GoneAway Posted July 18, 2021 (edited) Those settings don't take effect unless you're in complevel 11 or higher. Tweaking them as a user basically goes against the philosophy of dsda-doom and isn't allowed for speedrunning anyway, so I removed them all. They can still be edited by wad authors though, which is their main function. Edited July 18, 2021 by kraflab 5 Share this post Link to post
JustANormie Posted July 18, 2021 On 7/16/2021 at 7:15 AM, PBeGood4 said: This also happens to me Edit: Might be because of the only partial support of opengl for macos, but the game crashes when switching to open gl, fullscreen or not, starting on 8bit or 32bit. So I cant use opengl in any way. @JustANormie uses opengl fine iirc (he also has a mac). Here is my config file dsda-doom.cfg.zip I have been summoned(lol jk) Yep, I can use OpenGL perfectly fine in DSDA-Doom. It may be because PBeGood4 has an M1 Chip and that I have an Intel(Although I'm not exactly sure) 1 Share this post Link to post
DuckReconMajor Posted July 18, 2021 Hello. Forgive me if this has been reported or is known. I was just using the Rewind feature a bunch in BTSX E1, using dsda-doom-0.19.6, and just came across an issue where (if i remember correctly) I hit rewind (i have set to 2 second frames) immediately switched weapons (i think i used scrollwheel, but not sure, not that it matters) When this happened a 'blank' nothing appeared as the weapon. I could not switch weapon, IDFA, or anything, and the fire key did nothing. Dying does reset to pistol though and the issue is fixed that way. Also I'm not 100% sure, but I think I tried to rewind to before the weapon vanished, which did not work to restore the weapon. Unfortunately I don't have demo or video recording, but I was able to hit Save afterward which did store the state. I also included .cfg file and my PowerShell command https://www.mediafire.com/file/k2gwr2t4i815ucn/dsda-doom-savegame1-withconfig.zip/file 2 Share this post Link to post
PBeGood Posted July 19, 2021 I also had a few problems with rewind, but its such a cool feature, that i dont care about any problems with it 1 Share this post Link to post
Spectre01 Posted July 22, 2021 The story text at the end of E4 does not seem to show up in DSDA-Doom when using Ultimate Midi Pack and just skips to Doomguy holding the rabbit head. It works fine in Crispy Doom and ZDoom ports. Is it something to do with the UMAPINFO? 0 Share this post Link to post
GoneAway Posted July 22, 2021 14 hours ago, Spectre01 said: The story text at the end of E4 does not seem to show up in DSDA-Doom when using Ultimate Midi Pack and just skips to Doomguy holding the rabbit head. It works fine in Crispy Doom and ZDoom ports. Is it something to do with the UMAPINFO? Sounds like it. 0 Share this post Link to post
galileo31dos01 Posted July 27, 2021 Hello, I came to report a few things: - This I noticed today, when I was playing and accidentally pressed the zoom-in key, the screen went like this. If I kept zooming in, I'd see the frame shrinking of course as it should, but always that texture displayed. This though happens only in OpenGL and not in software mode, that I checked multiple times with different wads. - So, this also used to happen in glboom+ 2.5.1.4 and 2.5.1.5, it's what GarrettChan reported, basically if I've been playing a bit while in OpenGL and I switch to software 32bit or 8bit, or viceversa, the executable sometimes crashes with a "I_SignalHandler: Exiting on signal: Signal 11" message, and I say "sometimes" because it's unsure when that'll happen, but if it's of any reference I get that crash very easily in m05 of this wad, and not for example playing the first two maps in doom 2. - Also in that same map, while still in OpenGL, when I wanted to take a screenshot (of a place that had a missing texture) the game crashed with the message "Z_Free: freed a pointer without ZONEID", which I don't recall ever getting in glboom+ so it was new for me. So, if there's anything else that I can share that'd be helpful to track this issues better, please let me know. 1 Share this post Link to post
xX_Lol6_Xx Posted July 27, 2021 Another bug I found is that, using the OpenGL renderer and widescreen assets, the screen freaks out when reducing the screen size, it works fine in software. And yes, it happens with all the aspect ratios. This is what I mean (It happens with all the IWADS, not just with FreeDoom). Is it just me? 0 Share this post Link to post
GoneAway Posted July 27, 2021 The zoom issue is in pr+um as well I think, so it should probably be reported there. I'll take a look though - I think the issue was introduced somewhat recently. 2 Share this post Link to post
Brutal Doomer Posted July 28, 2021 Just have downloaded v0.19.7, so I have two issues: One has been reported by @Lol 6, it is present in v0.19.7, but not in my previous downloaded DSDA (0.18.0, I believe), or PR/GL 2.5.1.4 The half-blurred image I got by turning on Textured Mode On + Overlay Mode On in OpenGL video mode. The automap settings in both DSDA versions are identical, if that's of any importance. Another thing bothering me - it's impossible to assign weapon hotkey to MWHEELUP/DOWN. This issue is present in both DSDAs, works fine in PR/GL 2.5.1.4. The cfg file structure differs in regards to key mapping, I presume it's being read somehow wrong. 0 Share this post Link to post
