CacoKnight Posted December 12, 2023 (edited) 315-DP/CTX7935. Pretty sure it's this one: https://web.archive.org/web/20201107230907/https://www.monoprice.com/product?p_id=33822 https://downloads.monoprice.com/files/manuals/33822_Manual_180731.pdf Edited December 12, 2023 by CacoKnight 0 Quote Share this post Link to post
ceski Posted December 12, 2023 (edited) 19 minutes ago, CacoKnight said: 315-DP/CTX7935. Pretty sure it's this one: https://web.archive.org/web/20201107230907/https://www.monoprice.com/product?p_id=33822 https://downloads.monoprice.com/files/manuals/33822_Manual_180731.pdf Thank you. Can you try this Woof build and see if there's no flickering with exclusive fullscreen enabled and switching between gameplay and the menus? Edited December 12, 2023 by ceski 1 Quote Share this post Link to post
CacoKnight Posted December 12, 2023 DOOM.WAD, DOOM2.WAD, Fullscreen, Exclusive Fullscreen, Menu and Game. No flickering in any mode. 1 Quote Share this post Link to post
Jakub Majewski Posted December 12, 2023 2 hours ago, Alaux said: Could you send your nugget-doom.cfg? Also, what's your display's resolution? Sure, here it is: Spoiler ;nugget-doom.cfg format: ;[min-max(default)] description of variable ;* at end indicates variable is settable in wads ;variable value [0-1(1)] 1 to show help strings about each variable in config file config_help 1 [0-1(0)] 1 to organize savegames by IWAD organize_saves 0 [("")] Path where savegames are stored savegame_dir "saves" [("")] Path where screenshots are stored screenshot_dir "screenshots" [0-3(1)] Renderer resolution (0 = 200p, 1 = 400p, 2 = 800p, 3 = 1600p) hires 3 [0-1(1)] 1 to perform aspect ratio correction correct_aspect_ratio 1 [0-1(0)] 1 to stretch viewport to fit window stretch_to_fit 0 [0-1(1)] 1 to enable fullscreen mode fullscreen 0 [0-1(0)] 1 to enable exclusive fullscreen mode exclusive_fullscreen 0 [0-1(1)] 1 to enable wait for vsync to avoid display tearing use_vsync 1 [0-1(1)] 1 to enable uncapped rendering frame rate uncapped 1 [0-500(0)] framerate limit in frames per second (< 35 = disable) fpslimit 0 [0-1(0)] 1 to force integer scales integer_scaling 1 [0-4(0)] widescreen mode (0 = disable, 1 = match screen, 2 = 16:10, 3 = 16:9, 4 = 21:9) widescreen 1 [0-?(0)] current video display index video_display 0 [?-?(0)] window position x window_position_x 0 [?-?(0)] window position y window_position_y 23 [0-?(800)] window width window_width 2560 [0-?(600)] window height window_height 1377 [0-30(10)] custom gamma level (0 = 0.5, 10 = 1.0, 30 = 2.0) gamma2 10 [0-1(1)] enable smooth pixel scaling smooth_scaling 1 [0-1(0)] 1 to emulate VGA "porch" behaviour vga_porch_flash 0 [0-1(1)] 1 to enable flashing icon during disk IO disk_icon 1 [0-2(0)] show ENDOOM screen (0 = off, 1 = on, 2 = PWAD only) show_endoom 2 [0-1(0)] 1 to stretch short skies stretchsky 0 [0-1(0)] 1 for linear horizontal sky scrolling linearsky 0 [0-1(1)] 1 to enable translucency for some things * translucency 1 [0-100(66)] set percentage of foreground/background translucency mix * tran_filter_pct 66 [0-1(0)] 1 to enable swirling animated flats * r_swirl 0 [0-1(0)] 1 to enable smooth diminishing lighting * smoothlight 0 [0-1(0)] 1 to enable brightmaps for textures and sprites * brightmaps 0 [0-1(0)] 1 for solid color status bar background in widescreen mode * st_solidbackground 0 [-8-8(0)] level brightness extra_level_brightness 0 [0-2(0)] draw menu background (0 = on, 1 = off, 2 = dark) menu_background 0 [0-31(20)] Dark menu background darkening level menu_background_darkening 20 [0-1(1)] 1 to enable flashing HOM indicator * flashing_hom 1 [3-13(10)] initial play screen size screenblocks 10 [0-15(8)] adjust sound effects volume sfx_volume 4 [0-15(8)] adjust music volume music_volume 2 [0-1(0)] 1 to enable variable pitch in sound effects (from id's original code) * pitched_sounds 0 [100-300(120)] variable pitch bend range (100 none, 120 default) * pitch_bend_range 120 [0-1(0)] 1 to play sounds in full length full_sounds 0 [0-1(0)] 1 to force reversal of stereo audio channels force_flip_pan 0 [1-32(32)] number of sound effects handled simultaneously snd_channels 32 [0-2(1)] OpenAL resampler (0 = Nearest, 1 = Linear, 2 = Cubic) snd_resampler 1 [0-2(0)] Sound module (0 = Standard, 1 = OpenAL 3D, 2 = PC Speaker Sound) snd_module 0 [0-1(0)] [OpenAL 3D] Headphones mode (0 = No, 1 = Yes) snd_hrtf 0 [0-10(5)] [OpenAL 3D] Air absorption effect (0 = Off, 10 = Max) snd_absorption 5 [0-10(5)] [OpenAL 3D] Doppler effect (0 = Off, 10 = Max) snd_doppler 5 [0-2(0)] 0 for Native (default), 1 for FluidSynth, 2 for OPL Emulation midi_player 1 [0-128(0)] MIDI Player menu index midi_player_menu 1 [("soundfonts")] FluidSynth soundfont directories soundfont_dir "soundfonts" [("")] FluidSynth current soundfont path soundfont_path "soundfonts\SC-55.sf2" [0-1(0)] 1 to enable FluidSynth chorus mus_chorus 0 [0-1(0)] 1 to enable FluidSynth reverb mus_reverb 0 [10-1000(100)] fine tune FluidSynth output level (default 100%) mus_gain 100 [100-1000(200)] fine tune OPL emulation output level (default 200%) opl_gain 200 [("")] Native MIDI device winmm_device "Microsoft GS Wavetable Synth" [0-2(1)] Native MIDI compatibility level (0 = Vanilla, 1 = Standard, 2 = Full) winmm_complevel 1 [0-3(1)] SysEx reset for native MIDI (0 = None, 1 = GM, 2 = GS, 3 = XG) winmm_reset_type 1 [0-2000(0)] Delay after reset for native MIDI (milliseconds) winmm_reset_delay 0 [1-5(4)] selects default skill (1 = ITYTD, 2 = HNTR, 3 = HMP, 4 = UV, 5 = NM) default_skill 4 [0-1(0)] 1 to enable autorun autorun 0 [0-1(0)] 1 to enable strict mode strictmode 0 [10-1000(100)] Percentage of normal speed (35 fps) realtic clock runs at realtic_clock_rate 100 [?