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dsda-doom source port [v0.24.3]


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Do you think you might get a chance to look at FLAC-playback as well? I reported a few issues I've had with it a while back, and it would be great if you could get it working in future releases.

 

Post #1:

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There seems to be a problem with the "Roland SC-55 Music Packs" (FLAC) for every Doom-engine game, where a small part of the beginning of the audio tracks play twice in a row.


Secondly, the audio tracks don't loop perfectly in DSDA-Doom like they do in GZDoom, but simply restart after fading.


Lastly, I also had to export the audio tracks from the original .PK3-archive into a .WAD-archive to make them play in DSDA-Doom to begin with.

 

 

Post #2:

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By the way, I think the reason for the FLAC audio not looping might have something to do with DSDA-Doom not supporting metadata loop tags for seamless looping playback, as stated on the "Roland SC-55 Music Packs" website.

 

Thanks!

Edited by Dinoaur

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Is there a way to get any demo time instantly? Or even faster than playback duration?

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33 minutes ago, Ks4 said:

Is there a way to get any demo time instantly? Or even faster than playback duration?

Fastest way I know of is to play back the demo with -timedemo or -fastdemo (with -nodraw it doesn't matter which one), and add -levelstat (to output levelstat.txt with the time and other statistics for each level completed), -nodraw (to not draw any graphics), and -nosound (to not play any sounds).

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I've been testing a wad with UMAPINFO and discovered that by default next level increments the id (And crashes, unable to find E1M10) instead of going through normal progression. I don't think this was a case in PrBoom+ which I used before. Should I report is as a bug?

 

Alternaitvely, if this is how UMAPINFO is supposed to work, should I mention it on wiki?

Edited by ViolentBeetle

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30 minutes ago, kraflab said:

If the bug is also in prboom+, I would post it in its thread (or file an issue in github).

Indeed it is. I'll go post on GitHub, I assume bug fixes would be shared between ports in some ways (If it's a bug)

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This question has probably been asked before but while playing Heretic i noticed that it is impossible to see any secret sectors in the automap even after using the map cheat and changing colors for automap in general doesn't seem do anything. Is this intentional behavior?

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4 hours ago, Gregor said:

This question has probably been asked before but while playing Heretic i noticed that it is impossible to see any secret sectors in the automap even after using the map cheat and changing colors for automap in general doesn't seem do anything. Is this intentional behavior?

Currently the Heretic (and Hexen) automap colors are hardcoded in am_map.c. I haven't tried Heretic in dsda-doom so I can't tell you what exactly the color for secret sectors is supposed to be, but it's apparently the same value used for "line at floor height change color" (heretic_mapcolor_fchg), making it indistinguishable from normal sectors.

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On 4/16/2022 at 2:21 PM, ReaperAA said:

@kraflab I was just playing TNT: Revilution's Map30 and I had accidentally set the complevel to MBF21. What happened was that the map's spawn cubes didn't turn into monsters and just remained there like decorations and thus breaking the map.

 

Hm, which comp setting would that be? 

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Another thing i've noticed with Heretic is that the "gimme##" cheat doesn't seem to work in DSDA but the other cheat codes do. Is there an alternative way to input this cheat or is it simply not working? I'm using DSDA v.0.24.1.

Edited by Gregor

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4 hours ago, fabian said:

 

Hm, which comp setting would that be? 

It's comp_telefrag. I'll fix it for the next release.

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Since weapon and view bobbing are purely visual effects in DSDA-Doom, what are the chances of getting "smooth chainsaw bobbing" as a QOL feature? That's the only thing that bugs me about DSDA and PrBoom.

 

I know it's 'accurate' to the original game but the mismatch between it and the smoother bobbing of the other weapons when using uncapped framerate is a bit jarring to me. I posted about this in the PrBoom thread before I realized DSDA is the actual successor to that sourceport...you learn something new every day.

Edited by Trar

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Is it normal that the "Actions" tab on Github doesn't produce any artifacts? Like this I am kinda unable to access latest builds without manual compiling.

Edited by NightFright

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Dev builds for this port are completely unstable, so they aren't stored anywhere.

 

About chainsaw: maybe.

Edited by kraflab

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@kraflab I've been watching a lot of @Red Recluse and ruinen1000 UV-MAX TASes of Chillax/etc maps on youtube and am thoroughly enjoying them.  I'd like to know how I can get involved with development of DSDA-Doom and add some features I think would help TAS creators.  I've got a lot of ideas floating around in my head.

Is there a discord channel or some other place we can discuss further?  Thanks!

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Side note:
For everyone who wants colored blood, you can use the bloodcolor.deh file from Woof and place it in your autoload\doom-all folder.

 

Here's the code, with additional entries for Spectre and Lost Soul to "bleed" bullet puffs:

Thing 14 (Spectre)
Bits = SHOOTABLE+SHADOW+COUNTKILL+SOLID+NOBLOOD

Thing 15 (Cacodemon)
Blood color = 3

Thing 16 (Baron of Hell)
Blood color = 2

Thing 18 (Hell Knight)
Blood color = 2

Thing 19 (Lost Soul)
Bits = NOGRAVITY+SHOOTABLE+FLOAT+SOLID+NOBLOOD

Also: Is there a way to deactivate the time display in the stats widget for the status bar (plus the time display on the intermission screen)? I had recently requested this for Woof and it was implemented. Ofc I am totally aware that this timer is an important feature for a port focussed on speedrunning, but there are those like me who just want to use the port for regular playing. I have no problems with the timer being on by default, but an option to turn it off and just have the kills/items/secrets counter would be really cool.

