Maribo Posted January 5, 2023 @Sneezy McGlassFace asked in Discord about a .deb release for Nugget, so I made one: This is a .deb file renamed to a .zip file. Please rename this file to Nugget_Doom-1.12.0-Linux.deb to install it. Nugget_Doom-1.12.0-Linux.zip 5 Quote Share this post Link to post
pantheon Posted January 8, 2023 One of the best ways to play this fine game gets even better! Thank you for this update. The experience is really dialed in well now with the new HUD and everything else. Very, very comfy and crunchy to play. The automap getting more love is always nice to see too. But... is there any way to hide the berserk pack icon? I actually like having to keep track of it mentally. Is there anything I can comment out in the source? I'm fine with compiling my own weird version. 0 Quote Share this post Link to post
Alaux Posted January 8, 2023 14 minutes ago, pantheon said: Is there any way to hide the berserk pack icon? Say no more. 2 Quote Share this post Link to post
pantheon Posted January 8, 2023 7 minutes ago, Alaux said: Say no more. What a beast! Now it's really perfect. 0 Quote Share this post Link to post
liPillON Posted January 8, 2023 quick heads-up: the berserk pack is being drawn also when screensize>9 - it should not, imho 0 Quote Share this post Link to post
Alaux Posted January 8, 2023 3 minutes ago, Delfino Furioso said: quick heads-up: the berserk pack is being drawn also when screensize>9 - it should not, imho Well, I was afraid that I would introduce some bug due to basically speedrunning the implementation of the Berserk display toggle... and as it turns out, this wasn't the case. This bug actually seems to have been present ever since I implemented the feature to begin with, long before the toggle added just about an hour ago. So anyways, thanks for the report! Should be fixed by this commit. 0 Quote Share this post Link to post
Oplexitie Posted January 10, 2023 Ok, I really like this source port, it keeps the vanilla plus feel of Crispy and Woof, while being a lot more customisable. The NUGHUD feature is awesome, it really sets this source port apart from Woof, and I had a lot of fun making my own HUD (as you can see with the screenshoots). Altough, I did encounter a pretty distracting bug when using Doom4Vanilla... During the weapon switching animation, for a just a bit you can see the weapon stutter up too far from where its supposed to be. It's very visible when you turn off the HUD, and see the hand cutting off. From what I've tested, this seems to be an issue unique to Nugget, that was introduced after 1.8.0. 0 Quote Share this post Link to post
Alaux Posted January 10, 2023 19 minutes ago, Oplexitie said: During the weapon switching animation, for a just a bit you can see the weapon stutter up too far from where its supposed to be. It's very visible when you turn off the HUD, and see the hand cutting off. From what I've tested, this seems to be an issue unique to Nugget, that was introduced after 1.8.0. Thanks for mentioning it, I'll investigate when I have time. By the way, nice HUD! 1 Quote Share this post Link to post
Alaux Posted January 10, 2023 2 hours ago, Oplexitie said: During the weapon switching animation, for a just a bit you can see the weapon stutter up too far from where its supposed to be. It's very visible when you turn off the HUD, and see the hand cutting off. From what I've tested, this seems to be an issue unique to Nugget, that was introduced after 1.8.0. Fixed. Again, thanks for the report! 1 Quote Share this post Link to post
Oplexitie Posted January 10, 2023 2 hours ago, Alaux said: By the way, nice HUD! Thanks ^^ ! 35 minutes ago, Alaux said: Fixed. Again, thanks for the report! No problem ! Just compiled it, and it works perfectly. 1 Quote Share this post Link to post
pantheon Posted January 19, 2023 (edited) In keeping with the spirit of this great port... there's some discussion in the Woof thread about an Inter-Doom update that added higher resolution support. Is that kind of thing a possibility for Nugget Doom? And, is there any chance to make the corrected weapon sprite alignment a toggle? I tried "reverting" that commit on my own (without knowing what I'm doing) and it wouldn't compile. Sure it's just one pixel, but it's the small details that matter :o) Edited January 19, 2023 by pantheon 0 Quote Share this post Link to post