-?(32)] number of dead bodies in view supported (negative value = no limit) max_player_corpse 32 [0-2(0)] "use" button action on death (0 = default, 1 = load save, 2 = nothing) death_use_action 1 [0-1(0)] 1 to enable demo progress bar demobar 1 [0-1(1)] 0 to disable palette tint changes palette_changes 1 [0-3(1)] Screen wipe type (0 = None, 1 = Melt, 2 = ColorXForm, 3 = Fade) * wipe_type 1 [("none")] network setup player name net_player_name "Jakub Majewski" [0-1(0)] 1 to walk under solid hanging bodies hangsolid 0 [0-1(0)] 1 to enable blockmap bug fix blockmapfix 0 [0-2(0)] Vertical aiming (0 = Auto, 1 = Direct, 2 = Direct + Auto) vertical_aiming 0 [0-1(0)] 1 to enable pistol start pistolstart 1 [0-1(0)] 1 to allow things to move over/under other things * over_under 0 [0-1(0)] 1 to enable jumping/crouching * jump_crouch 0 [20-160(90)] Field of View fov 90 [32-56(41)] Player view height * viewheight_value 41 [0-100(100)] Percentage of view bobbing intensity view_bobbing_percentage 100 [0-3(0)] Flinch player view on impact (0 = Off, 1 = Fall, 2 = Damage, 3 = Both) * impact_pitch 0 [0-1(0)] 1 to make explosions shake the view * explosion_shake 0 [0-1(0)] 1 to imitate player's breathing (subtle idle bobbing) * breathing 0 [0-1(0)] 1 to apply a zoom effect when teleporting * teleporter_zoom 0 [0-1(0)] 1 to force third person perspective upon death * death_camera 0 [0-2(0)] Chasecam mode (0 = Off, 1 = Back, 2 = Front) chasecam_mode 0 [1-128(80)] Chasecam distance chasecam_distance 80 [1-64(48)] Chasecam height chasecam_height 48 [0-1(0)] 1 to allow crosshair when using Chasecam chasecam_crosshair 0 [0-1(0)] 1 to disable palette tint in menus no_menu_tint 0 [0-1(0)] 1 to disable Berserk tint no_berserk_tint 0 [0-1(0)] 1 to disable Radiation Suit tint no_radsuit_tint 0 [0-100(100)] Player damage tint cap damagecount_cap 100 [-1-100(-1)] Player bonus tint cap bonuscount_cap -1 [50-200(100)] Screen Wipe speed percentage * wipe_speed_percentage 100 [0-1(1)] 1 to apply fake contrast to walls * fake_contrast 1 [0-1(0)] 1 to double the sound clipping distance * s_clipping_dist_x2 0 [0-1(0)] 1 for single key quick saving/loading one_key_saveload 1 [0-2(0)] Play internal demos (0 = Always, 1 = Not in menus, 2 = Never) no_page_ticking 0 [0-1(0)] 1 to skip prompt on Quit Game quick_quitgame 1 [0-1(1)] 0 to disable weapon light flashes a11y_weapon_flash 1 [0-1(1)] 0 to disable weapon muzzleflash rendering a11y_weapon_pspr 1 [0-1(1)] 0 to disable the Invulnerability colormap a11y_invul_colormap 1 [0-1(0)] 1 to enable recoil from weapon fire * weapon_recoil 0 [0-1(0)] 1 to enable recoil pitch from weapon fire * weapon_recoilpitch 0 [0-1(0)] 1 to enable pre-beta BFG2704 * classic_bfg 0 [0-1(1)] 1 to toggle between SG/SSG and Fist/Chainsaw doom_weapon_toggles 1 [0-1(1)] 1 to enable player bobbing (view moving up/down slightly) player_bobbing 1 [0-1(0)] 1 to hide weapon hide_weapon 0 [0-3(0)] 1 to center the weapon sprite during attack, 2 to keep it bobbing, 3 to center it horizontally center_weapon 0 [0-1(0)] 1 to disable horizontal projectile autoaim * no_hor_autoaim 0 [0-1(1)] 1 to switch weapons when acquiring new ones or ammo for them switch_on_pickup 1 [0-1(1)] 1 to always bob weapon every tic (fixes choppy Chainsaw bobbing) always_bob 1 [0-100(100)] Percentage of weapon bobbing intensity weapon_bobbing_percentage 100 [0-6(0)] Weapon Bobbing Style * bobbing_style 0 [0-1(0)] 1 to enable weapon inertia * weapon_inertia 0 [50-200(100)] Weapon inertia scale percentage * weapon_inertia_scale_pct 100 [0-1(0)] 1 to squat weapon down on impact * weaponsquat 0 [0-1(0)] 1 to enable translucency for weapon flash sprites * translucent_pspr 0 [0-1(1)] 1 to display Berserk pack when using the Fist, if available * show_berserk 1 [0-1(0)] 1 to correct first person sprite centering * sx_fix 0 [1-9(6)] first choice for weapon (best) * weapon_choice_1 6 [1-9(9)] second choice for weapon * weapon_choice_2 9 [1-9(4)] third choice for weapon * weapon_choice_3 4 [1-9(3)] fourth choice for weapon * weapon_choice_4 3 [1-9(2)] fifth choice for weapon * weapon_choice_5 2 [1-9(8)] sixth choice for weapon * weapon_choice_6 8 [1-9(5)] seventh choice for weapon * weapon_choice_7 5 [1-9(7)] eighth choice for weapon * weapon_choice_8 7 [1-9(1)] ninth choice for weapon (worst) * weapon_choice_9 1 [0-1(1)] 1 to enable monsters remembering enemies after killing others * monsters_remember 1 [0-1(1)] 1 to enable monsters fighting against each other when provoked * monster_infighting 1 [0-1(0)] 1 to enable monsters backing away from targets * monster_backing 0 [0-1(1)] 1 to enable monsters to intelligently avoid hazards * monster_avoid_hazards 1 [0-1(0)] 1 to enable monsters to move up/down steep stairs * monkeys 0 [0-1(1)] 1 to enable monsters to be affected by friction * monster_friction 1 [0-1(0)] 1 to enable monsters to help dying friends * help_friends 0 [0-3(0)] number of single-player helpers * player_helpers 0 [0-999(128)] distance friends stay away * friend_distance 128 [0-1(1)] 1 to enable dogs to jump * dog_jumping 1 [0-1(0)] 1 to enable extra gibbing in general (affected by CVARs below) * extra_gibbing 0 [0-1(1)] 1 to enable extra gibbing for Berserk Fist * extra_gibbing_fist 1 [0-1(1)] 1 to enable extra gibbing for Chainsaw * extra_gibbing_csaw 1 [0-1(1)] 1 to enable extra gibbing for SSG * extra_gibbing_ssg 1 [0-1(0)] 1 to enable bloodier gibbing * bloodier_gibbing 0 [0-1(0)] 