galileo31dos01 Posted July 30, 2021 (edited) I have a question, is the command line for external dehacked patches different than "-deh"? Maybe it's specified somewhere in the patch notes, but I couldn't find any information, or maybe there's a new way to load them?. The reason I ask is because I've noticed my deh file doesn't work when I'm loading wads that already have internal dehacked lumps. The change in my deh applies specifically to the spiderdemon getting a hitbox reduction, which is only for my own's usage. I checked on OG doom 2 and it did work, also in the latest prboom+ (2.6u) and it worked as well. Edited July 30, 2021 by galileo31dos01 0 Share this post Link to post
GoneAway Posted July 31, 2021 On 7/28/2021 at 8:48 AM, Brutal Doomer said: Another thing bothering me - it's impossible to assign weapon hotkey to MWHEELUP/DOWN. This issue is present in both DSDAs, works fine in PR/GL 2.5.1.4. The cfg file structure differs in regards to key mapping, I presume it's being read somehow wrong. Weapon swapping is based on the input being held down when the game engine processes a frame. It's actually an error in old versions of pr+ that allows you to use the mouse wheel for this class of input. 0 Share this post Link to post
GoneAway Posted July 31, 2021 The zooming issue in opengl is fixed for the next version. 3 Share this post Link to post
GoneAway Posted July 31, 2021 13 hours ago, galileo31dos01 said: I have a question, is the command line for external dehacked patches different than "-deh"? Maybe it's specified somewhere in the patch notes, but I couldn't find any information, or maybe there's a new way to load them?. The reason I ask is because I've noticed my deh file doesn't work when I'm loading wads that already have internal dehacked lumps. The change in my deh applies specifically to the spiderdemon getting a hitbox reduction, which is only for my own's usage. I checked on OG doom 2 and it did work, also in the latest prboom+ (2.6u) and it worked as well. Can you tell me exactly how you're launching the game? What parameters? Which files? And can you post them? There shouldn't be a difference in how these ports process the deh files. 0 Share this post Link to post
galileo31dos01 Posted July 31, 2021 5 hours ago, kraflab said: Can you tell me exactly how you're launching the game? What parameters? Which files? And can you post them? There shouldn't be a difference in how these ports process the deh files. Sure. This is the deh: dehspid.zip How I lunch the game: dsda-doom.exe -file X.wad -deh spidy.deh Where "X" was for example yesterday this wad (you can warp to map 20 and noclip to east, see in prb+ the spider seems "less confined" which is the intended behavior from the patch), but I also noticed before playing this other wad (warp 03 to see). Here's my config file in case it helps in anything: dsdaconfig.zip 1 Share this post Link to post
GoneAway Posted August 6, 2021 On 7/31/2021 at 9:18 PM, galileo31dos01 said: Sure. This is the deh: dehspid.zip Fixed for the next release. 4 Share this post Link to post
maxmanium Posted August 8, 2021 (edited) No idea if this was reported somewhere else, but the arrow keys on the automap are "sticky." When follow mode is turned off and I try to pan around the map it acts as though I'm holding down a direction when I just press it. It also doesn't go back into follow mode when I press F until I reopen the automap, though it still prints the "Follow Mode On" string. Edited August 8, 2021 by maxmanium 1 Share this post Link to post
GoneAway Posted August 8, 2021 7 minutes ago, maxmanium said: No idea if this was reported somewhere else, but the arrow keys on the automap are "sticky." When follow mode is turned off and I try to pan around the map it acts as though I'm holding down a direction when I just press it. It also doesn't go back into follow mode when I press F until I reopen the automap, though it still prints the "Follow Mode On" string. I can't reproduce it. Are you on 0.19.7? 0 Share this post Link to post
maxmanium Posted August 8, 2021 1 minute ago, kraflab said: I can't reproduce it. Are you on 0.19.7? I downloaded the latest continuous integration build, so that's probably the difference. 1 Share this post Link to post
GoneAway Posted August 8, 2021 You shouldn't ever use a random build from github, they're likely to be partially or completely broken 3 Share this post Link to post
Spectre01 Posted August 9, 2021 Is it possible to have the projectile translucency setting work across complevels? It's already implemented in the 2.6um fork. 0 Share this post Link to post
GoneAway Posted August 9, 2021 15 hours ago, Spectre01 said: Is it possible to have the projectile translucency setting work across complevels? It's already implemented in the 2.6um fork. I don't currently have any plans to change the restrictions for what complevel can have what effects. 0 Share this post Link to post
