PKr Posted July 14, 2022 (edited) 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 July 14, 2022 by PKr 0 Share this post Link to post
s4f3s3x Posted July 14, 2022 (edited) @PKr 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 July 14, 2022 by s4f3s3x 0 Share this post Link to post
PKr Posted July 14, 2022 (edited) 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 July 14, 2022 by PKr 1 Share this post Link to post
PBeGood Posted July 15, 2022 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 0 Share this post Link to post
Shepardus Posted July 15, 2022 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. 0 Share this post Link to post
s4f3s3x Posted July 17, 2022 Yes, I know. I think I already tried all possible variations of settings and res, but nope. Anyway, thanks! 0 Share this post Link to post
s4f3s3x Posted July 17, 2022 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. 0 Share this post Link to post
ONETAPPYBOI Posted July 19, 2022 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.) 1 Share this post Link to post
Shepardus Posted July 19, 2022 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.) 4 Share this post Link to post
GoneAway Posted July 20, 2022 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 🤷 14 Share this post Link to post
ChopBlock223 Posted July 20, 2022 I don't think anyone has won anything here, man. 24 Share this post Link to post
Redneckerz Posted July 20, 2022 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. 7 Share this post Link to post
ReaperAA Posted July 21, 2022 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. 12 Share this post Link to post
PsychEyeball Posted July 21, 2022 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. 25 Share this post Link to post
BigBoy91 Posted July 21, 2022 (edited) "Antispeedrunner bigotry"? Bro what? I'm not sure how to interpret any of this. No one seemed rude or anything. Edited July 21, 2022 by BigBoy91 1 Share this post Link to post
xX_Lol6_Xx Posted July 21, 2022 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? 3 Share this post Link to post
maxmanium Posted July 22, 2022 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. 5 Share this post Link to post
HitelbeVettBor Posted July 22, 2022 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. :) 0 Share this post Link to post
RHhe82 Posted July 22, 2022 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. 3 Share this post Link to post
Terraformer9x Posted July 22, 2022 (edited) 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 July 22, 2022 by Terraformer9x Wrong term used. Clarification. 6 Share this post Link to post
Billa Posted July 22, 2022 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. 6 Share this post Link to post
Mr. Alexander Posted July 22, 2022 +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. 7 Share this post Link to post
Redneckerz Posted July 22, 2022 (edited) 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 July 22, 2022 by Redneckerz removed useless spaces 3 Share this post Link to post
Maribo Posted July 22, 2022 This thread has resided in this subforum because, as the name states, it is a port primarily targeting speedrunners. Although as Kraflab has said before, he has added things that are outside the scope of the port's primary goals, that doesn't change the design philosophy. If Kraflab had ever decided the port belonged in the Source Ports forum, then someone would have moved it, but it was more in place here, where there are a significant amount of runners who only really look in this subforum. It still makes sense to keep it here, given that the primary point of this forum is essentials on submitting demos and the threads for which you submit them to. re: ENDOOM stuff. If you've haven't seen it, you can go read it here, and consider why Kraflab reached this conclusion. This is not an invitation to start that conversation again, or a meta conversation about it in this thread, but a suggestion for anyone out of the loop. I won't be locking this thread, as I still intend on posting binaries for Debian-based Linux distros here, and it also has seen good use for "hey how do I do x in this port?" and other similar questions. I'll update the title with the version number as well, but I won't be touching the OP otherwise. Everyone is still welcome to post in this thread, just be aware that bug reports should go through the Discord or Github channels as of now, as stated by Kraflab. 16 Share this post Link to post
Gregor Posted August 7, 2022 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? 0 Share this post Link to post
BMWAG65321 Posted August 7, 2022 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 1 Share this post Link to post
Gregor Posted August 7, 2022 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. 👍 1 Share this post Link to post
fran Posted August 9, 2022 (edited) 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!] Edited August 11, 2022 by fran Link to issue in git 1 Share this post Link to post
PKr Posted August 9, 2022 (edited) 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] 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 August 10, 2022 by PKr 1 Share this post Link to post
ChopBlock223 Posted August 16, 2022 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. 0 Share this post Link to post
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