1 to enable ZDoom-like item drops for dying enemies * zdoom_item_drops 0 [0-1(0)] 1 to enable colored blood colored_blood 0 [0-1(0)] 1 to enable randomly mirrored death animations flipcorpses 0 [0-1(1)] 1 to enable "ghost monsters" (resurrected pools of gore are translucent) ghost_monsters 1 [0-1(0)] 0 original, 1 blocky (hires) fuzzcolumn_mode 0 [0-1(0)] 0 original, 1 selective darkening fuzzdark_mode 0 [0-1(1)] Zombie players can exit levels * comp_zombie 1 [0-1(0)] Powerup cheats are not infinite duration * comp_infcheat 0 [0-1(0)] Build stairs exactly the same way that Doom does * comp_stairs 0 [0-1(0)] Monsters can telefrag on MAP30 * comp_telefrag 0 [0-1(0)] Some objects never move over tall ledges * comp_dropoff 0 [0-1(0)] Objects don't fall off ledges under their own weight * comp_falloff 0 [0-1(0)] Monsters randomly walk off of moving lifts * comp_staylift 0 [0-1(0)] Monsters get stuck on doortracks * comp_doorstuck 0 [0-1(1)] Monsters don't give up pursuit of targets * comp_pursuit 1 [0-1(0)] Arch-Vile resurrects invincible ghosts * comp_vile 0 [0-1(0)] Pain Elemental limited to 20 lost souls * comp_pain 0 [0-1(0)] Lost souls get stuck behind walls * comp_skull 0 [0-1(0)] Blazing doors make double closing sounds * comp_blazing 0 [0-1(0)] Tagged doors don't trigger special lighting * comp_doorlight 0 [0-1(0)] God mode isn't absolute * comp_god 0 [0-1(0)] Sky is unaffected by invulnerability * comp_skymap 0 [0-1(0)] Use exactly Doom's floor motion behavior * comp_floors 0 [0-1(0)] Use exactly Doom's linedef trigger model * comp_model 0 [0-1(0)] Linedef effects work with sector tag = 0 * comp_zerotags 0 [0-1(0)] Creatures with no spawnpoint respawn at (0,0) * comp_respawn 0 [0-1(1)] Ledges block ground enemies * comp_ledgeblock 1 [0-1(1)] A_Spawn new thing inherits friendliness * comp_friendlyspawn 1 [0-1(0)] Voodoo dolls on slow scrollers move too slowly * comp_voodooscroller 0 [0-1(1)] ML_RESERVED clears extended flags * comp_reservedlineflag 1 [0-1(1)] 1 to enable SPECHITS overflow emulation emu_spechits 1 [0-1(1)] 1 to enable REJECT overflow emulation emu_reject 1 [0-1(1)] 1 to enable INTERCEPTS overflow emulation emu_intercepts 1 [0-1(0)] 1 to enable missed backside emulation emu_missedbackside 0 [0-1(1)] 1 to enable donut overrun emulation emu_donut 1 [0-1(1)] Bruiser attack doesn't face target * comp_bruistarget 1 [0-1(0)] Double Autoaim range * comp_longautoaim 0 [0-1(0)] Fix Lost Soul colliding with items * comp_lscollision 0 [0-1(1)] Lost Soul forgets target upon impact * comp_lsamnesia 1 [0-1(0)] Fuzzy things bleed fuzzy blood * comp_fuzzyblood 0 [0-1(0)] Non-bleeders don't bleed when crushed * comp_nonbleeders 0 [0-1(0)] Fix lopsided Icon of Sin explosions * comp_iosdeath 0 [0-1(0)] Permanent IDCHOPPERS invulnerability * comp_choppers 0 [0-1(1)] Blazing doors reopen with wrong sound * comp_blazing2 1 [0-1(1)] Manually reactivated moving doors are silent * comp_manualdoor 1 [0-1(0)] Corrected switch sound source * comp_switchsource 0 [0-1(1)] Chaingun makes two sounds with one bullet * comp_cgundblsnd 1 [0-1(0)] Chaingunner uses pistol/chaingun sound * comp_cgunnersfx 0 [0-1(0)] Arch-Vile fire plays flame start sound * comp_flamst 0 [0-1(1)] Dead players can still play oof sound * comp_deadoof 1 [0-1(0)] Use unused pain/bonus palettes * comp_unusedpals 0 [0-1(1)] Key pickup resets palette * comp_keypal 1 [0-3(3)] 0 Vanilla, 1 Boom, 2 MBF, 3 MBF21 default_complevel 3 [0-1(1)] 1 to use Doom's main menu ordering * traditional_menu 1 [?-?(0)] key to turn right input_turnright rightarrow [?-?(0)] key to turn left input_turnleft leftarrow [?-?(0)] key to move forward input_forward w, uparrow [?-?(0)] key to move backward input_backward s, downarrow [?-?(0)] key to toggle mouselook input_mouselook u [?-?(0)] key to move right in a menu input_menu_right rightarrow, padright, lsright [?-?(0)] key to move left in a menu input_menu_left leftarrow, padleft, lsleft [?-?(0)] key to move up in a menu input_menu_up uparrow, padup, lsup [?-?(0)] key to move down in a menu input_menu_down downarrow, paddown, lsdown [?-?(0)] key to erase last character typed in a menu input_menu_backspace backspace, padb [?-?(0)] key to leave a menu input_menu_escape esc, start [?-?(0)] key to select from menu or review past messages input_menu_enter enter, pada [?-?(0)] key to clear a key binding input_menu_clear del [?-?(0)] key to restart current level input_menu_reloadlevel home [?-?(0)] key to go to next level input_menu_nextlevel pagedown [?-?(0)] key to finish recording demo input_demo_quit NONE [?-?(0)] key to continue recording current demo input_demo_join NONE [?-?(0)] key for fast-forward demo input_demo_fforward NONE [?-?(0)] key to increase game speed input_speed_up NONE [?-?(0)] key to decrease game speed input_speed_down NONE [?-?(0)] key to reset game speed input_speed_default NONE [?-?(0)] key to strafe left (sideways left) input_strafeleft a [?-?(0)] key to strafe right (sideways right) input_straferight d [?-?(0)] key to fire current weapon input_fire mouse1 [?-?(0)] key to open a door, use a switch input_use mouse2 [?-?(0)] key to use with arrows to strafe input_strafe alt [?-?(0)] key to run (move fast) input_speed shift [?-?(0)] key to save current game input_savegame f2 [?-?(0)] key to restore from saved games input_loadgame f3 [?-?(0)] key to bring up sound control panel input_soundvolume f4 [?-?(0)] key to adjust heads up display mode input_hud f5 [?-?(0)] key to to save to last slot saved input_quicksave f6 [?-?(0)] key to end the game input_endgame f7 [?-?