CacoKnight Posted March 26 1 minute ago, Alaux said: Read this, from the third paragraph onward; maybe that's what happened. Interesting, weird also it happens every once in a while? 0 Quote Share this post Link to post
Alaux Posted March 26 Just now, CacoKnight said: Interesting, weird also it happens every once in a while? If that bug really is what you encountered, then it happens when the conditions described in the article are met, and well, you may just be unlucky enough to accidentally trigger it every once in a while. 1 Quote Share this post Link to post
CacoKnight Posted March 26 (edited) I wanted to ask this for a while but I keep forgetting, why is that soundfont included in the build? It doesn't sound good at all and it's the first thing I remove every time I download Nugget/Woof. It's almost 50% of the total size of the archived .zip, it seems like useless waste of space. Why not let people download/decide on their own instead of having them play with something that doesn't sound like the original Doom at all? Also, isn't the OS Midi system the default config anyway? Most people won't even use that soundfont in the first place. Just some thoughts. Edited March 26 by CacoKnight 1 Quote Share this post Link to post
dasho Posted March 26 45 minutes ago, CacoKnight said: I wanted to ask this for a while but I keep forgetting, why is that soundfont included in the build? It doesn't sound good at all and it's the first thing I remove every time I download Nugget/Woof. It's almost 50% of the total size of the archived .zip, it seems like useless waste of space. Why not let people download/decide on their own instead of having them play with something that doesn't sound like the original Doom at all? Also, isn't the OS Midi system the default config anyway? Most people won't even use that soundfont in the first place. Just some thoughts. It's better than the inevitable "Music doesn't work" issues that would be brought up instead. 3 Quote Share this post Link to post
plums Posted March 26 (edited) 1 hour ago, CacoKnight said: I wanted to ask this for a while but I keep forgetting, why is that soundfont included in the build? It doesn't sound good at all and it's the first thing I remove every time I download Nugget/Woof. It's almost 50% of the total size of the archived .zip, it seems like useless waste of space. Why not let people download/decide on their own instead of having them play with something that doesn't sound like the original Doom at all? Also, isn't the OS Midi system the default config anyway? Most people won't even use that soundfont in the first place. Just some thoughts. On Linux you need a soundfont to get any music at all, unless you use OPL playback. IIRC the included soundfont is free of any copyrighted material and OK to distribute with GPL software, and 6 megs is an OK balance between quality and size. Edited March 26 by plums 7 Quote Share this post Link to post
CacoKnight Posted March 27 Maybe better this one? But anyway, fair enough, it takes one second to disable/change/remove. 0 Quote Share this post Link to post
plums Posted March 27 (edited) 18 minutes ago, CacoKnight said: Maybe better this one? But anyway, fair enough, it takes one second to disable/change/remove. See further down that page where ceski shows that that one is full of samples directly from Windows' gm.dls, except with the copyright hacked out. Just getting a soundfont that is completely (legally, verifiably) free and GPL compatible, and small, is hard enough, let alone one that sounds good. Edited March 27 by plums 4 Quote Share this post Link to post
CacoKnight Posted March 27 But but but, last msg on the subject I promise, what about the Trevor one? Forgot about this one, it's a little bigger but it sounds very good. ..or the GZDoom one? Isn't that open source? 0 Quote Share this post Link to post
dasho Posted March 27 17 minutes ago, CacoKnight said: But but but, last msg on the subject I promise, what about the Trevor one? Forgot about this one, it's a little bigger but it sounds very good. ..or the GZDoom one? Isn't that open source? The GZDoom one uses the Deemster preset, which still has Roland copyright statements. The Trevor soundfont is derived from decrypted SC55 ROMs. 3 Quote Share this post Link to post
S3M_XM Posted March 27 Is it possible to add "Show Alive Monsters" in the automap? 0 Quote Share this post Link to post
Alaux Posted March 27 (edited) 30 minutes ago, S3M_XM said: Is it possible to add "Show Alive Monsters" in the automap? What exactly would that do? How would it differ from iddt? Edited March 27 by Alaux 0 Quote Share this post Link to post
S3M_XM Posted March 27 10 minutes ago, Alaux said: What exactly would that do? How would it differ from iddt? To show just only the alive monster markers that don't get mixed up with the other thing markers. 0 Quote Share this post Link to post
Alaux Posted March 27 (edited) 9 minutes ago, S3M_XM said: To show just only the alive monster markers that don't get mixed up with the other thing markers. It's doable, but I'm not fully convinced. FWIW, there's also iddkt, and I think you can change the colors used for each thing marker and maybe even hide some of them by modifying the config file. Edited March 27 by Alaux 0 Quote Share this post Link to post
CacoKnight Posted March 28 1 hour ago, S3M_XM said: To show just only the alive monster markers that don't get mixed up with the other thing markers. That'd be a cool automap feature, is there a port that can do that? 0 Quote Share this post Link to post
Deil Posted April 1 @Alaux Nice nuggets, that was a pleasant surprise. 2 Quote Share this post Link to post
CacoKnight Posted April 1 (edited) I was checking Cherry Doom last night because I noticed that he finally merged with the latest Nugget and I saw that and I thought he messed up something on the code while he was merging, didn't even think of checking Nugget but I just did, funny stuff. Edited April 1 by CacoKnight 1 Quote Share this post Link to post