Alaux Posted January 19, 2023 (edited) 32 minutes ago, pantheon said: In keeping with the spirit of this great port... there's some discussion in the Woof thread about an Inter-Doom update that added higher resolution support. Is that kind of thing a possibility for Nugget Doom? Oh, definitely! I'm very interested in higher resolutions, but I'm not sure if I want to implement it like that; I have the insane idea of outright replacing the renderer with Eternity's Cardboard renderer, which should allow for all resolutions. That ought to be a considerable task, though, and I'm not even sure if I'm allowed to do it to begin with, so I might port Inter's implementation for now. 32 minutes ago, pantheon said: And, is there any chance to make the corrected weapon sprite alignment a toggle? Sure thing. However, it's such a minor feature that I'd rather not add an item for it in one of the setup menus, so it would only be toggleable by modifying the cfg. Is that alright? Edited January 19, 2023 by Alaux 1 Quote Share this post Link to post
Dweller Dark Posted January 19, 2023 Do you think it would be possible to add the SSG gibbing from Smooth Doom (or SD21, even) into Nugget, as like an extension of the other gibbing features? If it can be done in a way that doesn't break compatibility, it'd be a cool thing to have in the sourceport. 0 Quote Share this post Link to post
pantheon Posted January 19, 2023 42 minutes ago, Alaux said: Oh, definitely! I'm very interested in higher resolutions, but I'm not sure if I want to implement it like that; I have the insane idea of outright replacing the renderer with Eternity's Cardboard renderer, which should allow for all resolutions. That ought to be a considerable task, though, and I'm not even sure if I'm allowed to do it to begin with, so I might port Inter's implementation for now. Sure thing. However, it's such a minor feature that I'd rather not add an item for it in one of the setup menus, so it would only be toggleable by modifying the cfg. Is that alright? Making it a cfg option makes sense! Thanks so much for humoring me on that. It will be exciting for sure to see what possibilities exist for the renderer. Cardboard is definitely a bit of a holy grail… the power level of such a port would be truly immeasurable. In any event, awesome it’s on the radar! 0 Quote Share this post Link to post
Alaux Posted January 19, 2023 35 minutes ago, Dweller said: Do you think it would be possible to add the SSG gibbing from Smooth Doom (or SD21, even) into Nugget, as like an extension of the other gibbing features? If it can be done in a way that doesn't break compatibility, it'd be a cool thing to have in the sourceport. In terms of compatibility, at least the way I understand it, the existing Extra Gibbing and Bloodier Gibbing features already break it, which is why they're disallowed for demos and net play. I think it's doable to make them compatible by means of some hacks, but I'm not interested in working on such a thing. Now, the aforementioned Bloodier Gibbing should be a decent approximation to SD21's gibbing. It only makes more blood splats spawn upon gibbing, though; I could probably implement the rest of pieces that make up the mod's gibbing with decent accuracy by means of flags, but once again, I'd rather avoid having such a mess in the code. 2 Quote Share this post Link to post
Dweller Dark Posted January 19, 2023 Just now, Alaux said: In terms of compatibility, at least the way I understand it, the existing Extra Gibbing and Bloodier Gibbing features already break it, which is why they're disallowed for demos and net play. I think it's doable to make them compatible by means of some hacks, but I'm not interested in working on such a thing. Now, the aforementioned Bloodier Gibbing should be a decent approximation to SD21's gibbing. It only makes more blood splats spawn upon gibbing, though; I could probably implement the rest of pieces that make up the mod's gibbing with decent accuracy by means of flags, but once again, I'd rather avoid having such a mess in the code. I wasn't aware Extra and Bloodier Gibbing break compatibility, but I understand. Could it work to have SSG gibbing implemented the same way Extra/Bloodier Gibbing is, without the concern for demo and netplay compatibility? One of the main reasons I'd like to see SSG gibbing in Nugget Doom is that it might prove more compatible with mods/WADs that have Dehacked patches, which is a major drawback to SD21. Not to mention it's the shotgun equivalent of gibbing a demon with the Berserk Pack. 0 Quote Share this post Link to post