(0)] key to toggle message enable input_messages f8 [?-?(0)] key to load from quick saved game input_quickload f9 [?-?(0)] key to quit game to DOS input_quit f10 [?-?(0)] key to adjust screen brightness (gamma correction) input_gamma f11 [0-1(0)] 1 to make gamma key cycle through extended gamma levels gammacycle 0 [?-?(0)] key to view from another player's vantage input_spy f12 [?-?(0)] key to pause the game input_pause pause [?-?(0)] key to toggle always run mode input_autorun capslock, ls [?-?(0)] key to toggle vertical mouse movement input_novert NONE [?-?(0)] key to enter a chat message input_chat t [?-?(0)] key to erase last character typed input_chat_backspace backspace [?-?(0)] key to select from menu or review past messages input_chat_enter enter [?-?(0)] key to toggle automap display input_map tab, pady [?-?(0)] key to shift automap right input_map_right rightarrow [?-?(0)] key to shift automap left input_map_left leftarrow [?-?(0)] key to shift automap up input_map_up uparrow [?-?(0)] key to shift automap down input_map_down downarrow [?-?(0)] key to enlarge automap input_map_zoomin +, wheelup [?-?(0)] key to reduce automap input_map_zoomout -, wheeldown [?-?(0)] key to get max zoom for automap input_map_gobig 0 [?-?(0)] key to toggle scrolling/moving with automap input_map_follow f [?-?(0)] key to drop a marker on automap input_map_mark m [?-?(0)] key to clear all markers on automap input_map_clear c [?-?(0)] key to toggle grid display over automap input_map_grid g [?-?(0)] key to toggle overlay mode input_map_overlay o [?-?(0)] key to toggle rotate mode input_map_rotate r [?-?(0)] key to spin 180 instantly input_reverse / [?-?(0)] key to enlarge display input_zoomin + [?-?(0)] key to reduce display input_zoomout - [?-?(0)] key to toggle god mode input_iddqd NONE [?-?(0)] key to give ammo/keys input_idkfa NONE [?-?(0)] key to give ammo input_idfa NONE [?-?(0)] key to toggle no clipping mode input_idclip NONE [?-?(0)] key to give health input_idbeholdh NONE [?-?(0)] key to give mega armor input_idbeholdm NONE [?-?(0)] key to give invulnerability input_idbeholdv NONE [?-?(0)] key to give berserk input_idbeholds NONE [?-?(0)] key to give invulnerability input_idbeholdv NONE [?-?(0)] key to give partial invisibility input_idbeholdi NONE [?-?(0)] key to give radiation suit input_idbeholdr NONE [?-?(0)] key to give light amplification input_idbeholdl NONE [?-?(0)] key to reveal map input_iddt NONE [?-?(0)] key to enable no target mode input_notarget NONE [?-?(0)] key to enable freeze mode input_freeze NONE [?-?(0)] key to perform Fake Archvile Jump input_avj NONE [?-?(0)] key to chat with player 1 input_chat_dest0 g [?-?(0)] key to chat with player 2 input_chat_dest1 i [?-?(0)] key to chat with player 3 input_chat_dest2 b [?-?(0)] key to chat with player 4 input_chat_dest3 r [?-?(0)] key to toggle between two most preferred weapons with ammo input_weapontoggle 0 [?-?(0)] key to cycle to the previous weapon input_prevweapon wheeldown, lb [?-?(0)] key to cycle to the next weapon input_nextweapon wheelup, rb [?-?(0)] key to switch to the last used weapon input_lastweapon NONE [?-?(0)] key to switch to weapon 1 (fist/chainsaw) input_weapon1 1 [?-?(0)] key to switch to weapon 2 (pistol) input_weapon2 2 [?-?(0)] key to switch to weapon 3 (supershotgun/shotgun) input_weapon3 3 [?-?(0)] key to switch to weapon 4 (chaingun) input_weapon4 4 [?-?(0)] key to switch to weapon 5 (rocket launcher) input_weapon5 5 [?-?(0)] key to switch to weapon 6 (plasma rifle) input_weapon6 6 [?-?(0)] key to switch to weapon 7 (bfg9000) input_weapon7 7 [?-?(0)] key to switch to weapon 8 (chainsaw) input_weapon8 8 [?-?(0)] key to switch to weapon 9 (supershotgun) input_weapon9 9 [?-?(0)] key to take a screenshot (devparm independent) input_screenshot \ [?-?(0)] key to take a clean screenshot input_clean_screenshot ] [0-3(1)] Keep palette changes in screenshots (0 = None, 1 = Normal, 2 = Clean, 3 = Both) screenshot_palette 1 [?-?(0)] shortcut key to enter setup menu input_setup NONE [0-4(1)] 0 axis left x, 1 axis left y, 2 axis right x, 3 axis right y, 4 none axis_forward 1 [0-4(0)] 0 axis left x, 1 axis left y, 2 axis right x, 3 axis right y, 4 none axis_strafe 0 [0-4(2)] 0 axis left x, 1 axis left y, 2 axis right x, 3 axis right y, 4 none axis_turn 2 [0-4(3)] 0 axis left x, 1 axis left y, 2 axis right x, 3 axis right y, 4 none axis_look 3 [0-?(10)] game controller movement sensitivity axis_move_sens 10 [0-?(10)] game controller turning sensitivity axis_turn_sens 10 [0-?(10)] game controller looking sensitivity axis_look_sens 10 [0-1(1)] 1 to enable analog controls analog_controls 1 [0-1(0)] 1 to enable padlook padlook 0 [?-?(0)] key to toggle padlook input_padlook NONE [0-1(0)] 1 to invert gamepad turning axis invert_turn 0 [0-1(0)] 1 to invert gamepad forward axis invert_forward 0 [0-1(0)] 1 to invert gamepad strafe axis invert_strafe 0 [0-1(0)] 1 to invert gamepad look axis invert_look 0 [?-?(0)] key to jump input_jump alt [?-?(0)] key to crouch/duck input_crouch c [?-?(0)] key to toggle crosshair input_crosshair NONE [?-?(0)] key to toggle zoom input_zoom NONE [?-?(0)] key to cycle through chasecam modes input_chasecam NONE [20-160(20)] Field of View when zoom is enabled zoom_fov 20 [?-?(0)] key to make automap markers blink input_map_blink b [?-?(0)] key to find associated sectors and lines input_map_tagfinder NONE [?-?(0)] key to teleport to automap pointer input_map_teleport NONE [0-1(1)] Use effects when teleporting to pointer (fog, sound and zoom) fancy_teleport 1 [0-?