GoneAway Posted August 9, 2021 (edited) Updated to v0.20.0 (check original post for download) After 2 months of work, I'm happy to release beta support for Hexen. Hexen has many deep changes in the code base, which means tons of places affecting compatibility have been altered. There have been extensive tests ensuring demo sync, but you should nevertheless consider this release "experimental" - it's more likely to have crashes or other issues than past versions. As was the case with Heretic, this release would not be possible without extensive work by @Keyboard_Doomer to verify and investigate issues with demo sync and playback, both in the process of making the engine compatible with hexen and in the process of ensuring we haven't broken something else along the way. The hexen implementation incorporated into dsda-doom is based on crispy hexen, so none of this would be possible without it and chocolate hexen leading the way in demo-compatible hexen support. Please take a look at the notes below (there's also a lot of stuff in addition to hexen) and if you run into an issue not mentioned, please report it in this thread. Thanks! Hexen Support (Beta) You can now play hexen Use -iwad HEXEN.WAD (-file HEXDD.WAD for the expansion) Or drag wads onto the exe You can force hexen engine behaviour with `-hexen` (shouldn't be necessary) Probably doesn't work with the windows launcher (same as heretic) Demo compatible with chocolate hexen ~34 hours of demos tested Unfortunately, chocolate hexen isn't 100% compatible (!) 2 demos desync in choco but sync in hexen+ Not sure if or when this can be addressed Don't need to supply complevel (hexen is complevel 0 by necessity) There are a variety of sound and graphical oddities - the ones I've looked into are consistent with chocolate hexen (hexen itself is a bit more hacky - that's just how it is). Cheat codes are implemented `indiana` is also available for heretic Codes from doom and heretic can be used as well (some won't make sense though) Notes / Todo Hexen has a kind of "auto save" feature that creates checkpoints when you transition between maps within a cluster. This is not implemented. Hexen cross-map memory is incomplete - you can break scripts or other things when changing maps, given the right circumstances. None of these quirks are fixed. They're required for demo compatibility. Hexen stores cross-map memory in save files - in dsda-doom this data is stored in memory, and when you save the game it will also save the cross-map memory in your save file. Setting the "Status Bar and Menu Appearance" option to "not adjusted" will have no effect for hexen (it will default instead to "Doom format") The "Apply multisampling" automap option is disabled for hexen Automap colors are not configurable for hexen Some of the more advanced features are not implemented for hexen yet, and using them may cause crashes or other odd behaviour. This includes ghost players, key frames (working but not always in sync), and the analysis code Advanced hud is not implemented for hexen Some menus extend over the hud. This will be cleaned up later Palette translations for ex hud / settings fonts are not great right now Monster counter doesn't work as expected, due to cluster format (ex hud / levelstat) Hexen-style skies aren't implemented yet (layering, etc) The ALTSHADOW thing flag isn't affecting the rendering Dynamic fade palettes aren't being used The yellow message variant isn't implemented Miscellaneous Added vissprite base clipping support (software) Added `-consoleplayer [0-7]` option for demo playback Added intermission to end of chex episodes Added support for EE's dehacked "Blood color" Adjusted opengl palettes Support reference time for splits Default to short tics for mbf21 recording (override with -longtics) Removed jump option (doom / heretic) Removed umapinfo demo header Removed 32bit software renderer Removed translucency toggle Added proper fuzz for opengl (elim) Update to umapinfo rev 2.1 (pr+) Fixed crash / bug in A_SpawnObject (mbf21) Fixed crash when toggling strict mode Fixed backfill covering viewport when zoomed out (opengl) Fixed kill requirement save / load (e.g., in Valiant) Fixed issue when multiple deh files are loaded Fixed an issue where the port's wad might not load (pr+) Fixed an issue with cl 11 umapinfo demo playback Fixed an issue with loading a game during coop demo playback (pr+) Old save files will most likely not work with this version Edited August 9, 2021 by kraflab 32 Share this post Link to post
Bytefyre Posted August 9, 2021 (edited) I just attempted to load a saved game in 0.20.0 that I have of Eviternity that was done with 0.19.7, and I get an error "P_TrueUnarchiveSpecials: Unknown tc 254 in extraction". Does anyone know what this means? I don't want to have to start my game over again and I'd prefer to be on the latest version of the port. I can provide my savegame file if necessary. Edited August 9, 2021 by Bytefyre 0 Share this post Link to post
GarrettChan Posted August 9, 2021 Thanks for the update. I almost wanted to report that translucency toggle thing, but it seems it doesn't work from the beginning and got removed, so that solved my problem. 0 Share this post Link to post
GoneAway Posted August 9, 2021 You won't be able to load any old save files, forgot to mention that :^) 1 Share this post Link to post
Bytefyre Posted August 9, 2021 8 minutes ago, kraflab said: You won't be able to load any old save files, forgot to mention that :^) No worries...I guess I can wait until I get to the end of the current chapter before upgrading. 0 Share this post Link to post
El Juancho Posted August 9, 2021 Let's go :D, i was waiting for this update for speedrunning again, thank you Kraflab. 0 Share this post Link to post
maxmanium Posted August 9, 2021 Just curious, why was the translucency toggle removed? I assume it's still off for CL<8? 0 Share this post Link to post
GoneAway Posted August 9, 2021 The toggle felt a bit redundant to me (you can also adjust opacity) and the translucency should be on when it's supposed to be and off when it isn't (that's still the case). 3 Share this post Link to post
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