liPillON Posted May 16, 2022 hello @kraflab would you be ok with people submitting PRs for cosmetic changes to the -PRBHUD- lump? I have something in mind (switching position between armor and health indicators in Hud #8, for now..) Should I submit a PR to the prboom+ repository, instead? 0 Share this post Link to post
GoneAway Posted May 16, 2022 Yes, I would submit to prboom+ for that lump. I'm not sure if it makes sense to change something that has been the same way for so long, but I'll let Fabian decide on that and pull the changes :^) 1 Share this post Link to post
liPillON Posted May 16, 2022 (edited) hopefully one day dsda will support loading that lump from an external WAD, so anyone will be able to freely create and distribute custom huds without resorting to editing the port's own resources.. I would open an issue on Github to track that, but.. *wink wink* Edited May 16, 2022 by Delfino Furioso 1 Share this post Link to post
GoneAway Posted May 16, 2022 Does it not let you replace it? Internal lumps are namespaced to reduce the chance of an accidental collision with resources from other projects, but I think you should be able to replace the lumps by namespacing it in your pwad. Does this sequence work? B_START -PRBHUD- B_END 2 Share this post Link to post
liPillON Posted May 16, 2022 oh god it never occured to me to check if markers were needed.. I've tried right away and indeed it does behave as expected! Thank you! 2 Share this post Link to post
liPillON Posted May 17, 2022 (edited) OK I'm done editing and I feel confident enough to share the results. This pwad provides 4 huds (with 2 variants each: stats/nostats) for use with prBoom+ or DSDA-Doom: default boom hud distributed boom hud modern layout (txt) modern layout (gfx) The first two are replicas of the built-in DSDA-DOOM huds #2 and #4 I've added them so people can go back to the classic huds without removing this pwad from their autoload folder The last two are modern reinterpretation of the distributed hud. They're for people that are accustomed to the current fps standards, where the player status/arsenal/performance indicators are placed in their dedicated corner of the screen. USAGE: add this mod in your autoload folder in case you're playing a pwad that provides its own "-PRBHUD-" lump, add DSDAHUD.WAD at THE END of your load order dsda-doom.exe -iwad "/path/to/DOOM2.WAD" -file "/path/to/D2TWID.WAD" "/path/to/BLACKOPS.PK3" "/path/to/DSDAHUD.WAD" COMPATIBILITY: engine: any port that support the "-PRBHUD-" lump (only PRBOOM+ and DSDA-DOOM, currently) games: DOOM.WAD, DOOM2.WAD, TNT.WAD, PLUTONIA.WAD pwad: it should be compatible with any dehacked/dehextra mod already supported by prboom+ and dsda-doom TESTED DEHACKED/DEHEXTRA MODS: - "Minicharge" by Tango - "BlackOps" by VGA - "D4V" by Noiser CREDITS: all PrBoom+ and DSDA-Doom developers TeamTNT for the inspiration DOWNLOAD: https://www.mediafire.com/file/fmfpzvtw1lma7n9/dsdaHUD%2B.7z/file SCREENSHOTS: default layout https://i.postimg.cc/zfYCSrLL/default-stats.jpg distributed layouthttps://i.postimg.cc/Bv5xmVDm/distributed-stats.jpg modern TXT layouthttps://i.postimg.cc/fLwYpffD/modern-stats.jpg modern GFX layouthttps://i.postimg.cc/bJ31hSmb/moderngfx-stats.jpg ENJOY! and if you're more of a GZDoom person, check out boomHUD+ https://forum.zdoom.org/viewtopic.php?f=46&t=75613 Edited June 15, 2022 by Delfino Furioso uploaded version 2022.06.14 12 Share this post Link to post
Spectre01 Posted May 17, 2022 @Delfino Furioso Is it possible to add ammo counters to the advanced HUD? For instance, in your HUD #2, there would be 4 lines showing bullets, shells, rockets, and cells above your weapon stats at the bottom right. 2 Share this post Link to post
Maribo Posted May 17, 2022 5 minutes ago, Spectre01 said: @Delfino Furioso Is it possible to add ammo counters to the advanced HUD? For instance, in your HUD #2, there would be 4 lines showing bullets, shells, rockets, and cells above your weapon stats at the bottom right. This is actually the feature I've thought all variants of Advanced HUD are unfortunately missing. The slots get color coded, but I really value the status bar's visibility of exactly how much you have for each type. Would be cool to see it in another variant. 4 Share this post Link to post
maxmanium Posted May 17, 2022 It'd also be great to be able to draw the doomguy mugshots somewhere as well, though I imagine there's not much demand for it. 2 Share this post Link to post
El Juancho Posted May 18, 2022 (edited) 1 hour ago, Maribo said: This is actually the feature I've thought all variants of Advanced HUD are unfortunately missing. The slots get color coded, but I really value the status bar's visibility of exactly how much you have for each type. Would be cool to see it in another variant. I would use the advanced hud if it showed me the exact ammo I have, having crispy doom hud would be really cool too :P Edited May 18, 2022 by El juancho 6 Share this post Link to post
MauryMyers Posted May 18, 2022 (edited) I have tried to run the following wad, but it always throws a window with an error, it is the only source port with which this happensDrought [D4V // 3 maps // RC 2 10/6] Edited May 18, 2022 by MauryMyers 0 Share this post Link to post
pantheon Posted May 18, 2022 (edited) 3 hours ago, maxmanium said: It'd also be great to be able to draw the doomguy mugshots somewhere as well, though I imagine there's not much demand for it. I think that would be huge, the face is relevant gameplay information that's lacking from almost all HUDs. There's GZDoom of course and Crispy/Nugget have options for a HUD with face but I'd love to make the "arms" segment a smaller horizontal line like the PRBoom HUDs, maybe stick it above the ammo count if possible, and put the face next to the health percentage where "arms" used to be. Sticking the face in the middle of the fullscreen weapon sprite looks odd to me. I think this approach could look especially nice in the "distributed" HUD mode. How difficult would something like that be in a port like DSDA (or Woof/Crispy)? Edited May 18, 2022 by pantheon 2 Share this post Link to post