(5)] adjust horizontal (x) mouse sensitivity for turning mouse_sensitivity 10 [0-?(5)] adjust vertical (y) mouse sensitivity for moving mouse_sensitivity_y 0 [0-?(5)] adjust horizontal (x) mouse sensitivity for strafing mouse_sensitivity_strafe 513 [0-?(5)] adjust vertical (y) mouse sensitivity for looking mouse_sensitivity_y_look 9 [0-40(10)] adjust mouse acceleration (0 = 1.0, 40 = 5.0) mouse_acceleration 10 [0-32(10)] adjust mouse acceleration threshold mouse_acceleration_threshold 10 [0-1(0)] invert vertical axis mouse_y_invert 0 [0-1(1)] 1 to disable vertical mouse movement novert 1 [0-1(0)] 1 to enable mouselook mouselook 0 [0-1(0)] double click acts as "use" dclick_use 0 [0-1(1)] 1 to grab mouse during play grabmouse 1 [("No")] chat string associated with 0 key * chatmacro0 "No" [("I'm ready to kick butt!")] chat string associated with 1 key * chatmacro1 "I'm ready to kick butt!" [("I'm OK.")] chat string associated with 2 key * chatmacro2 "I'm OK." [("I'm not looking too good!")] chat string associated with 3 key * chatmacro3 "I'm not looking too good!" [("Help!")] chat string associated with 4 key * chatmacro4 "Help!" [("You suck!")] chat string associated with 5 key * chatmacro5 "You suck!" [("Next time, scumbag...")] chat string associated with 6 key * chatmacro6 "Next time, scumbag..." [("Come here!")] chat string associated with 7 key * chatmacro7 "Come here!" [("I'll take care of it.")] chat string associated with 8 key * chatmacro8 "I'll take care of it." [("Yes")] chat string associated with 9 key * chatmacro9 "Yes" [0-255(247)] color used as background for automap * mapcolor_back 247 [0-255(104)] color used for automap grid lines * mapcolor_grid 104 [0-255(23)] color used for one side walls on automap * mapcolor_wall 23 [0-255(55)] color used for lines floor height changes across * mapcolor_fchg 55 [0-255(215)] color used for lines ceiling height changes across * mapcolor_cchg 215 [0-255(208)] color used for lines denoting closed doors, objects * mapcolor_clsd 208 [0-255(175)] color used for red key sprites * mapcolor_rkey 175 [0-255(204)] color used for blue key sprites * mapcolor_bkey 204 [0-255(231)] color used for yellow key sprites * mapcolor_ykey 231 [0-255(175)] color used for closed red doors * mapcolor_rdor 175 [0-255(204)] color used for closed blue doors * mapcolor_bdor 204 [0-255(231)] color used for closed yellow doors * mapcolor_ydor 231 [0-255(119)] color used for teleporter lines * mapcolor_tele 119 [0-255(252)] color used for lines around secret sectors * mapcolor_secr 252 [0-255(198)] color used for lines around unrevealed secret sectors * mapcolor_uscr 198 [0-255(0)] color used for exit lines * mapcolor_exit 0 [0-255(104)] color used for lines not seen without computer map * mapcolor_unsn 104 [0-255(88)] color used for lines with no height changes * mapcolor_flat 88 [0-255(112)] color used as things * mapcolor_sprt 112 [0-255(208)] color used for dot crosshair denoting center of map * mapcolor_hair 208 [0-255(208)] color used for the single player arrow * mapcolor_sngl 208 [0-255(112)] color used for the green player arrow * mapcolor_ply1 112 [0-255(88)] color used for the gray player arrow * mapcolor_ply2 88 [0-255(64)] color used for the brown player arrow * mapcolor_ply3 64 [0-255(176)] color used for the red player arrow * mapcolor_ply4 176 [0-255(252)] color used for friends * mapcolor_frnd 252 [0-1(1)] 1 to show automap pointer coordinates in non-follow mode * map_point_coord 1 [0-1(1)] 1 to not show secret sectors till after entered * map_secret_after 1 [0-1(0)] 1 to make keyed doors flash on the automap map_keyed_door_flash 0 [0-1(0)] 1 to enable smooth automap lines map_smooth_lines 0 [0-2(1)] 1 to show player coords widget * map_player_coords 1 [0-2(0)] 1 to show level stats (kill, items and secrets) widget * map_level_stats 0 [0-2(0)] 1 to show level time widget * map_level_time 0 [0-2(0)] 1 to show powerup timers widget * map_power_timers 0 [0-1(1)] 1 to enable automap follow player mode followplayer 1 [0-2(0)] automap overlay mode (1 = on, 2 = dark) automapoverlay 1 [0-31(20)] Dark Automap overlay darkening level automap_overlay_darkening 20 [0-1(0)] 1 to enable automap rotate mode automaprotate 0 [0-14(5)] color range used for automap level title * hudcolor_titl 5 [0-14(3)] color range used for automap coordinates * hudcolor_xyco 3 [0-1(1)] 1 to enable message display show_messages 1 [0-1(1)] 1 to enable toggle messages show_toggle_messages 1 [0-1(1)] 1 to enable pickup messages show_pickup_messages 1 [0-1(1)] 1 to enable obituaries show_obituary_messages 1 [0-2(0)] "A secret is revealed!" message hud_secret_message 0 [0-1(0)] 1 to announce completion of milestones announce_milestones 0 [0-14(14)] color range used for messages during play * hudcolor_mesg 14 [0-14(5)] color range used for chat messages and entry * hudcolor_chat 5 [0-14(2)] color range used for obituaries * hudcolor_obituary 2 [0-?(4000)] Duration of chat messages (ms) * chat_msg_timer 4000 [1-8(4)] number of message lines * hud_msg_lines 4 [0-1(1)] 1 enables message review list scrolling upward * hud_msg_scrollup 1 [0-1(0)] 1 to colorize player messages message_colorized 0 [0-1(0)] 1 to center messages message_centered 0 [0-1(0)] 1 means multiline message list is active * message_list 0 [0-?