No-Man Baugh Posted April 1 I am currently under an NDA regarding Nugget-Doom, so I can neither confirm nor deny anything funky going on that people may or may not encounter when playing Nugget-Doom today 1 Quote Share this post Link to post
Siglev_ Posted April 2 I didn't know that nugget doom turned health bonuses into cheese on April 1st, Very funny. 7 Quote Share this post Link to post
Xemonix Posted April 2 14 hours ago, CacoKnight said: I was checking Cherry Doom last night because I noticed that he finally merged with the latest Nugget and I saw that and I thought he messed up something on the code while he was merging, didn't even think of checking Nugget but I just did, funny stuff. I actually did mess up a whole bunch of things, but I'm working on it. When I saw the cheese I thought using certain cheats made it appear (as in cheesing the map), only realized it's an April 1st joke after checking the source code. Made me chuckle, nice job, Alaux. 3 Quote Share this post Link to post
Shepardus Posted April 2 I thought the cheese was part of the WAD I was playing until I switched to a different WAD and the cheese was still there. 7 Quote Share this post Link to post
No-Man Baugh Posted April 2 I honest to god thought I broke something when I was testing out my NUGHUD like it was a placeholder or something Spoiler My honest reaction 8 Quote Share this post Link to post
plums Posted April 2 I was mainly surprised it was cheese, and not nuggets of some kind. 3 Quote Share this post Link to post
UUN4 Posted April 2 I've been playing Valiant recently, and the cheese being there never hit me; I kinda just assumed it was a part of Valiant for some reason. 3 Quote Share this post Link to post
Shepardus Posted April 5 I'm encountering some unintuitive behavior from the rewind feature. FWIW I have my rewind interval set to 5 seconds, it might be less of an issue with lower intervals like 1 second. The first is that the rewind keyframes don't line up with the 5-second intervals of in-game time. I think it might be because the interval doesn't reset when reloading a map or switching to a different map? i.e. if I IDCLEV to a different map in the middle of an interval, rewinding later might take me back to 0:02 instead of 0:00 or 0:05. This isn't that much of a problem, I can get used to it, but dsda-doom in comparison saves a keyframe at the beginning of the level which makes it easier to remember what times the keyframes are at. What's more of a problem for me is that rewinding to a keyframe seems to make the port forget about that keyframe. I guess that's a measure to prevent getting stuck rewinding to the same keyframe over and over, but it prevents me from using a keyframe more than once, for example when repeatedly trying and failing to make a jump in a platforming map. Each time I rewind it goes further and further back, unless I wait for another keyframe to be saved, and even if I do wait, there ends up being a gap between keyframes, which can lead to surprising results when I rewind and jump 30 seconds between two keyframes. I think dsda-doom handles this by making the rewind key jump to the second most recent keyframe instead of the most recent one (so rewinding at 0:17 goes to 0:10 instead of 0:15). It's not perfect since if I mess up in less than 5 seconds I have to wait for the next interval before I can rewind (which is why I care to know when exactly the keyframes are, bringing me back to the first point), but I think it's still better than the current behavior in Nugget Doom. Overall though I'm loving the feature and the rest of the source port! It's been my most-used port recently, and it's great to see how far it's come. 6 Quote Share this post Link to post
Raith138 Posted April 5 I wish I had found this source port sooner. Perfect source port for me. 5 Quote Share this post Link to post
Alaux Posted April 6 18 hours ago, Shepardus said: I'm encountering some unintuitive behavior from the rewind feature. I agree with your suggestions, so I've made an experimental branch to try some tweaks (Windows autobuilds here -- I forgot what OS you're on, though). So far, I've made it so that key frames are only deleted if less than 0.6 seconds pass between rewinds; I can't be bothered to figure out how to properly store key frames upon loading levels right now. Anyways, feel free to try that branch and let me know how it goes. 3 Quote Share this post Link to post
Zaratul Posted April 6 16 hours ago, Raith138 said: I wish I had found this source port sooner. Perfect source port for me. Same for me. Now that Woof and Nugget Doom supports native resolutions these are my source ports of choice. DSDA is great but i like QoL of Woof\Nugget and last but and not least: blockmap bug fix! 5 Quote Share this post Link to post
PH0B0Z5 Posted April 6 Hello, excuse my ignorance Are there any plans on including hardware renderer? 0 Quote Share this post Link to post
Alaux Posted April 7 (edited) 7 hours ago, PH0B0Z5 said: Are there any plans on including hardware renderer? I wouldn't mind including one, but I think it's safe to say that I won't be the one coding it. To be clear: as of writing this, I don't have any hardware-renderer implementations in sight. Edited April 7 by Alaux 0 Quote Share this post Link to post
Shepardus Posted April 7 On 4/5/2024 at 11:39 PM, Alaux said: I agree with your suggestions, so I've made an experimental branch to try some tweaks (Windows autobuilds here -- I forgot what OS you're on, though). So far, I've made it so that key frames are only deleted if less than 0.6 seconds pass between rewinds; I can't be bothered to figure out how to properly store key frames upon loading levels right now. Anyways, feel free to try that branch and let me know how it goes. Cool, thanks for working on this! The keyframe deletion is more of a problem to me than not keyframing the start of the level, so the change you made sounds great already. I don't have a lot of time right now but will check it out when I can. (I'm on Linux, usually build from source) 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.