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Nugget Doom 3.1.0 (updated May 16th, '24)


Alaux

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I've been experimenting again with NUGHUD recently

A nice HUD for vanilla/stock resources came out of it, but it becomes an unreadable mess when using heavily customized pwads.

For this reason I'm not going to develop/support it any further, so I'm posting the results as-is in case anyone is interested.

 

All current public NUGHUD features are implemented and basically all text widgets have been relocated.

nughud_experiment.zip

 

Spoiler

nughud_experiment.png.2af7f44c1ed756efd229e725656b3c19.png

 

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Nugget fully supports mp3?

I have been using the provisional wad with MP3 music from Emblem, and the music sounds with static on certain occasions. I thought it was part of the music until I checked the songs on SLADE and they don't really sound like that.

Edited by Floowand
Typos and broken link

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26 minutes ago, Floowand said:

Nugget fully supports mp3?

I have been using the provisional wad with MP3 music from Emblem, and the music with sounds static on certain occasions. I thought it was part of the music until I checked the songs on SLADE and they don't really sound like that.

Nugget should support MP3 as much as Woof, so if there are any issues they should be shared between both ports.

 

That said, a while back I tried using Abscission's MP3 soundtrack and it simply wouldn't play anything. That was in a build of my own, though; the music did play in an official release build, meaning that something with my dependencies is to blame.

 

Are you using the 2.0.0 Debian Package?

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13 minutes ago, Floowand said:

Yeah, im using the Debian Package provided in the first post.

In that case; could you check, @Maribo?

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33 minutes ago, Alaux said:

In that case; could you check, @Maribo?

I tested it with woof and the same problem happens. I also try it with GZDoom and it sounds fine there.

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Just checked and fabian nailed it, the .deb I supplied was built with libsndfile 1.0.31-2, thank you Ubuntu repos. Would suggest building Nugget yourself or cracking the WAD open in Slade + Audacity, or whatever your favorite audio editor is, and converting the MP3s into Ogg Vorbis. Guess I should mention that I've been doing this (and the DSDA-Doom builds) for the sake of convenience for people who don't want to / are afraid of building their own software, I'm not a software dev by trade or by hobby, so I just use what's available to me without doing much of getting into the nitty-gritty of managing dependencies and debugging, aside from at least assuring that the package launches and doesn't crash in E1M1. It would probably be best if someone else smarter than me eventually came along and picked up doing Linux builds for Nugget. There's also very little reason for me to continue doing the DSDA packages since DSDA has launchpad repos anyway.

Edited by Maribo

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13 minutes ago, Maribo said:

It would probably be best if someone else smarter than me eventually came along and picked up doing Linux builds for Nugget.

Speaking of, AppImages for Woof are now automatically generated, and Nugget should inherit these changes down the road. You know I don't know Linux, so I have to ask: would they replace your packages?

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5 minutes ago, Alaux said:

would they replace your packages?

They could, it would be much less of a potential mess since AppImages should come with all their dependencies bundled in the program, rather than headaches you've seen here where the package was built without fluidsynth support by accident, or the most recent one of having an outdated libsndfile.

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Ok, so i uninstalled woof and nugget-doom  and build nugget from source, making sure i have libsndfile 1.1.0 or higher installed, but the problem still persist.

I also installed dsda-doom to check if the problem was present there, but it was ok, so far is only hapenning nugget/woof.

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1 hour ago, Floowand said:

Ok, so i uninstalled woof and nugget-doom  and build nugget from source, making sure i have libsndfile 1.1.0 or higher installed, but the problem still persist.

I also installed dsda-doom to check if the problem was present there, but it was ok, so far is only hapenning nugget/woof.

If your libsndfile meets the requirements, then I've no clue about what might be going on. @fabian?

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Well, even libsndfile 1.1.0 will have to be explicitly built with mp3 support. But it's hard to say what's going wrong without seeing your build log or the output to stdout when a level is loaded that's supposed to play mp3 music. Could you open an issue on Woof's github and post that information there? 

 

Edit: Sorry if this sounds stupid, but are you sure you are actually running the built executable and not the installed one? 

Edited by fabian

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15 hours ago, fabian said:

Well, even libsndfile 1.1.0 will have to be explicitly built with mp3 support. But it's hard to say what's going wrong without seeing your build log or the output to stdout when a level is loaded that's supposed to play mp3 music. Could you open an issue on Woof's github and post that information there? 

 

Edit: Sorry if this sounds stupid, but are you sure you are actually running the built executable and not the installed one? 

Built executable was the one running, since the "installed" one was already uninstalled.