(4000)] Duration of normal Doom messages (ms) * message_timer 4000 [0-1(0)] 1 to enable multiplayer chat in singleplayer sp_chat 0 [1-4(3)] verbosity level (1 = errors only, 2 = warnings, 3 = info, 4 = debug) default_verbosity 3 [0-1(1)] 1 to disable use of color on status bar * sts_always_red 1 [0-1(0)] 1 to make percent signs on status bar always gray * sts_pct_always_gray 0 [0-1(0)] 1 to disable doubled card and skull key display on status bar * sts_traditional_keys 0 [0-1(1)] 1 to make missing keys blink when trying to open locked doors * blink_keys 1 [0-1(1)] 1 to show SSG availability in the Shotgun slot of the arms widget * show_ssg 1 [0-1(0)] 1 to enable alternative Arms widget display * alt_arms 0 [0-1(0)] 1 to enable smooth health/armor counts * smooth_counts 0 [0-200(25)] amount of health for red to yellow transition * health_red 25 [0-200(50)] amount of health for yellow to green transition * health_yellow 50 [0-200(100)] amount of health for green to blue transition * health_green 100 [0-200(25)] amount of armor for red to yellow transition * armor_red 25 [0-200(50)] amount of armor for yellow to green transition * armor_yellow 50 [0-200(100)] amount of armor for green to blue transition * armor_green 100 [0-100(25)] percent of ammo for red to yellow transition * ammo_red 25 [0-100(50)] percent of ammo for yellow to green transition * ammo_yellow 50 [0-2(2)] 0 for HUD off, 1 for HUD small, 2 for full HUD * hud_active 2 [0-1(0)] 1 to enable display of HUD * hud_displayed 0 [0-1(0)] 1 to show kills/items/secrets on HUD * hud_level_stats 1 [0-1(0)] 1 to enable Smart Totals smarttotals 0 [0-14(2)] Color used for incomplete milestones in Stats display * hudcolor_ms_incomp 2 [0-14(7)] Color used for complete milestones in Stats display * hudcolor_ms_comp 7 [0-1(0)] 1 to show level time on HUD * hud_level_time 1 [0-1(0)] 1 to powerup timers on HUD * hud_power_timers 1 [0-2(0)] Show time at which Use was pressed (0 = Off, 1 = In Demos, 2 = Always) timer_use 0 [0-2(0)] Show time at which a teleporter was used (0 = Off, 1 = In Demos, 2 = Always) timer_teleport 0 [0-2(0)] Show time at which a key was picked up (0 = Off, 1 = In Demos, 2 = Always) timer_key_pickup 0 [0-1(1)] backpack changes thresholds hud_backpack_thresholds 1 [0-1(0)] color of armor depends on type hud_armor_type 0 [0-2(0)] use standard Doom font for widgets (1 = on Automap, 2 = always) hud_widget_font 0 [0-1(1)] arrange widgets on widescreen edges hud_widescreen_widgets 1 [0-1(1)] draw bar graphs in Boom widgets hud_draw_bargraphs 1 [0-1(0)] draw three-lined coords and stats widgets hud_threelined_widgets 0 [0-1(0)] enable crosshair hud_crosshair_on 0 [1-9(0)] crosshair type hud_crosshair 0 [0-1(0)] 1 to change crosshair color by player health hud_crosshair_health 0 [0-2(0)] change crosshair color on target (1 = highlight, 2 = health) hud_crosshair_target 0 [0-2(0)] Lock crosshair on target (1 = Vertically, 2 = Fully) hud_crosshair_lockon 0 [0-1(0)] 1 to enable horizontal autoaim indicators for crosshair hud_crosshair_indicators 0 [0-1(0)] 1 to account for fuzzy targets when coloring and/or locking-on hud_crosshair_fuzzy 0 [0-14(2)] default crosshair color hud_crosshair_color 2 [0-14(9)] target crosshair color hud_crosshair_target_color 9 My screen's resolution is 2560x1440, but I run the game in a window smaller than that. 0 Quote Share this post Link to post
Alaux Posted December 14, 2023 On 12/12/2023 at 8:41 AM, Jakub Majewski said: Hello. I like the port, but the screenshots taken end up being corrupted. Tried fiddling with the screenshot and palette setting, to no avail. I'm using 8x rendering if that makes a difference. Using latest, 2.2.1. Fixed (I hope so at least). Thanks for reporting it. 1 Quote Share this post Link to post
Alaux Posted December 14, 2023 Nugget Doom 2.3.0 has been released! To begin with, changes from Woof! 12.0.1 and 12.0.2 have been merged. These include various fixes, namely some for Sigil II and Eviternity II. Moving on, Nugget now supports intermediate resolution settings, such as 3X (600p) and 6X (1200p), and can go up to 9X (1800p). If we take aspect ratio correction into account, the aforementioned resolutions scale to 720p, 1440p and 2160p respectively -- indeed, Nugget can now run at 4K! To go along with this, the current resolution is now reported by the Renderer Resolution and Widescreen Rendering settings, so as to help you choose the resolution that fits your display best. Just a few other highlights: Minimap: enter the Automap and press the corresponding key (which you'll have to bind) to enable it. NUGHUD Ammo and Health icons. Made various Nugget cheats bindable to keys. Fixed a demo desync related to picking up ammo. Another change that was made has to do with NUGHUD's weapon height property. If you use a custom NUGHUD or make your own, please read the details: Spoiler The functionality of nughud_weapheight has been inverted, so values that would push the weapon sprites upwards up until last release will now push them downwards, and vice versa. This was done for consistency with other NUGHUD properties, but it has the unfortunate obvious consequence of making existing NUGHUDs which use said property look wrong. Fixing this is as easy as inverting the sign of the weapon height value. DIRECT DOWNLOADS:Windows 32-bit StandaloneWindows 64-bit StandaloneLinux AppImage See the GitHub release for all details. Have fun! 17 Quote Share this post Link to post
Jakub Majewski Posted December 14, 2023 Well, the screenshots issue got fixed, so that's great! 1 Quote Share this post Link to post
liPillON Posted December 14, 2023 (edited) I was waiting for this to finally release my latest NUGHUD endeavour https://github.com/liPillON/nughud_zdoom I also tested my other HUDs and they all still work as intended https://github.com/liPillON/nughud_fullstbar https://github.com/liPillON/nughud_modern https://github.com/liPillON/nughud_minimal Edited December 14, 2023 by liPillON 4 Quote Share this post Link to post
