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dsda-doom source port [v0.24.3]


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12 minutes ago, Shepardus said:

WAD authors can also put a COMPLVL lump in their WAD (text lump with possible values "vanilla," "boom," "mbf," or "mbf21"), which dsda-doom (and Woof) will use if no -complevel parameter is provided (the parameter will still take precedence over the lump). Hopefully that catches on more over time so there's less ambiguity about the intended complevel (though I'd say people are already better about specifying complevel in text files nowadays than they used to be).

 

Yeah but that doesn't help with wads before 2021.

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1 hour ago, maxmanium said:

 

Yeah but that doesn't help with wads before 2021.

FACTS! ;)

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On 9/4/2022 at 2:46 AM, Maribo said:

Yeah, totally fine. If you do find something that is broken specifically when running cl21 in a lower complevel wad, feel free to post about it (providing a demo would be extra helpful but details are fine too), because cl21 is supposed to cover everything within the bounds of the standard complevels.

Speaking about things breaking under mbf21: map07 of Alien Vendetta can't be finished on comp 21 because the sector tagged 667 rises to high and as a result blocks the way to the exit. I know this is a "fix" introduced by Boom that mbf, and apparently mbf21 as well, inherited. But it's still a major flaw if the intention is, like you said, to make mbf21 cover all the standard complevels.

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2 hours ago, Gregor said:

Speaking about things breaking under mbf21: map07 of Alien Vendetta can't be finished on comp 21 because the sector tagged 667 rises to high and as a result blocks the way to the exit. I know this is a "fix" introduced by Boom that mbf, and apparently mbf21 as well, inherited. But it's still a major flaw if the intention is, like you said, to make mbf21 cover all the standard complevels.

 

That's why complevels are there, aren't they? I don't know what you are expecting here but the nature of compatibility levels naturally means that you cannot define a "one size fits all" level. If such a thing was possible there would be no need for compatibility levels in the first place.

 

It is also not the only map suffering from such a problem. One of the Memento Mori megawads also has a map where progression is blocked by a sector rising too high.

You got three choices here:

 

1. Play on the appropriate complevel.

2. Play on a different level with the relevant option enabled

3. Convince your port's author to add per-map compatibility presets to the engine that can handle these things for you.

 

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dsda-doom has a feature that detects specific maps and applies compatibility options (the same ones available through the OPTIONS lump) if playing with cl21. For av07, it looks like comp_model needs to be set.

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9 hours ago, Graf Zahl said:

 

That's why complevels are there, aren't they? I don't know what you are expecting here but the nature of compatibility levels naturally means that you cannot define a "one size fits all" level. If such a thing was possible there would be no need for compatibility levels in the first place.

 

It is also not the only map suffering from such a problem. One of the Memento Mori megawads also has a map where progression is blocked by a sector rising too high.

You got three choices here:

 

1. Play on the appropriate complevel.

2. Play on a different level with the relevant option enabled

3. Convince your port's author to add per-map compatibility presets to the engine that can handle these things for you.

 

 

I'm aware of that. I only mentioned it because @Maribo recently posted that mbf21 is trying to be a one-size-fits-all solution that allows any mapset covered by the standard complevels to run. I remember kraflab stating something similar in an older post.

So i suppose it's choice #3 on your list.

 

On 9/4/2022 at 2:46 AM, Maribo said:

Yeah, totally fine. If you do find something that is broken specifically when running cl21 in a lower complevel wad, feel free to post about it (providing a demo would be extra helpful but details are fine too), because cl21 is supposed to cover everything within the bounds of the standard complevels.

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  • 3 weeks later...

I don't know if someone can relay this to Kraflab, but there's this bug we're experiencing where a .wad which contains an .ogg file for a level causes the game to crash out on a Signal 11 error, but only if you use a music player besides FluidSynth. It seems odd and inconsistent too, it doesn't stop if you switch back to FluidSynth.