Edited by NightFright

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How do you change the soundfont used with DSDA-Doom? I want to use 8MbGM_Enhanced18.sf2 (if it's supported) but I'm not entirely sure how. I know with Woof, it's a matter of putting the sf2 file in the soundfonts folder and adding the name of the file to the correct location in the config, so I assume it might be a similar process?

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I know that a soundfont is inside of DSDA's custom wad (dsda-doom.wad) called "sndfont" or something like that. I guess you could rename it to sndfont.sf2 and replace the lump inside of dsda-doom.wad. There might be an easier way, but that's how I would probably do it.

Edited by NightFright

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18 minutes ago, NightFright said:

I know that a soundfont is inside of DSDA's custom wad (dsda-doom.wad) called "sndfont" or something like that. I guess you could rename it to sndfont.sf2 and replace the lump inside of dsda-doom.wad. There might be an easier way, but that's how I would probably do it.

 

It seems that inputting the name of the desired soundfont next to the "snd_soundfont" under Sound Settings and saving the change is the easier way to do it. I had a hunch it was that, so I copied the soundfont to the DSDA-Doom folder and made the change and it happened to work. The main thing I noticed is that it sounds a bit quieter with DSDA than Woof, but it works.

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Yeah, I guess a soundfont was only included in the wad so there is one available by default. I am not using soundfonts any more by myself, so I wouldn't know about all available methods. Great you got it working the way you wanted.

Edited by NightFright

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7 hours ago, Eddie 2077 said:

The main thing I noticed is that it sounds a bit quieter with DSDA than Woof, but it works.

There's also a "gain" setting for Fluidsynth in the DSDA config (should be near where you specify the soundfont), you can try increasing that to raise the volume.

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I have this problem with dsda-doom 0.24.3, it's like it ignores exclusive fullscreen option for 1920x1440 resolution (that's just 4:3) and the picture is aligned by the left edge. Only this specific resolution in OpenGL.

Using any other resolution with OpenGL properly aligns the picture to the center. Using any resolution (even 1920x1440) in Software mode also aligns the picture to the center.

Tried different scaling modes in nVidia drivers, no success. Guess they make no difference since dsda-doom only changes internal resolution.

Also it works fine in PrBoom+ 2.6.2.

dsda-doom 0.24.3 08-May-22 15_42_06.png

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@Deil I have the same issue (though with different resolutions), BUT it seems like it's not related to OpenGL exclusive fullscreen mode being set to "No". Or rather, I was certain it was, but before writing this comment, I launched the game to make sure we're talking about the same problem, and to my surprise now it does the same thing but with a reverse setting... It doesn't scale properly when OGL Exclusive Fullscreen is set to "Yes". Previously it was the vice versa, just like what you described in your comment.

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Speaking of issues, I've noticed DSDA-Doom occasionally locks up when I quit (as in, after I press "Y" when Doom prompts me to). The quit screen (the default one) will just stay there for a couple seconds longer than usual and kinda tabs me out (the default Windows cursor pops up and I can move it but DSDA is still frozen on the quit screen), then quits itself. In case it's important, I use the OpenGL renderer specifically and I use DSDA with Doom Launcher (Hobomaster22's). A potentially related issue to this is occasional lag spikes when playing with DSDA, sometimes randomly or when I pick up items (I've seen it happen when picking up items in the outside secret area in E1M2). Right now, I'm assuming it's my system not playing nicely with DSDA, but I decided to bring it up just to be sure. 

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Maybe kind of a stupid question, but I couldn't find an answer myself. When playing back a demo does DSDA-Doom allow you to keep the map music playing when you hit Pause? Changing game speed does not affect music speed as expected. I'm also pretty sure I've seen pause button used in youtube commentaries for some demos and the music didn't stop. Am I missing something or this is just not possible?

 

UPD: Nvm, I was wrong, it was not possible.

Edited by Ravendesk

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On 5/4/2022 at 6:53 AM, Will D said:

@kraflab I've been watching a lot of @Red Recluse and ruinen1000 UV-MAX TASes of Chillax/etc maps on youtube and am thoroughly enjoying them.  I'd like to know how I can get involved with development of DSDA-Doom and add some features I think would help TAS creators.  I've got a lot of ideas floating around in my head.

Is there a discord channel or some other place we can discuss further?  Thanks!

This thread is a good place to request or suggest features.

 

On 5/4/2022 at 5:01 PM, NightFright said:

Is there a way to deactivate the time display in the stats widget for the status bar

Not yet, but customizing these elements is planned.

 

13 hours ago, Deil said:

the picture is aligned by the left edge

This issue is fixed for the next release.

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Welcome. It's my first time using dsda-doom and I'm having this problem. Strange as it may be, I play classic doom controls (no mouse required). I have a problem to assign the right alt as strafe because it saves it as ctrl. Interestingly, it works when I assign a strafe to the left alt and a shot to the crtl is when I use the right alt, shoots and strafes at the same time.
I managed to bind all the other buttons properly except the right Alt. I have been playing this for over 20 years and I am not able to get used to playing differently :D

 

Some tips?

 

EDIT: I added screenshot. I press right alt but it is bind as ctrl O_o

2022-05-11.png

Edited by alien111

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Actually, looking at the Wiki page for UMAPINFO, it seems that there's no mention of the setting for the MAP30 special to allow or disallow for monsters to be able to telefrag, is this an error on the page, or do some ports with UMAPINFO not support that feature?

 

Oh yeah, and another thing; a forced pistol start option for levels would be useful.

Edited by ChopBlock223

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