Alaux Posted January 19, 2023 1 minute ago, Dweller said: I wasn't aware Extra and Bloodier Gibbing break compatibility, but I understand. Could it work to have SSG gibbing implemented the same way Extra/Bloodier Gibbing is, without the concern for demo and netplay compatibility? Before continuing, I want to make sure that we're talking about the same thing. By "SSG gibbing" you mean having the SSG be able to gib things, regardless of the gibbing effects? If so, that's exactly what Extra Gibbing does, apart from also inducing gibbing with the Chainsaw and Berserk Fist. On the other hand, Bloodier Gibbing makes an extra batch of blood splats be thrown around when something is gibbed, regardless of what gibbed it. In short, Extra Gibbing slightly alters what gibbing is caused by, and Bloodier Gibbing changes what gibbing acts like. While the original Smooth Doom does have a toggle to induce SSG gibbing (and Chainsaw gibbing too, for that matter), SD21 doesn't have that functionality since it doesn't appear to be doable with an MBF21 mod. 1 Quote Share this post Link to post
Dweller Dark Posted January 19, 2023 12 minutes ago, Alaux said: Before continuing, I want to make sure that we're talking about the same thing. By "SSG gibbing" you mean having the SSG be able to gib things, regardless of the gibbing effects? If so, that's exactly what Extra Gibbing does, apart from also inducing gibbing with the Chainsaw and Berserk Fist. On the other hand, Bloodier Gibbing makes an extra batch of blood splats be thrown around when something is gibbed, regardless of what gibbed it. In short, Extra Gibbing slightly alters what gibbing is caused by, and Bloodier Gibbing changes what gibbing acts like. While the original Smooth Doom does have a toggle to induce SSG gibbing (and Chainsaw gibbing too, for that matter), SD21 doesn't have that functionality since it doesn't appear to be doable with an MBF21 mod. Yeah, that's what I mean. I don't know how, but I forgot Extra Gibbing did that and thought it was an SD21/Smooth Doom thing. But thanks for explaining it to me, I understand it a lot better now. I am wondering about something else, though, how does the "one-key quicksave/quickload feature" work? Does it allow you to quicksave and quickload from the same menu or something? 0 Quote Share this post Link to post
Alaux Posted January 19, 2023 37 minutes ago, Dweller said: I am wondering about something else, though, how does the "one-key quicksave/quickload feature" work? Does it allow you to quicksave and quickload from the same menu or something? Unless its functionality broke (again), it's supposed to make it so that the prompt to "save game" or "load game" when pressing the respective quicksave or quickload keys is skipped. Essentially, you perform the action - whether it is to load or to save a game - by pressing just one key, whereas if the prompt shows up you'd have to press another key to confirm the action. 2 Quote Share this post Link to post
Dweller Dark Posted January 19, 2023 1 minute ago, Alaux said: Unless its functionality broke (again), it's supposed to make it so that the prompt to "save game" or "load game" when pressing the respective quicksave or quickload keys is skipped. Essentially, you perform the action - whether it is to load or to save a game - by pressing just one key, whereas if the prompt shows up you'd have to press another key to confirm the action. So it goes straight to the save/load menu instead of giving you a Y/N prompt, essentially? 0 Quote Share this post Link to post
Alaux Posted January 19, 2023 14 minutes ago, Dweller said: So it goes straight to the save/load menu instead of giving you a Y/N prompt, essentially? The save/load menu will always show up if you haven't specified a savegame. The Y/N prompt shows up in subsequent uses of the quick save/load keys, when a savegame has already been specified, to confirm the action. It'd be kinda weird to have a prompt to take you to the save/load menu; the menu itself is the prompt. Just to clarify, the feature shouldn't affect the Save/Load game menu items' functionality, nor the functionality of the equivalent function keys. 2 Quote Share this post Link to post
Dweller Dark Posted January 19, 2023 2 minutes ago, Alaux said: The save/load menu will always show up if you haven't specified a savegame. The Y/N prompt shows up in subsequent uses of the quick save/load keys, when a savegame has already been specified, to confirm the action. It'd be kinda weird to have a prompt to take you to the save/load menu; the menu itself is the prompt. Just to clarify, the feature shouldn't affect the Save/Load game menu items' functionality, nor the functionality of the equivalent function keys. I get it now, that's a pretty neat feature. I hadn't used it because I didn't understand what it did, but I'm gonna use it more often now. Thanks for the explanations and everything! 3 Quote Share this post Link to post
