Alaux Posted October 19, 2021 (edited) Icon by @Korp Nugget Doom is, pretty much, Woof! with some additions, most of which are inspired by or taken from other ports and mods, but with a few of my own ideas. Take a peek! WAD: Sunlust - Further down the post is an explanation of what's going on in this screenshot, plus more screenshots. What's that name? It's funny, I like it. If you wish, you can relate it to the addition of Crispy Doom features (chicken nuggets are crispy?), and/or to the inclusion of bits (nuggets) of code from multiple other sources. Why another source port?Crispy doesn't support Boom/MBF, Woof! lacks certain Crispy features, and PrBoom+ and its forks simply feel off. This is my subjective solution, by and (at least) for myself. What does it have to offer? A few highlights: Rewinding, similar to DSDA's. Extra Gibbing setting, to force gibbing when killing with the Berserk Fist, Chainsaw and SSG. Bloodier Gibbing, you can guess what it does. Move over/under Things setting. Minimap: enter the Automap and press the corresponding key (which you'll have to bind) to enable it. Tag Finder from PrBoomX. Key to teleport to Automap pointer. Milestone Completion Announcements; they will inform you that you've killed all enemies, acquired all items or found all secrets once you complete said goals. Extended Bobbing Percentages, and Bobbing Styles from Zandronum. Night-Vision Visor Effect, making the Light Amp. Visor function similarly to how it does in the Doom Press Release Beta. Damage Tint Cap and Bonus Tint Cap settings, to attenuate or disable said screen tints. Jumping and Crouching. Nugget HUD, highly customizable by means of the NUGHUD lump (see resources further down the post). Most of Crispy Doom's accessibility settings (I haven't implemented the toggle for Flickering Sector Lights yet, sorry). The Chaingun, and also the Chaingunner under some conditions, can now use a dedicated "DSCHGUN" sound effect if provided. Some fun new cheats: 'VALIANT' for fast weapons; 'FULLCLIP' for infinite ammo (yes, it's a GTA:SA reference, feel free to propose something more fitting); 'GIBBERS' to force gibbing on dying enemies; 'IDFLY' to, well, fly; 'SUMMON' to spawn an actor, hostile or friendly, through its mobjtype index; 'IDDF' to find keys on the Automap; 'MDK' to perform ZDoom's absurdly-high-damage hitscan attack; 'SAITAMA' for an MDK Fist!; 'BOOMCAN' for explosive hitscan attacks (yet another GTA reference, this time a Chinatown Wars one) 'TURBO' as an in-game version of the -turbo command line parameter. A batch of Doom compatibility settings to fix some quirks and change some details. Check the readme at the GitHub repo (linked below) for the full feature list and more info. Explanation of the screenshot above, and more screenshots: Spoiler Notable features being shown off in the screenshot above are Extra Gibbing, Bloodier Gibbing and a NUGHUD, and also Translucent Weapon Flashes. Now, other screenshots: A preview of the aforementioned Night-Vision Visor effect, and also support for an Infinity icon for weapons with unlimited ammo. This is another example of what can be done with NUGHUD. The graphic used is an edit of the fullscreen-helmet-HUD-thingamajig from the Doom 0.2 Alpha. Some final things I'd like to mention: Spoiler Don't be fooled; I don't consider myself a coder, or programmer... whichever is the adequate title, as far as I see it I lack plenty of experience regarding code and projects as a whole, and what little I know as of now I learned as a hobby, not professionally. You might notice that my workflow was messy by looking at my early commit history in the GitHub repo (4 consecutive updates to the README? Come on!). New Woof commits are usually only merged in the event of new Woof releases, to somewhat make sure said commits are stable. DISCLAIMER: Although the new code has been written with the intention of not breaking demo compatibility, it has not been properly tested yet. RECORD DEMOS AT YOUR OWN RISK! With all that said, here are direct download links for the latest release! Windows 32-bit Standalone Windows 64-bit Standalone Linux AppImage Additional resources: NUGHUD usage guide NUGHUD Collection Voxel Doom Level-Stats icons For more info, check the GitHub repo. Please, feel free to ask for help and to provide any feedback or suggestions, either here or in the Discord server. Hope you have fun! Edited May 19 by Alaux 70 Quote Share this post Link to post