CacoKnight Posted December 14, 2023 (edited) Btw, thank you @Alaux, @fabian, @rfomin, @bradharding, @ceski and all the other devs for the hard work you constantly put in those ports to keep us happy, we ask a lot and sometimes we take for granted all you do for us and that must take a lot of patience as well. Just my two cents on this, you're keeping DOOM great, fun and more alive than ever. Edited December 14, 2023 by CacoKnight 6 Quote Share this post Link to post
Deil Posted December 15, 2023 (edited) @Alaux Thanks for the new release! Do you think it would be possible to "split" NUGHUD patches? For example specifying something like nughud_patch1_cropx1 0 nughud_patch1_cropy1 0 nughud_patch1_cropx2 47 nughud_patch1_cropy2 32 will only draw leftmost 47x32 piece of the patch, for STBAR that would be the "AMMO" part. If combined with negative _x values (currently not possible, but -1 is not used to disable patches anyway), we could easily do something similar to "Fullscreen Statusbar Mod" for GZDoom. There's 8 slots for patches, that's more than enough, and it would be fully compatible with custom STBARs Like this: Edited December 15, 2023 by Deil 0 Quote Share this post Link to post
Alaux Posted December 15, 2023 5 minutes ago, Deil said: Do you think it would be possible to "split" NUGHUD patches? Interesting idea, but at least ATM, I'm not sure of how to crop patches. Even then, would this be useful for anything other than Status Bars? Most other graphics are variable in terms of size and the content they depict -- hell, even the Status Bar itself could be wider than 320px, not sure how to deal with that. Does the GZ mod work with such wide Status Bars? 0 Quote Share this post Link to post
Deil Posted December 15, 2023 16 minutes ago, Alaux said: would this be useful for anything other than Status Bars? Doubt, for your own NUGHUD it's definitely easier to just include the separate patches. But there are hundreds, thousands of existing STBARs. No idea how that mod handles Status Bars like that, sorry. Its description says this, so I assume it doesn't: Quote - "Out of the box" compatibility with most Doom/Heretic/Hexen PWADs On a side note, scaling the nughud parts is out of the question? 0 Quote Share this post Link to post
Alaux Posted December 15, 2023 1 minute ago, Deil said: On a side note, scaling the nughud parts is out of the question? I'm guessing that it wouldn't be straightforward to implement. With Woof's incoming support for arbitrary resolutions, it might become easier, but I'll have to see. 0 Quote Share this post Link to post
Trov Posted December 15, 2023 (edited) There seems to be a silly bug with Direct Aiming being enabled. When a zombieman shoots, punching your fist causes you to always turn to face whatever the zombieman was shooting at, which could be yourself. This causes you to face east and plays a punch sound even when nothing is in front of you. Otherwise, you face whatever other monster the zombieman hit, even if it is 20+ feet away. It doesn't depend on whether you are actually looking up or down or not, only whether Vertical Aiming is set to "Direct". Vertical Aiming = "Auto" or "Auto+Direct" does not have the issue. Not happening in latest Woof, nor in the previous Nugget 2.2.1. Edited December 15, 2023 by Trov 0 Quote Share this post Link to post
Alaux Posted December 15, 2023 (edited) 2 hours ago, Trov said: There seems to be a silly bug with Direct Aiming being enabled. When a zombieman shoots, punching your fist causes you to always turn to face whatever the zombieman was shooting at, which could be yourself. This causes you to face east and plays a punch sound even when nothing is in front of you. Otherwise, you face whatever other monster the zombieman hit, even if it is 20+ feet away. It doesn't depend on whether you are actually looking up or down or not, only whether Vertical Aiming is set to "Direct". Vertical Aiming = "Auto" or "Auto+Direct" does not have the issue. Not happening in latest Woof, nor in the previous Nugget 2.2.1. I've never encountered this, and it's not happening right away now either. Could you share your .cfg? EDIT: Nevermind, it happens with the default config. No need to share yours. EDIT 2: Fixed. I might make a patch release including the fix in a bit. Thanks for reporting it! Edited December 15, 2023 by Alaux 1 Quote Share this post Link to post
Alaux Posted December 16, 2023 Nugget Doom 2.3.1 has been released! A small bug-fix release, which mainly fixes the bug described by @Trov above; believe it or not, all three bug fixes in this release are related to that bug. DIRECT DOWNLOADS:Windows 32-bit StandaloneWindows 64-bit StandaloneLinux AppImage See the GitHub release for all details. Have fun! 7 Quote Share this post Link to post
CacoKnight Posted December 16, 2023 (edited) Thanks for the update! Quick question, why are the automap lines on Eviternity II so bold on Nugget? Almost can't see/read anything, is there a way to change that? Edited December 16, 2023 by CacoKnight 0 Quote Share this post Link to post
Alaux Posted December 16, 2023 (edited) 5 minutes ago, CacoKnight said: Quick question, why are the automap lines on Eviternity II so bold on Nugget? Almost can't see/read anything, is there a way to change that? Could you send a screenshot? At what resolution are you running the game, and what's your display's resolution? It might be because Automap lines are intentionally thickened when the game window is forcefully downscaled, to prevent them from disappearing. It's overdone, though, and at the time I couldn't figure out how to improve it. I might take a look at it again. Edited December 16, 2023 by Alaux 1 Quote Share this post Link to post
