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dsda-doom source port [v0.24.3]


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1 hour ago, s4f3s3x said:

Is it possible to have widescreen disabled, or at least a pillarbox option?
I usually like to play in the classic squarish view, but all I have in DSDA is 4:3 aspect ratio stretched

When you change aspect ratio to 4:3 and set 4:3 resolution, the image doesn't stretch to full screen. I have checked if changing driver settings could overwrite dsda-doom's settings, but no matter what I set the scaling mode to, the game properly follows the in-game settings. So, everything should work properly.

 

There is one minor bug with "status bar and menu appearance" however. Some times after changing resolution and aspect ratios, the menu and status bar may appear stretched/squashed. It can be fixed by changing the format from "doom format" to "not adjusted" and back to "doom format" again.

 

P.S. Maybe it's some specific resolution that doesn't work properly for you? What are your settings?

Edited by PKr

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@PKr

 

Schermata 2022-07-15 alle 00.16.52.png

 

Tried to set to 4:3 a.r., disable fullscreen, going down to some Crispy/Choco resolutions, but nope, it always get stretched...

 

EDIT.: I'm on MacOs, if it helps

Edited by s4f3s3x

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3024x1890 is 16:10. Open dsda-doom.cfg, set screen_resolution to "2520x1890".

37 minutes ago, s4f3s3x said:

EDIT.: I'm on MacOs, if it helps

I see... In that case try setting your desktop resolution to some 4:3 one, and then set the game to the same res. Theoretically, this should do the trick. I am not familiar with macs though, so sorry if that won't be of any use to you.

https://www.macworld.com/article/672281/how-to-change-aspect-ratio-on-mac-screen.html

Edited by PKr

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11 hours ago, s4f3s3x said:

EDIT.: I'm on MacOs, if it helps

 

I think you would need third party apps to be able to change the aspect ration. Apps like SwitchResx and BetterDummy might do the trick

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Turn off "software exclusive fullscreen."

 

Also, 3024x1890 is a 16:10 aspect ratio, so it's supposed to be widescreen. You said you tried some other resolutions too - make sure they aren't also 16:10. The source port has special handling for 320x200 and 640x400 to make those 4:3.

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Yes, I know. I think I already tried all possible variations of settings and res, but nope. Anyway, thanks!

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Pardon the double post, but I noticed something ugly with the software rendering, where mid-textures and expecially textures placed very high on top sectors shiver and pulse. Best way to describe this is... well, it looks exactly like the texture jiggling of a PS1 game. It is very annoying!

It does not happen with OpenGL of course.

 

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DSDA-doom v0.24.3 can't handle the UMAPINFO bossactions for DEHEXTRA things. 
Here is an example: UMDEHBUGDEMONSTRATION.rar

In the first map, everything works as it should on both v0.23.0 and v0.24.3: the door opens after you kill the zombieman.

In the second map, everything is identical, except the zombieman was replaced by an identical copy made with DEHEXTRA. On v0.23.0, everything works as before. However, on v0.24.3, the door doesn't open after you kill the zombieman. 
It also works perfectly in GZDoom 4.8.2, reinforcing the idea that it's a bug and not some kind of a weird feature. 
(Note: everything was tested on clean installs with 0 modifications.)

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30 minutes ago, ONETAPPYBOI said:

DSDA-doom v0.24.3 can't handle the UMAPINFO bossactions for DEHEXTRA things. 
Here is an example: UMDEHBUGDEMONSTRATION.rar

In the first map, everything works as it should on both v0.23.0 and v0.24.3: the door opens after you kill the zombieman.

In the second map, everything is identical, except the zombieman was replaced by an identical copy made with DEHEXTRA. On v0.23.0, everything works as before. However, on v0.24.3, the door doesn't open after you kill the zombieman. 
It also works perfectly in GZDoom 4.8.2, reinforcing the idea that it's a bug and not some kind of a weird feature. 
(Note: everything was tested on clean installs with 0 modifications.)

This has been fixed for the next release. (It was previously reported for the wad Xerxesia.)

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I've decided to stop frequenting doomworld. I've opened up issues in the repo for anyone that doesn't hang out in the discord, and I'll continue to post builds in both of those places. It's not the misinformation campaign or the disingenuous clout chasing that bothers me, nor even what I can only describe as antispeedrunner bigotry, but the fact that that behaviour is welcomed and celebrated in the wider forum that I find so disappointing. Ultimately I don't care enough to continue putting up with that and don't have much interest in sticking around for it. You win this round 🤷

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8 hours ago, ChopBlock223 said:

I don't think anyone has won anything here, man.

Indeed. This isnt about clout nor misinformation, but rather percieved indifference taken to unhealthy levels.

 

It pains me these decisions get made because of it. They do not reflect the reality of (some) of it, as (again, some of it) it is mere disagreement.

 

Kraf, i respect you and your work far too much and so do many. But like Chopblock, i do not think this decision helps anyone.

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Really sad to see you not deciding to visit DW anymore. There are plenty of people here (including me) who love the work you put in DSDA-Doom.

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"Antispeedrunner bigotry"? Bro what? I'm not sure how to interpret any of this. No one seemed rude or anything.

Edited by BigBoy91

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36 minutes ago, BigBoy91 said:

"Antispeedrunner bigotry"? Bro what? I'm not sure how to interpret any of this. No one seemed rude or anything.

Maybe he's referring to what was said in the ENDOOM support tread split. Maybe?

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Yeah tbh I don't really understand this decision. Sure, there was a bit of drama in the ENDOOM split, but at the end of the day I don't think it was all that serious.