Gibbon Posted October 19, 2021 Congrats! Great to see you finally make this one public. I'll add it to the source ports for Mac and co later (if that is ok with you) 3 Quote Share this post Link to post
Alaux Posted October 19, 2021 11 minutes ago, Gibbon said: Congrats! Great to see you finally make this one public. I'll add it to the source ports for Mac and co later (if that is ok with you) Technically, it was always public, it simply didn't get much advertising. If you want to do Mac builds and such, go ahead! 3 Quote Share this post Link to post
Korp Posted October 19, 2021 2 hours ago, Alaux said: Icon by Korp... Lmao you could've @ me. Anyways, good port, i like. 2 Quote Share this post Link to post
Noiser Posted October 19, 2021 I won't lie... SSG gibbing is a beautiful feature! 2 Quote Share this post Link to post
Redneckerz Posted October 27, 2021 There are some nice features here - So basically the same as From Doom With Love applies: Its great. To a wiki near you! 3 Quote Share this post Link to post
Alaux Posted October 30, 2021 Nugget Doom 1.5.0 has been released. Get it here! Highlights: From Crispy Doom: Creatures move over/under creatures setting; One-Key Quick Save/Load setting Disable Horizontal Autoaim setting A new logo has been partially implemented! Nugget's new "Doom Compatibility" settings have been fixed; they're now properly saved Quick exit is now a setting 3 Quote Share this post Link to post
Biodegradable Posted October 30, 2021 Oh man, this year is absolutely bursting with new ports. I've honestly lost count of how many have come out! Congratulations on your release, Alaux. 2 Quote Share this post Link to post
Gibbon Posted October 30, 2021 4 hours ago, Biodegradable said: Oh man, this year is absolutely bursting with new ports. I've honestly lost count of how many have come out! Congratulations on your release, Alaux. It is isn't it. This one is really nice. Keep doing what you do Alaux, it's freaking juicy with all those gibs :) 2 Quote Share this post Link to post
Redneckerz Posted November 1, 2021 On 10/30/2021 at 7:03 AM, Alaux said: Nugget Doom 1.5.0 has been released. Get it here! Highlights: From Crispy Doom: Creatures move over/under creatures setting; One-Key Quick Save/Load setting Disable Horizontal Autoaim setting A new logo has been partially implemented! Nugget's new "Doom Compatibility" settings have been fixed; they're now properly saved Quick exit is now a setting It really is a nice little port, isn't it. A nice little nugget ;) 4 Quote Share this post Link to post
Redneckerz Posted November 7, 2021 Update: Nugget Doom is now on the DoomWiki. If From Doom With Love gets one, then so should Nugget :) 4 Quote Share this post Link to post
Alaux Posted November 21, 2021 Nugget Doom 1.6.0 has been released. Get it here! Highlights: Things move over/under Things setting, an update to the old setting which only applied to "creatures". Damage Tint Cap and Bonus Tint Cap settings, to attenuate or disable said screen tints. 'BUDDHA' cheat, pretty much the same as the one in ZDoom. New Doom Compatibility options: Fuzzy things bleed fuzzy blood; Non-bleeders don't bleed when crushed. Additionally, changes from Woof! 8.0.0 have been merged; it is worth noting that the Time/STS display above the status bar also works with Nugget's adaptation of Crispy's minimalistic HUD. 6 Quote Share this post Link to post
liPillON Posted November 26, 2021 hi Alaux, thanks for the "things move over/under things" setting, it made me switch from woof to nugget can't wait for build 1.6.1 adding the latest changes from woof 8.1.0 keep up the good work! 1 Quote Share this post Link to post
Alaux Posted November 26, 2021 Nugget Doom 1.6.1 has been released. Get it here! Changes from Woof! 8.1.0 have been merged. That's all. 3 Quote Share this post Link to post