CacoKnight Posted December 16, 2023 (edited) DSDA, Nugget and Woof! here: Spoiler https://imgur.com/a/72FczOO Edited December 16, 2023 by CacoKnight 0 Quote Share this post Link to post
Alaux Posted December 16, 2023 Looks like the line thickening I was talking about. I tweaked the thickening algorithm, it should be better now; try the latest autobuild. 1 Quote Share this post Link to post
CacoKnight Posted December 16, 2023 Sorry man, it's the exact same, maybe I have to tweak some settings or like you said it's just in the code? 0 Quote Share this post Link to post
Alaux Posted December 16, 2023 1 minute ago, CacoKnight said: Sorry man, it's the exact same, maybe I have to tweak some settings or like you said it's just in the code? Let me explain: When the game's resolution is greater than that of your display, the game window obviously needs to be downscaled. When downscaling it, though, some detail is lost. That is particularly troublesome with the Automap lines, which are one game-pixel wide: they might flicker in and out as the Automap moves. To mitigate the flickering, the Automap lines are thickened if it's detected that the game window has been downscaled and Smooth Pixel Scaling (which itself helps mitigate the flickering) is disabled. If you run the game at a resolution that doesn't exceed your display's resolution, or if you do have Smooth Pixel Scaling enabled, said thickening shouldn't be performed. The thickening factor should be calculated according to your display's needs, but figuring that out is a bit complicated, so the thickening algorithm tries to achieve the thickness of lines in 3X resolution, by dividing the current resolution multiplier by 2 (e.g.: in 4X resolution, lines are twice as thick; in 8X, they're four times as thick). 1 Quote Share this post Link to post
CacoKnight Posted December 16, 2023 (edited) Ah I see, in fact at 5x it says it's running at 2140x1200 and the map lines are fine/thin but at 6x is NOT running at 2560x1440 but at 2568x1440, that may be the reason those lines are getting thicker then. But thank you for the new build, I mainly use 4x/800p anyway on Nugget, I was just testing higher resolutions and I noticed that. Actually, one more question: why is it running at 2568 instead of 2560 (320x8)? Edited December 16, 2023 by CacoKnight 0 Quote Share this post Link to post
Alaux Posted December 16, 2023 5 hours ago, CacoKnight said: Actually, one more question: why is it running at 2568 instead of 2560 (320x8)? The number you're looking for isn't 320 x 8 (which is 4:3), but rather 426.(6) x 6 (which is 16:9). Both happen to be equal to 2560. As you may tell, 426.(6) is not an integer, but the engine variable that stores the base screen width is, so the decimal part is lost. The closest integer would be 427, but the base screen width value needs to be an even number for things to work properly in general. Apart from that, though, the final screen width value (i.e. the base width times the resolution multiplier) is rounded to be a multiple of 4 because, simply put, SDL seemingly required it. To make sure that the final width is indeed a multiple of 4, the base width itself is rounded to be a multiple of 4. Due to that, 426 is rounded to 428, and 428 x 6 = 2568. It's a bit of a mess if you ask me. Hopefully, we'll get accurate resolutions when Woof's arbitrary-resolution code is merged. 1 Quote Share this post Link to post
CacoKnight Posted December 24, 2023 Can we have a cheat like GZDoom's buddha/buddha2? I just discovered it today and it's awesome to test maps and/or keep playing when it gets too crowded without resurrecting etc. Thanks. 0 Quote Share this post Link to post
Alaux Posted December 24, 2023 2 minutes ago, CacoKnight said: Can we have a cheat like GZDoom's buddha/buddha2? I just discovered it today and it's awesome to test maps and/or keep playing when it gets too crowded without resurrecting etc. Thanks. Nugget has had buddha (yes, that's the cheat code) for quite a while now. Woof later got it too. 1 Quote Share this post Link to post
CacoKnight Posted December 24, 2023 (edited) Oh.. then I misspelled it when I typed it :| Now I remember why I asked, I didn't see it here https://github.com/MrAlaux/Nugget-Doom#cheats but thank you, I'll try in a bit! *Indeed it works, awesome! Edited December 24, 2023 by CacoKnight 0 Quote Share this post Link to post
Alaux Posted December 24, 2023 (edited) 5 minutes ago, CacoKnight said: Now I remember why I asked, I didn't see it here https://github.com/MrAlaux/Nugget-Doom#cheats For future reference, there's a detailed cheats list, which mentions not only Nugget's cheats but also Woof's and others: https://github.com/MrAlaux/Nugget-Doom/blob/master/docs/cheats.md. Edited December 24, 2023 by Alaux 1 Quote Share this post Link to post
CacoKnight Posted January 14 Hell yeah to the new feature/s incoming ! Don't want to spoil it but thank you @Alaux :) 0 Quote Share this post Link to post
Alaux Posted January 14 12 minutes ago, CacoKnight said: Hell yeah to the new feature/s incoming ! Don't want to spoil it but thank you @Alaux :) Spoil all you want. The repo is public, and so is the changelog. 1 Quote Share this post Link to post
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