El Juancho Posted May 18, 2022 2 hours ago, MauryMyers said: I have tried to run the following wad, but it always throws a window with an error, it is the only source port with which this happensDrought [D4V // 3 maps // RC 2 10/6] It works on my PC, you need to have doom 2 iwad + the wad on the same folder 1 Share this post Link to post
MauryMyers Posted May 18, 2022 4 minutes ago, El juancho said: It works on my PC, you need to have doom 2 iwad + the wad on the same folder I just tried it and you are right, it seems that the launcher that I use causes an error. Thank you! 1 Share this post Link to post
ViolentBeetle Posted May 26, 2022 Got a pretty unhelpful error message. I figured out the problem was with UMAPINFO, but message itself is unhelpful (And description too, as it refers to period instead of comma being there). Should I ask anyone to make this error more helpful? 2 Share this post Link to post
GoneAway Posted May 26, 2022 Since it's coming from the umapinfo parser, which is shared by multiple ports, I would recommend potentially asking about this in the PR+ thread. I'm totally unfamiliar with that code, as it's essentially an external library in dsda-doom. 1 Share this post Link to post
El Juancho Posted May 27, 2022 Is there any way to speed up the screen melt? If not, i would like it to be an option in the next update. 0 Share this post Link to post
Shepardus Posted May 27, 2022 There's an option to disable the screen melt entirely if you'd prefer that. 0 Share this post Link to post
El Juancho Posted May 27, 2022 56 minutes ago, Shepardus said: There's an option to disable the screen melt entirely if you'd prefer that. That would make doing demos way harder :P 1 Share this post Link to post
tengv Posted May 27, 2022 Anyone know when 0.25 will be released? Also, I was wondering if there are any good step by step guides out there that explain how to build DSDA Doom. Would appreciate any suggestions! 0 Share this post Link to post
GoneAway Posted May 28, 2022 0.25 is in alpha testing right now. It's unstable and buggy as many portions of the code base have been refactored. It will be released when it's done. 8 Share this post Link to post
Shepardus Posted May 28, 2022 14 hours ago, tengv said: Anyone know when 0.25 will be released? Also, I was wondering if there are any good step by step guides out there that explain how to build DSDA Doom. Would appreciate any suggestions! For building dsda-doom, you can follow the instructions for PrBoom+: https://github.com/coelckers/prboom-plus/wiki/Building-PrBoom-Plus-on-Windows 1 Share this post Link to post
ChopBlock223 Posted May 29, 2022 Would you be interested in a ridiculously frivolous suggestion for a trivial and pointless feature? 0 Share this post Link to post
grendelw Posted June 5, 2022 Not sure if this is an easy question to field or not, but does disabling bob have an impact on demo recording? DSDA doesn't force it on for complevel 2 but woof seems to do that. Just confused and wondering if I need to get used to having viewbob on for recording complevel 2 demos or not. 2 Share this post Link to post
Maribo Posted June 5, 2022 47 minutes ago, grendelw said: Not sure if this is an easy question to field or not, but does disabling bob have an impact on demo recording? Since v0.23.0, no. Source: patch notes here. You're free to set view bobbing and weapon bobbing to whichever settings you want, regardless of casual play or demo recording. :) 3 Share this post Link to post
grendelw Posted June 5, 2022 8 minutes ago, Maribo said: Since v0.23.0, no. Source: patch notes here. You're free to set view bobbing and weapon bobbing to whichever settings you want, regardless of casual play or demo recording. :) Nice! thank you! 0 Share this post Link to post
liPillON Posted June 14, 2022 version 2022.06.14 of my HUD has been released, adding of a bunch of layouts download link updated here: https://www.doomworld.com/forum/post/2496211 check out its sister project for GZDoom here: https://forum.zdoom.org/viewtopic.php?f=46&t=75613 1 Share this post Link to post
El Inferno Posted June 16, 2022 Not sure if it's worth bringing up here, but I've got a corrupted savegame while playing jumpwad map07 on dsda 0.24.3 (and it costed me an hour of progress :( ). I think it's the first time I got one so I'm not sure how frequently they happen and if it's something wad-specific. dsda-doom-savegame999.zip 1 Share this post Link to post
GoneAway Posted June 17, 2022 A couple other people had a save corruption problem on jumpwad map 7, so something is definitely messed up. It's a strange error, because it means that something in the save file is looking for an object that doesn't exist in the save file (like if it stored a monster that is targeting a monster that doesn't exist). It either means there is an error in choosing what things to put into the save file, or some kind of edge case in parsing the file itself. I haven't looked into it yet but thanks for the report - it helps to confirm specifically map 7 is where the problem happens. 3 Share this post Link to post
Dinoaur Posted June 22, 2022 (edited) On 5/28/2022 at 1:23 PM, kraflab said: 0.25 is in alpha testing right now. It's unstable and buggy as many portions of the code base have been refactored. It will be released when it's done. 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: Quote 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: Quote 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 June 22, 2022 by Dinoaur 0 Share this post Link to post
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