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6 hours ago, Delfino Furioso said:

since he left, kraflab enabled users to create issues on github

 

you'd be better off filing the bug there

https://github.com/kraflab/dsda-doom/issues

 

How the fuck do I use a github? I'm not inclined towards programming at all, every time I'm forced to go there for a download I have forgotten where the download button is and I have to re-find it.

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5 hours ago, ChopBlock223 said:

How the fuck do I use a github? I'm not inclined towards programming at all, every time I'm forced to go there for a download I have forgotten where the download button is and I have to re-find it.

How to create an issue:
https://docs.github.com/en/issues/tracking-your-work-with-issues/creating-an-issue

 

Regarding downloads, simply navigate to the "Code" tab and click the "Releases" button on the right pane. You can find the downloads under "Assets" on the page that follows. Note that this doesn't apply to DSDA-Doom since the binaries for each release aren't hosted on Github, only the source code - you can find a link for the Windows binaries if you scroll down to the README on the "Code" tab.

 

Hope this helps!

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4 hours ago, Andromeda said:

Hope this helps!

I guess I'll sign up and leave that note somewhere. Certainly the instructions for finding downloads will have escaped my brain by the time I need to venture there again for a download.

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Question: are playing back demos with saves (complevel 13 and maybe higher) generally supported or not?

 

I have at least one -complevel 13 demo that use saves and plays back in Prboom+ (2.5.1.3 and 2.5.1.5) but not in DSDA-Doom.  Not sure if intentional or not.  Thought I'd mention.  I don't have a Github account nor publicly use Discord so I thought I'd mention here for fun.

 

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@GoneAway When loading up DSDA 24 windows 32 bit (a few differrent updates 24.1, 24.3)  After updating from 19.7 windows 32 bit playing in 4:3 aspect and 16:9 ratio I can 100% say that all the monster sprites seem to be shorter and "squished" a bit. I even showed this on stream on twitch and some people in chat agreed they could see the change in the monster sprites looking "less good" and more squished in the later version. Has anyone brought this up ? I am supprised people didn't scream this out on here earlier. I can try and take a screenshot comparison if needed. I am using the same texture and graphics settings going through each setting and tried to get the newer versions to "look like my old install" 

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1 hour ago, RN_Jesus said:

@GoneAway When loading up DSDA 24 windows 32 bit (a few differrent updates 24.1, 24.3)  After updating from 19.7 windows 32 bit playing in 4:3 aspect and 16:9 ratio I can 100% say that all the monster sprites seem to be shorter and "squished" a bit. I even showed this on stream on twitch and some people in chat agreed they could see the change in the monster sprites looking "less good" and more squished in the later version. Has anyone brought this up ? I am supprised people didn't scream this out on here earlier. I can try and take a screenshot comparison if needed. I am using the same texture and graphics settings going through each setting and tried to get the newer versions to "look like my old install" 

Screenshots would be helpful, as would sharing your config (or at least which renderer you're using, software or OpenGL). I just tried comparing 0.19.7 and 0.24.3 (on Linux, in case it's relevant) with screenshots of the start of Entryway and didn't see any difference.

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6 hours ago, RN_Jesus said:

19.7 config 

and 24 config in zips

oh man, From side by side its not just my eyes! You can tell the spirits all have a nice tall beefy look in 19.7 and look boxy in 24

Have you tried setting the "aspect ratio" setting in the video settings to be the same in both? In your 0.19.7 config it's set to 4:3 while in your 0.24.x config it's set to auto. Your actual window resolution is 1280x1024, which is a 5:4 aspect ratio, so when you set the aspect ratio in the config to 4:3, it's rendering a shorter 4:3 scene and then stretching it to a taller 5:4 window.

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Yes, I can remember trying auto, 4:3, and 5:4 and even restarting dsda doom fully between changes and same squished sprites . I put the 5:4 setting you mentioned below the 1st 2 imagedsda-doom54.zips here. 969430781_ItsReal.png.3bd14777bdf6f62dcff71f6387699200.png

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crap message got a bit messed up from dragging the config onto the last message. but yes, the bottom image added is the 5:4 and when put to auto it looks the same. If you play on 19.7 w/ the taller sprites for a long while then switch its the 1st thing you notice that everything looks squished. 