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I like the port and I don't agree with this decision either. Now I'll have to check the github link for newer versions. I liked it when it was here. :)

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9 hours ago, PsychEyeball said:

I know my opinion likely does not matter in the slightest since I'm a complete nobody, but I'm a casual Doom player who absolutely loves this port. It's everything I want a port to be. It looks good, it's faithful to the source game and it has a really wide array of things you can do with it. I can't speak for the whole forums or tell what would be their consensus on anything, but I feel you are a positive presence for most people in here despite what you think.


I hesitated to say anything, but this sums it up: I’m no speedrunner, I’m no body, and DSDA-Doom is easily my favourite port and the one I use for everything unless absolutely necessary. Visiting Github on regular basis isn’t a problem for me, but I liked receiving notifications here automatically when a new version is available or some features are discussed.

 

My point of view as a casual player is limited, I can’t detect particular antispeedrunner-mentality. Suspected communication failures, yes, and the annoying sense of entitlement, surely. But I also don’t doubt when Kraflab says there is this mentality and that it’s welcomed by the wider community. That makes me regret I personally haven’t said anything that might counterpointed that particular observation.

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I'll be completely honest and say that I've never viewed DSDA-Doom as a speedrunning-centric source port and more so just a continuation of PrBoom+ with very nice optimizations and features. Although I will admit that I'm a tad bit disappointed with how some stuff in the port is handled and some of the decisions that were made with it over time.

 

I have no idea what the "antispeedrunner-mentality" thing is all about though...

 

Spoiler

I don't mean to cause any more drama here but why exactly is this source-port located in the speedrunning forum? I get that it's meant for speedrunning but I'd imagine a lot of people would have an easier time finding it in the source ports forum.

 

Edited by Terraformer9x
Wrong term used. Clarification.

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5 hours ago, Terraformer9x said:

I don't mean to cause any more drama here but why exactly is this source-port located in the speedrunning forum? I get that it's meant for speedrunning but

 

Asked and answered?

 

It is a shame there will be no further posts from kraflab here. But I understand where the decision came from and I would do the same honestly in the face of that much hostility. Just hope somebody else can report updates in this thread so everyone can stay up to date - I see the links to the current version of the source port in the original post have been replaced with a general link to the Github page so there will be no need for kraflab to edit it in the future.

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+1 to "Casual player, love DSDA-Doom for its great feel and full feature set, perfectly fine with the removal of ENDOOM." If I want to see those screens, I can turn on "Show ENDOOM" on Woof, Choc. Doom, PrBoom+, etc. But more to the point, I'm happy that a source port aimed at very high level players exists, because it seems to serve the more casual audience well, too. Sorry to see kraflab go like this.

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4 hours ago, Billa said:

 

Asked and answered?

 

It is a shame there will be no further posts from kraflab here. But I understand where the decision came from and I would do the same honestly in the face of that much hostility.

Except that isn't the case in the case of ENDOOM. I don't feel like regurgiating what was said there, but hostility it certainly was not.

 

This was a strenuous discussion which led to an outcome which benefits nobody, and everybody loses.

Edited by Redneckerz
removed useless spaces

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  • 3 weeks later...

Can someone explain to me what exactly the options "Parallel same-sound limit" and "Parallel same-sound window" do again? I know it was explained before in this thread, but i don't know where and don't wanna read through 40 odd pages to find it. Is there a way to search a thread for a specific key word?

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1 hour ago, Gregor said:

Can someone explain to me what exactly the options "Parallel same-sound limit" and "Parallel same-sound window" do again? I know it was explained before in this thread, but i don't know where and don't wanna read through 40 odd pages to find it. Is there a way to search a thread for a specific key word?

Yeah, when you click the search bar, the fourth option in the drop down menu is This Topic. Parrallel is specific enough on its own. I should probably read those posts too but I'll do what I usually do and procrastinate. :p

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48 minutes ago, BMWAG65321 said:

Yeah, when you click the search bar, the fourth option in the drop down menu is This Topic. Parrallel is specific enough on its own. I should probably read those posts too but I'll do what I usually do and procrastinate. :p

Whoops! Never noticed that. Thanks for the info. That will make things a lot easier in the future. 👍

 

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Hi! today I started to test the master branch of the source port and and ran into rendering issues in gl rendering mode. I'm a MacOS user. This issue don't occur in v. 0.23 (with the same config file). [The map is Plutonia MAP01 btw]

 

[EDIT: I realized that the issue occur when the "simple shadows" option is activated, as already reported on github: Issue #120]

[EDIT 2: I saw that they fixed it in the master branch, thanks!]

 

 

Captura de Pantalla 2022-08-09 a la(s) 12.44.02.png

Edited by fran
Link to issue in git

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On 8/9/2022 at 7:49 PM, fran said:

Hi! today I started to test the master branch of the source port and and ran into rendering issues in gl rendering mode. I'm a MacOS user. This issue don't occur in v. 0.23 (with the same config file). [The map is Plutonia MAP01 btw]

 

[EDIT: I realized that the issue occur when the "simple shadows" option is activated, as already reported on github: Issue #120]

 

 

Captura de Pantalla 2022-08-09 a la(s) 12.44.02.png

Yeah, I created a Github account just to report this issue there... Glad I am not the only one experiencing this bug.

 

@fran check the Issue 120 again as andrey-budko has provided a fix there. It solved the issue on my end.

Edited by PKr

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If someone can relay it to kraflab, there seems to be a bug regarding UMAPINFO and custom monsters using the boss death function, where it plain just doesn't work.

 

It appears to work just fine in Woof.

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