CacoKnight Posted March 11 (edited) 4 hours ago, Alaux said: if you have Menu Backdrop set to Dark Yep, that was it, no idea when and why I changed it. Thank you. And thanks for Eternal Doom, working perfectly now. Edited March 11 by CacoKnight 0 Quote Share this post Link to post
Siglev_ Posted March 13 I don't know if this has been suggested before, but I think it would be cool to have an option to replace the stat labels with icons instead of the usual boring letters. I made this example in Paint 3D using the icons of the unity port. 2 Quote Share this post Link to post
Alaux Posted March 13 10 minutes ago, Siglev_ said: I don't know if this has been suggested before, but I think it would be cool to have an option to replace the stat labels with icons instead of the usual boring letters. I like the idea. However, we don't have many pixels to work with (the letters are 5x7), and patch scaling is something that I haven't figured out yet. Regardless, I'll try to keep it in mind. 2 Quote Share this post Link to post
plums Posted March 15 (edited) Here are some icons I just made, 7px high, you (or anyone) are welcome to use them if you want. I could narrow them down if you want but the Doom small font has variable width letters so I figured it would be OK. They're derived from Doom assets obviously so I don't think they can fall under the GPL; in any case I relinquish any kind of ownership/copyright/etc. from myself. Don't know what a better secret icon would be besides a question mark, which you can just get from the Doom font. . . . Edited March 15 by plums 10 Quote Share this post Link to post
CacoKnight Posted March 15 12 minutes ago, plums said: Don't know what a better secret icon would be besides a question mark, which you can just get from the Doom font. Some kind of rectangle shaped pink border? Maybe shaped like a key or something? 0 Quote Share this post Link to post
plums Posted March 15 (edited) 22 hours ago, CacoKnight said: Some kind of rectangle shaped pink border? Maybe shaped like a key or something? I thought anything with a key had the potential to be misleading. And not all colour schemes use pink (or anything) for secret sectors, though it's still probably a good colour for whatever base icon is used. A pink ? might be good enough. Edited March 16 by plums 0 Quote Share this post Link to post
Alaux Posted March 17 (edited) On 3/12/2024 at 10:43 PM, Siglev_ said: I think it would be cool to have an option to replace the stat labels with icons instead of the usual boring letters. On 3/15/2024 at 5:46 PM, plums said: Here are some icons I just made Done in these commits: 1, 2. Take a look: Spoiler Do note that the graphics aren't built in; you have to provide the graphics yourself. Edited March 17 by Alaux 2 Quote Share this post Link to post
plums Posted March 17 (edited) Nice! Looks even better with the Doom font for the HUD, IMO. Here's the wad with those icons for anyone else, upgrade to the latest git (here for Windows as of this writing; you might need a github account) and pop 'em in your autoload folder. edit: I brightened the outside teeth on the skull just a bit, after seeing these screenshots Skull with red eyes: hudicons1.wad Skull with black eyes: hudicons2.wad edit 2: Alaux when I don't load the icons I get K/K/K instead of K/I/S, an especially unfortunate initialism updated git link to the fixed version Edited March 17 by plums 5 Quote Share this post Link to post
Alaux Posted March 17 21 minutes ago, plums said: edit 2: @Alaux when I don't load the icons I get K/K/K instead of K/I/S, an especially unfortunate initialism Oops. Fixed. 2 Quote Share this post Link to post
CacoKnight Posted March 17 (edited) Downloaded #354 and it feels a little different, not sure how to explain it, sharper movements? Could be placebo. Also when I clicked the end of the level button on E1M1 it crashed completely. edit: Tried a few other times and can't reproduce the crash and again (it was probably and alt+tab issue from earlier), the movement difference might be in my head. edit: Crashed again right now on DOOM2 MAP01 when I clicked the end of the level button. No alt+tab done this time at any point. Edited March 17 by CacoKnight 0 Quote Share this post Link to post
Alaux Posted March 17 8 minutes ago, CacoKnight said: Downloaded #354 and it feels a little different and weird, not sure how to explain it, sharper movements? Could be placebo. I didn't change anything regarding input, but the recent Woof-14.3.0 merge did. However, that means that whatever difference you're noticing in Nugget should also be present in Woof. 12 minutes ago, CacoKnight said: Also when I clicked the end of the level button on E1M1 it crashed completely. I tried to provoke the crash for a bit, but nothing happened. Could you send your .cfg? 0 Quote Share this post Link to post