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4 minutes ago, RN_Jesus said:

crap message got a bit messed up from dragging the config onto the last message. but yes, the bottom image added is the 5:4 and when put to auto it looks the same. If you play on 19.7 w/ the taller sprites for a long while then switch its the 1st thing you notice that everything looks squished. 

That's the point, your window resolution is 5:4 so the "auto" and "5:4" aspect ratio settings will behave the same. When you use 4:3 on a 5:4 window, it's actually stretched vertically. Notice how it's not just the sprites that are stretched in the 0.19.7 screenshot, you also see less vertical space in general (on the floor grid in front of you, the bottom of the fifth row of squares is cut off, while in the other screenshots you see the whole fifth row and a little bit of the sixth). If you want the same in 0.24.3, set the aspect ratio setting to 4:3 while keeping the window resolution at 1280x1024 or some other 5:4 resolution.

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2135958204_ItsReal.png.fa76462a7496dd09a1df0690e12761b9.png

okay , seems this looks like the 19.7 a bit more but still feel its still a bit squished. Maybe this 4:3 mode on a 5:4 resolution is not implemented proper on the latest version? 

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This is great news. Now  I can use the newer versions w/ out the squished sprites... w/ the over lap effect animation its real proof for my brain on this fact. I just really don't like the shorter look and thought it was just how letterbox doom looked like vs 16:9 and am always telling people "it looks better in the original 4:3" for how the sprites look less boxey and taller. Now I can enjoy the latest versions. PLAY IN 4:3 everyone! look at the cool tall sprites! Okay now that RN_Jesus says so its final. 

 

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Just compiled the GitHub on my laptop, can't seem to find the option to disable transparency on projectiles. Has it been removed? If so, will it ever be added back? Has something else replaced it entirely? Is it a bug with the version on GitHub and I need to use a release?

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1 hour ago, JackBoi said:

Just compiled the GitHub on my laptop, can't seem to find the option to disable transparency on projectiles. Has it been removed? If so, will it ever be added back? Has something else replaced it entirely? Is it a bug with the version on GitHub and I need to use a release?

The translucency on/off switch that used to be in the menu applied to all translucency (walls and sprites), not just projectiles. That was removed a while back, but it's the same as setting the translucency percentage to 100. If you're building the latest source from GitHub, there's a "boom_translucent_sprites" option in the config file (I don't think it's in the menus).

Edited by Shepardus

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3 hours ago, Shepardus said:

The translucency on/off switch that used to be in the menu applied to all translucency (walls and sprites), not just projectiles. That was removed a while back, but it's the same as setting the translucency percentage to 100. If you're building the latest source from GitHub, there's a "boom_translucent_sprites" option in the config file (I don't think it's in the menus).

#1 i didnt know there were any translucent walls in the game, where are they?
#2 i cant find the .cfg file at all. do you know where it is on linux? running manjaro.

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10 minutes ago, JackBoi said:

#1 i didnt know there were any translucent walls in the game, where are they?
#2 i cant find the .cfg file at all. do you know where it is on linux? running manjaro.

#1 Translucent walls are a Boom feature (CL9 and onwards). They are an action special set in the map. However setting the translucency percentage to 100 disables the effect.

 

#2 Not on linux so I can't help you there :(

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27 minutes ago, JackBoi said:

#2 i cant find the .cfg file at all. do you know where it is on linux? running manjaro.

The default config file location is $HOME/.dsda-doom/dsda-doom.cfg (dsda-doom will create it if it doesn't already exist). You can also use the -config parameter to specify a different config file.

 

For #1, a good example of this is the beginning of Eviternity MAP22.

Edited by Shepardus

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1 hour ago, T.Will said:

#1 Translucent walls are a Boom feature (CL9 and onwards). They are an action special set in the map. However setting the translucency percentage to 100 disables the effect.

1 hour ago, Shepardus said:

For #1, a good example of this is the beginning of Eviternity MAP22.

is there any way to keep wall transparency AND have no projectile transparency?

Edited by JackBoi

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