Sorry, i don't know how exactly to share that information (build log or the output to stdout)

Btw, i forget to mention that the OS is MX Linux 23 (Debian 12) and libsndfile version is 1.2.0-1.

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You are terrifying me with how much you're subtly influencing me to switch over to this from Woof! after being a devotee to it for two years. Little things like corrected chaingunner sounds, bloodier gibbing and the improved spectre/blursphere effect are the subtle and inoffensive improvements I like to see permanently added to an otherwise largely untouched and classic environment after dealing with the default behavior for so many years.

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On 8/13/2023 at 2:02 AM, Floowand said:

Sorry, i don't know how exactly to share that information (build log or the output to stdout)

 

Open your terminal, run `woof` and paste the output somewhere. 

 

On 8/13/2023 at 2:02 AM, Floowand said:

Btw, i forget to mention that the OS is MX Linux 23 (Debian 12) and libsndfile version is 1.2.0-1.

 

If it's based on Debian stable, then that's woof-doom 10.5.1 which still uses SDL2_Mixer for music playback. You could try installing the updated package from Debian testing instead. 

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Was wondering @Alaux if there was consideration for other mild visual fx, like the rocket trail that uses bullet puffs in Doom Retro and/or the particle effects seen in Eternity Engine for explosions? They aren't egregious if very novel, they're little things I liked seeing in those ports despite not hooking me elsewhere with said respective ports (EE doesn't have lower res scaling and DR has last I checked inconsistencies with some behavior if turning on and off infinitely tall things.)

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I have a little "problem" with Nugget performance, when playing at x4 it runs smoothly at more than 600fps but x8 makes the game run at -100fps and only uses around 20% of my gpu, it only happens with x8 resolution option, any idea on why is it happenning?

Edited by MistycSpider

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Two spiders at once?

 

1 hour ago, Lila Feuer said:

Was wondering @Alaux if there was consideration for other mild visual fx, like the rocket trail that uses bullet puffs in Doom Retro and/or the particle effects seen in Eternity Engine for explosions? They aren't egregious if very novel, they're little things I liked seeing in those ports despite not hooking me elsewhere with said respective ports (EE doesn't have lower res scaling and DR has last I checked inconsistencies with some behavior if turning on and off infinitely tall things.)

To me, those sound like things that don't strictly require modifications to the engine, a DeHackEd patch could do the trick. Admittedly, though, that wouldn't be as compatible as if they were built-in features, and to be fair stuff like Bloodier Gibbing falls under the same category, but that's something that doesn't take as much guessing for it to work properly; while that simply checks for the general gibbing event, the effects you're requesting would require checks for the Rocket's states which are prone to break depending on what mods you use.

 

49 minutes ago, MistycSpider said:

I have a little "problem" with Nugget performance, when playing at x4 it runs smoothly at more than 600fps but x8 makes the game run at -100fps and only uses around 20% of my gpu, it only happens with x8 resolution option, any idea on why is it happenning?

To begin with, with each increase in resolution the workload increases roughly four times (200p is 320x200 = 64000px, and 400p 640x400 = 256000px, which is four times the 200p resolution). Now, I admit I'm doing a bit of guessing here, but the low GPU usage might have to do with Nugget's lack of multithreading. On a related note, I don't even know at what degree Nugget and other software-rendered ports make use of GPU, they seem to be mostly CPU-centered.

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6 hours ago, Alaux said:

To begin with, with each increase in resolution the workload increases roughly four times (200p is 320x200 = 64000px, and 400p 640x400 = 256000px, which is four times the 200p resolution). Now, I admit I'm doing a bit of guessing here, but the low GPU usage might have to do with Nugget's lack of multithreading. On a related note, I don't even know at what degree Nugget and other software-rendered ports make use of GPU, they seem to be mostly CPU-centered.

It uses mainly my GPU, CPU doesn't go above 6% when playing at any resolution, but the lacking of multithreading may be the reason.

Edited by MistycSpider

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if your cpu has 16 cores, that 6% could be a single core at 100% and the remaining 15 idle

the gpu is being used to simply scale and present the final rendered frames to the screen/compositor

all the rendering is done by one core and 1600p is quite taxing, it runs well if your cpu has very good single core performance

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On 8/23/2023 at 1:02 AM, liPillON said:

if your cpu has 16 cores, that 6% could be a single core at 100% and the remaining 15 idle

the gpu is being used to simply scale and present the final rendered frames to the screen/compositor

all the rendering is done by one core and 1600p is quite taxing, it runs well if your cpu has very good single core performance

I'm not sure if a i9 13th gen has bad single core performance though.