CacoKnight Posted March 17 (edited) 30 minutes ago, Alaux said: I didn't change anything regarding input, but the recent Woof-14.3.0 merge did. However, that means that whatever difference you're noticing in Nugget should also be present in Woof. Ohh I see, I don't really use Woof, I test it for a while when a new build or release is up but I wait for Nugget to merge to play. I kind of didn't touch Doom all day because "life" so I just loaded to see the new invulnerability palette (the one from the port, no wads) and loaded bobbers+rocket launcher and did the levels fast to relax, 100% kills and secrets + end button, crashed twice but I can try again. The first time on E1M1 I paused it and did some alt+tabs but on DOOM2 MAP01 no alt-tabs. .cfg attached, thank you for checking. nugget-doom.zip edit: Tried 5-6 more games but I can't make it crash anymore, maybe it was loading all the new settings from the new merge? Edited March 17 by CacoKnight 0 Quote Share this post Link to post
Siglev_ Posted March 17 3 hours ago, Alaux said: Done in these commits: 1, 2. Take a look: Reveal hidden contents Do note that the graphics aren't built in; you have to provide the graphics yourself. Thank you very much for including this feature in such a short time, I downloaded #354 x64 and it has not crashed with the exit switches or something else for the moment. 10/10 3 hours ago, plums said: Nice! Looks even better with the Doom font for the HUD, IMO. Here's the wad with those icons for anyone else, upgrade to the latest git (here for Windows as of this writing; you might need a github account) and pop 'em in your autoload folder. edit: I brightened the outside teeth on the skull just a bit, after seeing these screenshots Skull with red eyes: hudicons1.wad Skull with black eyes: hudicons2.wad edit 2: Alaux when I don't load the icons I get K/K/K instead of K/I/S, an especially unfortunate initialism updated git link to the fixed version Thanks for the icons plums, very well done. 10/10 1 Quote Share this post Link to post
liPillON Posted March 17 Quote to be used in place of the "K/I/S" letter-labels: `HUDKILLS`, `HUDITEMS` and `HUDSCRTS` graphic lumps wouldn't using the Unity port's naming be "more standard"? that way, people could simply drop the "extras.wad" in nugget's autoload folders /edit actually nevermind, I see that the size of these newly-suppported lumps is different, I guess to correctly display them with both built-in fonts (boom and message) 0 Quote Share this post Link to post
Alaux Posted March 17 4 minutes ago, liPillON said: wouldn't using the Unity port's naming be "more standard"? that way, people could simply drop the "extras.wad" in nugget's autoload folders /edit actually nevermind, I see that the size of these newly-suppported lumps is different, I guess to correctly display them with both built-in fonts (boom and message) Apart from that, I feel like the Unity port's lump names are too generic; rather likely to be used by other stuff. 0 Quote Share this post Link to post
Alaux Posted March 17 1 hour ago, CacoKnight said: Tried 5-6 more games but I can't make it crash anymore I tried once with your .cfg, no crash. Odd. 1 hour ago, CacoKnight said: maybe it was loading all the new settings from the new merge? If I'm not mistaken, the changes to the .cfg are only saved when exiting the game properly; if the game crashed, nothing should've been saved, so the next launch should've probably crashed too. No idea what happened, but I hope it doesn't happen again. 1 Quote Share this post Link to post
CacoKnight Posted March 17 8 minutes ago, Alaux said: the changes to the .cfg are only saved when exiting the game properly Ohh yep, that makes sense for the second crash too, I noticed in fact the new gray invulnerability didn't save when crashed, I backup the configs etc. so I check inside + bytes. It should be all good, thank you again. 0 Quote Share this post Link to post