Alaux Posted January 21, 2022 Nugget Doom 1.7.0 has been released. Get it here! Highlights: From Crispy Doom: Added widescreen and mugshot variants for the Minimalistic HUD; Static crosshair, without highlight on target (available through the General options menu - a very simple implementation since it appears that Woof itself will implement a static crosshair). Bobbing percentage setting. 'IDFLY' cheat, you can guess what it does. Fixed a bug regarding flickering and hiding of the Time/STS text on smaller screen sizes. Improved the Things Move Over/Under Things feature. Moved some settings to adequate setup screens. Crouching is now smoother. 7 Quote Share this post Link to post
Alaux Posted February 27, 2022 Nugget Doom 1.8.0 has been released. Get it here! Highlights: From Crispy Doom: SSG availability display on the Arms widget; Most of its accessibility settings. Additions to Woof's crosshair: Coloring based on target health; Highlight on fuzzy targets; 5 new crosshair types; Shaded variants for all crosshair types. Screen wipe/transition effect selection (Warning: Use "Seizure" with caution!) New cheats: 'SPAWN' / 'SUMMON' to summon a hostile or friendly mobj through its mobjtype index; 'SCANNER' / 'ANALYZE' to give some info on the player's linetarget, similar to GZDoom's 'linetarget' console command; 'TURBO' to change the player's speed in-game. First person sprites don't have that 1-pixel offset bias anymore. As you may've guessed already, changes from Woof! 9.0.0 have been merged. By the way, say cheese! Spoiler 6 Quote Share this post Link to post
xX_Lol6_Xx Posted March 4, 2022 Hey man. So, I have one tiny issue, I updated from 1.7.0 to 1.8.0 and I noticed that colored blood isn't working anymore, even when turned on in the menu. Spoiler Spoiler IDK if it's this fork in particular, or the same thing happens in Woof! (It may be the case, hadn't really checked). 0 Quote Share this post Link to post
Alaux Posted March 4, 2022 (edited) 48 minutes ago, Lol 6 said: So, I have one tiny issue, I updated from 1.7.0 to 1.8.0 and I noticed that colored blood isn't working anymore, even when turned on in the menu. Woof recently changed something regarding colored blood for the Doom IWADs: the blood colors for its monsters were previously defined in the source code, but since 9.0.0 they rely on a DeHackEd patch from an autoload folder instead. Of course, this change was carried over to Nugget. There's support for other IWADs (e.g. Chex Quest and REKKR), which is why there are separate patches with appropiate blood colors for each. You might want to check if the patch for Doom is in its respective folder (I think the route is (your Nugget folder)/autoload/doom-all/bloodcolor.deh), and if it is being loaded. Edited March 4, 2022 by Alaux 1 Quote Share this post Link to post
xvertigox Posted March 7, 2022 (edited) After using Nugget Doom for a couple of months now it is definitely my favorite source port. It's exactly what I want, software render with support for all the new fancy standards. I really love the extras you've included. Gibbing with ssg feels so good. Thanks so much for all the hard work. I have a question though, I'm playing the lastest freedoom2 svn with -fast but the monsters and projectiles move at regular speeds. Is there a different command? I looked in the menus and didn't see any options but I could have missed it. Actually, I just tested it with doom2.wad as the iwad and -fast works so it looks to be a bug with freedoom 2? It might even just be that the imp fireballs aren't sped up. Edited March 7, 2022 by xvertigox 0 Quote Share this post Link to post
Alaux Posted March 7, 2022 (edited) 14 minutes ago, xvertigox said: I'm playing the lastest freedoom2 svn with -fast but the monsters and projectiles move at regular speeds. Is there a different command? I looked in the menus and didn't see any options but I could have missed it. Actually, I just tested it with doom2.wad as the iwad and -fast works so it looks to be a bug with freedoom 2? It might even just be that the imp fireballs aren't sped up. I just tested with the latest autobuild with the following launch parameters... nugget-doom.exe -iwad freedoom2.wad -noautoload -fast ... and I'm getting the expected behavior; -fast works as it should. I didn't add any other commands to toggle fast monsters. However, a cheat to toggle the parameter in-game was inherited from Woof: try typing 'fast' as you would type IDDQD and the like. If fast monsters are toggled on upon activating the cheat, it means that for some reason they weren't enabled already. If that's the case, I'm not sure what's wrong, could be something with your launch parameters. Edited March 7, 2022 by Alaux 0 Quote Share this post Link to post