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On 8/27/2023 at 2:15 AM, MistycSpider said:

I'm not sure if a i9 13th gen has bad single core performance though.

For the record, my R7 5800X has similar performance (~100 FPS), and I only tested simple IWAD maps like E1M1 and D2 MAP01. According to benchmarks, an i9 13th gen should be up to ~40% faster at single core. Maybe the E-cores are holding it back, or for this kind of workload it's simply not much faster, or you tried more complex maps?

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Nugget Doom 2.1.0 has been released!

 

After way too long, I've acknowledged the importance of bumping the savegame version when prudent. I've made the necessary changes to hopefully make Woof savegames compatible - at least until Woof bumps its own savegame version again - and also prevent Nugget savegames from being incompatible across releases from this point on. For this once, though, savegames from previous Nugget releases are incompatible with this release, but it should be the last time it happens.

 

Anyways, some highlights:

  • Horizontal Weapon Centering.
  • Toggle to Switch Weapon on Pickup (or not).
  • Key to equip last used weapon.
  • Tag Finder from PrBoomX.
  • Key to teleport to Automap pointer.
  • Blink Missing Keys when trying to open a key-locked door; you know, like in Crispy and Doom 64.
  • Setting to Announce Milestone Completion; that is, inform you that you've killed all enemies, acquired all items or found all secrets once you complete any of those goals.
  • Optional sounds; mostly those available in Crispy Doom.
  • Some more NUGHUD features.

 

DIRECT DOWNLOADS:
Windows 32-bit Standalone
Windows 64-bit Standalone
Linux AppImage

 

See the GitHub release for all details. Have fun!

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51 minutes ago, Alaux said:

Anyways, some highlights:

  • Horizontal Weapon Centering.

Nice that you're picking up some Crispy setting values that had been cut from Crispy the way I did in my Crispy fork, So Doom.

In So Doom I restored Horizontal setting for weapon attack alignment (is it what you had mentioned?), 50% setting for player view/weapon bobbing, and also the following cut Crispy options:

-weapon recoil pitch;

-weapon recoil thrust (singleplayer, non-demo only);

-squat weapon down on falling from heights (impact).

 

The crispy option for colored blood has an expanded set of options in So Doom,

and what I would especially love to see in Nugget Doom is the pixel aspect ratio option (0 for stretched pixels, non-widescreen framebuffer, useful for old 1280x1024 displays with aspect ratio less than 4:3; 1 for classical height/width=1.2 pixels like in Crispy, and 2 for square 1:1 pixels).

 

There is a number of So Doom-exclusive (for the time being) features like force automapping secret sector lines the player had seen even if they have a nevermap flag, and Doom 2-only projectiles not to trigger special lines (singleplayer nondemo only).

 

Feel free to make the Nugget So Spicy :)

Edited by SoDOOManiac

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8 minutes ago, SoDOOManiac said:

In So Doom I restored Horizontal setting for weapon attack alignment (is it what you had mentioned?)

The new setting I added is from DSDA-Doom. Not sure if the old Crispy setting is the same thing.

 

10 minutes ago, SoDOOManiac said:

what I would especially love to see in Nugget Doom is the pixel aspect ratio option

I think you can achieve all those effects with different combinations of two settings: aspect_ratio_correct (or something like that) and stretch_to_fit. They're independent from one another, so for example you could have the screen buffer be stretched by 1.2x vertically and then stretched arbitrarily to fit your screen. That in particular is an effect that I believe isn't possible in Crispy, but it's just one of four possible combinations.

 

15 minutes ago, SoDOOManiac said:

force automapping secret sector lines the player had seen even if they have a nevermap flag

If this is what I think it is, I don't think it's worth adding.

 

Likewise, I don't see much value in:

16 minutes ago, SoDOOManiac said:

Doom 2-only projectiles not to trigger special lines

 

I've added some Doom Compat settings of a similar nature, but I'd say that their effects are noticeable enough to be worth having.

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  • 2 weeks later...

Super excited to see an AppImage for ease of use on Steam Deck! Is there any way to pick a soundfont/midi player on Linux? I get a "fluid synth" missing pop up on launch. I guess I am also curious where the local files/config are saved on Linux, if anyone can help there :)

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On 9/11/2023 at 11:32 PM, nickxcom said:

Is there any way to pick a soundfont/midi player on Linux? I get a "fluid synth" missing pop up on launch. I guess I am also curious where the local files/config are saved on Linux, if anyone can help there :)

I'm afraid I can't help with that. Maybe you can, @rfomin?

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