Alaux Posted March 17 (edited) Nugget Doom 3.0.0 has been released! That's right, another major version change! If I sticked to the versioning rules that I had put in place long ago, this release would've been labeled 2.4.0, which certainly doesn't do it justice. In the end, I decided to change the rules and make a proper version jump. Anyways, onto the important stuff... Changes from all Woof! releases up to 14.3.0 have been merged. That means arbitrary/dynamic resolution, voxels support, general controls overhaul, reworked menus, PWAD-separated savegames, and an alternative non-blinding Invulnerability effect, among many other improvements. As for the Nugget-specific changes, here are the highlights: Rewinding a la DSDA. Alternative night-vision effect for the Light Amp. Visor. Alternative Intermission Background, replacing the static intermission graphic with a spinning camera. Automap key-finder cheat. Reworked and improved Things Over/Under Things feature. Removed Herobrine. DIRECT DOWNLOADS: Windows 32-bit Standalone Windows 64-bit Standalone Linux AppImage See the GitHub release for all details. Have fun! Edited March 17 by Alaux 25 Quote Share this post Link to post
Xemonix Posted March 17 Congrats on 3.0.0! I've been checking DW and GitHub every morning since Woof 14 dropped. The wait paid off! 3 Quote Share this post Link to post
Async Unicorn Posted March 17 I love new intermission screen and night-vision effect! Way better than boring old ones! I guess Woof and Nugget now are the ideal ports in terms of balance between classic look / feel and rich customization... Gonna use fresh version for all wads! 5 Quote Share this post Link to post
CacoKnight Posted March 17 Thank you for another awesome release! Btw... Nugget should be a sticky thread too. 2 Quote Share this post Link to post
DreadWanderer Posted March 17 Congrats on the release, fantastic work with integrating the Woof changes! 1 Quote Share this post Link to post
Dweller Dark Posted March 17 Congrats on the release, I like the new menu a lot! When you refer to voxel support, does that mean that Voxel Doom will work with the port out-of-the-box? If so, how do you set it up? 1 Quote Share this post Link to post
Zaratul Posted March 17 Another port with native resolution support! Very good work! Maybe i start using it instead of Woof? :P Nice QoL features. 1 Quote Share this post Link to post
Alaux Posted March 17 58 minutes ago, Dweller Dark said: Congrats on the release, I like the new menu a lot! When you refer to voxel support, does that mean that Voxel Doom will work with the port out-of-the-box? If so, how do you set it up? From what I tested, the .pk3 (cheello_voxels.pk3 if I'm not mistaken) works as is. All you'd have to do is load it. 3 Quote Share this post Link to post
Dweller Dark Posted March 17 9 minutes ago, Alaux said: From what I tested, the .pk3 (cheello_voxels.pk3 if I'm not mistaken) works as is. All you'd have to do is load it. Thanks, all I had to do was turn the zip file into pk3 and load it. Although the voxels sometimes aren't positioned correctly, like the eyes from SIGIL: 0 Quote Share this post Link to post
Alaux Posted March 17 (edited) 18 minutes ago, Dweller Dark said: the voxels sometimes aren't positioned correctly, like the eyes from SIGIL That's a map issue: some decorations originally have a single rotation frame, meaning that they look the same no matter where you look at them from, so there's no need to make them face the right direction. These quirks are exposed when providing the rest of rotations for the decoration sprites, or replacing them with voxels or models in general. Edited March 17 by Alaux 3 Quote Share this post Link to post
Dweller Dark Posted March 17 10 minutes ago, Alaux said: That's a map issue: some decorations originally have a single rotation frame, meaning that they look the same no matter where you look at them from, so there's no need to make them face the right direction. These quirks are exposed when providing the rest of rotations for the decoration sprites, or replacing them with voxels or models in general. So you'd either have to fix the map or do something with the voxels to make them face the right way? 0 Quote Share this post Link to post
Dweller Dark Posted March 17 Also, these are the voxel mod versions that appear to work with Nugget, for reference purposes: https://www.moddb.com/mods/doom-voxel-project/addons/voxel-doom | Change zip file to pk3 and load https://www.moddb.com/mods/voxel-doom-ii/addons/voxel-doomii-v2-1 | Extract pk3 file and load (the parallax texture version doesn't work on my end, not sure why) 0 Quote Share this post Link to post
No-Man Baugh Posted March 17 (edited) OOOO I just noticed the snazzy new screenshot showing off the voxel enemies. Nice move Mr. Alaux On 10/19/2021 at 2:59 AM, Alaux said: 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! Edited March 17 by No-Man Baugh 1 Quote Share this post Link to post
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