xvertigox Posted March 7, 2022 Hm, I had to use 'fast' as a cheat code to get it to work on that session. I tried it with and without loading directly into a map and it then worked both times so yeah disregard my previous bug. Thanks for the prompt reply. I love these extra cheat codes, it would be great to have a list of them in-game, maybe on the HELP screen or even it's own dedicated menu option? 0 Quote Share this post Link to post
Alaux Posted March 7, 2022 14 minutes ago, xvertigox said: I love these extra cheat codes, it would be great to have a list of them in-game, maybe on the HELP screen or even it's own dedicated menu option? If I ever figure out how to add an extra page to the Help screen, which I think is done somewhere in the code, I might consider doing that. 0 Quote Share this post Link to post
Dweller Dark Posted April 6, 2022 I figured I'd mention this in case it's specific to Nugget Doom, but the title screen theme for REKKR Sunken Land doesn't play with Fluidsynth upon starting it up. However, it plays in Woof! using Fluidsynth. I'm running REKKR Sunken Island with the file as .wad and the .deh file, listed as an IWAD in Doom Launcher. I haven't noticed any other issues besides this one, though. 0 Quote Share this post Link to post
xX_Lol6_Xx Posted April 6, 2022 Got a little bug, when recording a complevel 9 demo, the viewbob and weapon bob get disabled entirely, it doesn't happen in vanilla or mbf 1 Quote Share this post Link to post
Alaux Posted April 7, 2022 On 4/5/2022 at 9:51 PM, Eddie 2077 said: I figured I'd mention this in case it's specific to Nugget Doom, but the title screen theme for REKKR Sunken Land doesn't play with Fluidsynth upon starting it up. However, it plays in Woof! using Fluidsynth. Is it specific to REKKR SL? Either way, it should be the same issue that's more-or-less randomly affecting Woof 9.0.0, for which a fix was committed. I should merge said fix into Nugget once the next version of Woof is released. Worth mentioning that, on my side, Doom 2's title music does play in Woof 9.0.0 but not in Nugget 1.8.0, using Fluidsynth obviously. 21 hours ago, Lol 6 said: Got a little bug, when recording a complevel 9 demo, the viewbob and weapon bob get disabled entirely, it doesn't happen in vanilla or mbf Issue identified and fixed, thank you for the report! 2 Quote Share this post Link to post
Dweller Dark Posted April 7, 2022 (edited) 51 minutes ago, Alaux said: Is it specific to REKKR SL? Either way, it should be the same issue that's more-or-less randomly affecting Woof 9.0.0, for which a fix was committed. I should merge said fix into Nugget once the next version of Woof is released. Worth mentioning that, on my side, Doom 2's title music does play in Woof 9.0.0 but not in Nugget 1.8.0, using Fluidsynth obviously. I would guess it's not specific to REKKR SL, since DSDA-Doom, FDWL, GZDoom, and Woof! play the title theme without any noticeable issue. I can try to see if Nugget will play Doom 2's title music on my end with Fluidsynth, just to see if it replicates what you're referring to. EDIT: Using Fluidsynth with Nugget, neither Ultimate Doom or Doom 2's title themes seem to work. Edited April 7, 2022 by Eddie 2077 Added info 2 Quote Share this post Link to post
rfomin Posted April 7, 2022 52 minutes ago, Alaux said: Either way, it should be the same issue that's more-or-less randomly affecting Woof 9.0.0, for which a fix was committed. It depends on the version of Fluidsynth. Newer versions of Fluidsynth work fine. There is a fix for older versions: git 2 Quote Share this post Link to post
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