Dweller Dark Posted February 24, 2023 If anyone is familiar enough with NUGHUD, I could use some help with adjusting it. The one I'm using currently looks like this: Spoiler And I want to remove the Arms part and the ammo counter on the far right (the yellow numbered one) and replace them with something else. Maybe move the red ammo counter to the corner, add the mugshot face to the left of it, and move the keys section next to that. This is the NUGHUD-Modern setup, so I could use some help modifying it to look the way I'd like. 0 Quote Share this post Link to post
Alaux Posted February 25, 2023 26 minutes ago, Dweller said: If anyone is familiar enough with NUGHUD, I could use some help with adjusting it. Any chance you could make a graphic mockup (i.e. an edited image) of the setup you want? With that, I could take some time later to make it into an actual HUD, unless you'd like to figure out how the format works; should be fairly simple to learn, although it might take a bit to become familiarized with where each element is drawn relative to the coordinates you specify for it. 1 Quote Share this post Link to post
Dweller Dark Posted February 25, 2023 17 minutes ago, Alaux said: Any chance you could make a graphic mockup (i.e. an edited image) of the setup you want? With that, I could take some time later to make it into an actual HUD, unless you'd like to figure out how the format works; should be fairly simple to learn, although it might take a bit to become familiarized with where each element is drawn relative to the coordinates you specify for it. This is the best mockup I could make with the editing stuff I used, but I think it should be clear enough to understand: And since the version of NUGHUD-Modern I have has the GZDoom secret sound, you can use it as a base if you want: NugHud-ModernWithGZSecret.7z 1 Quote Share this post Link to post
Alaux Posted March 1, 2023 @Dweller took me a while, but here's what I made: Spoiler NUGHUD-2077.zip Let me know if this is good as-is or if you'd like further adjustments. 1 Quote Share this post Link to post
Dweller Dark Posted March 1, 2023 6 hours ago, Alaux said: @Dweller took me a while, but here's what I made: Reveal hidden contents NUGHUD-2077.zip Let me know if this is good as-is or if you'd like further adjustments. It's good as is, thank you! 1 Quote Share this post Link to post
Alaux Posted April 3, 2023 Nugget Doom 1.13.0 has been released! Highlights: Stretch-to-fit viewport behavior, which should be useful if the viewport is a few columns shy of covering your whole screen like in my case Separated View Bobbing from Weapon Bobbing Selective Fuzz Darkening, courtesy of @ceski Zoom key Secret count in "secret revealed" message 'FREEZE' cheat IMPORTANT: Handling of the NUGHUD lump has been altered in a way that might make a few elements of existing NUGHUDs display incorrectly. Reveal the following spoiler for the specific details. Spoiler Changed maximum drawing position values: from X = 320 and Y = 200 to X = 319 and Y = 199 respectively. If your NUGHUD lump doesn't attempt to draw widgets at the old maximums, everything should be fine. Corrected position of Time/STS widgets: the widescreen delta would actually not be applied at all to said widgets previously, they'd remain in the same spot regardless of screen size. DIRECT DOWNLOADS: Windows 32-bit (ZIP) Windows 64-bit (ZIP) Debian Package (DEB), courtesy of @Maribo See the GitHub release for all details. Have fun! 8 Quote Share this post Link to post
Dweller Dark Posted April 3, 2023 Congrats on the new release! Anyway, I'm curious about this "selective fuzz darkening" thing, is it referring to how things are rendered or does it have something to do with Spectres? 0 Quote Share this post Link to post
Alaux Posted April 3, 2023 4 hours ago, Dweller said: I'm curious about this "selective fuzz darkening" thing, is it referring to how things are rendered or does it have something to do with Spectres? Both, actually. It changes the fuzz effect in general, which of course affects Spectres. 1 Quote Share this post Link to post
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