x200 and 640x400 are hardcoded to use 4:3 aspect ratio with non-square pixels, since these are the original resolutions the game ran at (Doom95 supported 640x400) and people wanted to play with these resolutions. Unfortunately, these happen to be a 16:10 ratio, which messes with people with 16:10 monitors who want to use these as widescreen resolutions. I myself have a 16:10 display and use 960x600 resolution with it. 2 Share this post Link to post
JustANormie Posted July 7, 2021 On 7/4/2021 at 10:20 AM, kraflab said: 🤔 Yo, that's a weird looking Heretic 🤔 4 Share this post Link to post
PBeGood Posted July 7, 2021 (edited) I have updated the top post of the macOS thread for this source port. An experimental version of the future Launcher is also available there, but only for Macs for now. Edited July 7, 2021 by PBeGood4 2 Share this post Link to post
Cuche Posted July 10, 2021 Hello, I'm here to report an issue when compiling dsda-doom on Arch Linux. The package creation tool (makepkg) uses the GCC flag -Werror=format-security which fails the compilation process: /tmp/build/dsda-doom/src/dsda-doom-0.19.7/prboom2/src/dsda.c: In function ‘dsda_DisplayNotification’: /tmp/build/dsda-doom/src/dsda-doom-0.19.7/prboom2/src/dsda.c:141:3: error: format not a string literal and no format arguments [-Werror=format-security] 141 | doom_printf(msg); | ^~~~~~~~~~~ cc1: some warnings being treated as errors make[2]: *** [src/CMakeFiles/dsda-doom.dir/build.make:118: src/CMakeFiles/dsda-doom.dir/dsda.c.o] Errore 1 make[1]: *** [CMakeFiles/Makefile2:187: src/CMakeFiles/dsda-doom.dir/all] Errore 2 make: *** [Makefile:136: all] Errore 2 The culprit is in the dsda.c file, in line #141: doom_printf(msg); It should be changed to: doom_printf("%s", msg); to fix the compilation error 1 Share this post Link to post
GarrettChan Posted July 16, 2021 During fullscreen mode, switching between GL and 32bit will crash the sourceport. However in windowed mode, it's fine. I have another copy particularly for viddump. That one seems fine with this... so I'm a bit confused about this. Don't know whether somebody can try this to see whether it happens or not. Thanks. I'm using 1920x1200 with 16:10 just in case it matters. 0 Share this post Link to post
PBeGood Posted July 16, 2021 (edited) This also happens to me Edit: Might be because of the only partial support of opengl for macos, but the game crashes when switching to open gl, fullscreen or not, starting on 8bit or 32bit. So I cant use opengl in any way. @JustANormie uses opengl fine iirc (he also has a mac). Here is my config file dsda-doom.cfg.zip Edited July 17, 2021 by PBeGood4 0 Share this post Link to post
galileo31dos01 Posted July 17, 2021 Hello, I have a question: is there a "remember previous target" option available similar to prboom's? The thing is I've been recently setting up this port to see how it works for me, and so far this would be the only feature I can't find in the configuration. I personally like it when monsters shout their alert noise after infighting which in prb+ can be toggled on regardless of complevels. 0 Share this post Link to post
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