Alaux Posted April 7 (edited) 5 hours ago, Shepardus said: 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) I've made some more changes since my last post, including saving key frames at the start of levels*. In short, key-framing should now always occur at the same points in level time, with minutes and seconds depending on your interval setting, and exactly 6 centiseconds (e.g. 0:00.06, 0:40.06, etc.). * "Start of levels" doesn't include savegame loads, though; you'd still have to wait for the next of the aforementioned points in time for the key-framing to take place, but I guess that if you want to go back to the exact point you loaded to, you can just reload the save. Edited April 7 by Alaux 3 Quote Share this post Link to post
Tuapse_cowboy Posted April 9 Hi! How to make sure there are no bottom bars on a 5:4 monitor 0 Quote Share this post Link to post
Alaux Posted April 9 (edited) 3 hours ago, Tuapse_cowboy said: Hi! How to make sure there are no bottom bars on a 5:4 monitor The only option I can think of is to toggle stretch_to_fit in nugget-doom.cfg. As the name implies, though, it should stretch the game window, which might look bad. Edited April 9 by Alaux 0 Quote Share this post Link to post
Shepardus Posted April 12 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. I finally gave this a try, and I like the way it works now, makes the feature feel much better to use! 1 Quote Share this post Link to post
Robo_Cola Posted April 12 (edited) On 3/26/2024 at 4:24 AM, Siglev_ said: Reported, it's a Woof v14.3.0 thing. On 3/26/2024 at 1:32 AM, CacoKnight said: The crash happened again, Sunlust MAP12, crashed right when I clicked the end of the level switch. FWIW I've been getting the exact same crash upon exiting a level. For whatever reason, usually around map 04 in whatever WAD I'm playing consecutively (though not always). Edited April 12 by Robo_Cola 0 Quote Share this post Link to post
CacoKnight Posted April 13 (edited) 4 hours ago, Robo_Cola said: FWIW I've been getting the exact same crash upon exiting a level. For whatever reason, usually around map 04 in whatever WAD I'm playing consecutively (though not always). I was testing Junkfood 3 with bobbers, all fun but it crashed at the end of the first level, for now I'll just use DSDA, Nugget crashed too many times on different wads. Edited April 13 by CacoKnight 0 Quote Share this post Link to post
Alaux Posted April 13 18 minutes ago, CacoKnight said: I was testing Junkfood 3 with bobbers, all fun but it crashed at the end of the first level [...] Nugget crashed too many times on different wads. Did it always happen with that cheat enabled? Also, remind me: can you make your own builds? If so, perhaps you can make a build with something called ASan that would hopefully give us a detailed crash log. 1 Quote Share this post Link to post
CacoKnight Posted April 13 (edited) 1 hour ago, Alaux said: Did it always happen with that cheat enabled? Funny you ask, that makes me think now actually, was it crashing only when I was using bobbers? I'll do some more testing. 1 hour ago, Alaux said: Also, remind me: can you make your own builds? If so, perhaps you can make a build with something called ASan that would hopefully give us a detailed crash log. Can you make a temp one for us to test? Edited April 13 by CacoKnight 0 Quote Share this post Link to post
Alaux Posted April 13 1 hour ago, CacoKnight said: Can you make a temp one for us to test? Unfortunately, I just couldn't get ASan builds to work on my machine. 0 Quote Share this post Link to post
CacoKnight Posted April 14 (edited) Tested a little more with bobbers but it hasn't crashed yet, go figure :| A suggestion, I have no idea how I missed this, maybe I was too focused on tweaking the gold colors. I noticed the Level Stats are only available for Off, Automap, HUD, Always, can we have a way to do for example Automap + Full (meaning the fullscreen HUD) or even just Full? Or maybe even a different line that says Level Stats Full On or Off. Thank you. Edited April 14 by CacoKnight 0 Quote Share this post Link to post
Alaux Posted April 15 6 hours ago, CacoKnight said: I noticed the Level Stats are only available for Off, Automap, HUD, Always, can we have a way to do for example Automap + Full (meaning the fullscreen HUD) or even just Full? Or maybe even a different line that says Level Stats Full On or Off. That's a bit too much fine-tuning for me; if I were to extend the existing setting with it, we'd have a whopping 8 different values to account for all combinations. As an alternative, I'd suggest that you resort to using the Level Stats toggle key. 1 Quote Share this post Link to post
Klickach Posted April 15 Is it possible to disable mouse input in menus? 0 Quote Share this post Link to post
Alaux Posted April 15 1 hour ago, Klickach said: Is it possible to disable mouse input in menus? Not as of now, but Woof itself might make some changes in that regard. 0 Quote Share this post Link to post
CacoKnight Posted April 19 (edited) Boom, I was playing this wad and it crashed at the end of level 2 when I hit the exit switch, no cheats, normal play, no alt+tab. The port was closed, I opened it, loaded a save right at the last two rooms (red door), it was less than 5 mins total left on that level. Edited April 19 by CacoKnight 0 Quote Share this post Link to post
Alaux Posted April 19 (edited) 9 minutes ago, CacoKnight said: Boom, I was playing this wad and it crashed at the end of level 2 when I hit the exit switch, no cheats, normal play, no alt+tab. The port was closed, I opened it, loaded a save right at the last two rooms (red door), it was less than 5 mins total left on that level. Does it crash consistently using that save? Either way, please share it; it's worth trying. Edited April 19 by Alaux 0 Quote Share this post Link to post
CacoKnight Posted April 19 (edited) 14 minutes ago, Alaux said: Does it crash consistently using that save? Either way, please share it; it's worth trying. Geez, sorry I was only testing the wad and already deleted everything, didn't even think about keeping the save. I will try that level again right now. *Testing with build #368 btw + drag&drop "D2-21-Dominus Diabolicus.zip". edit: Yep, damn it, it didn't crash this time. I'll make sure to share the save next time. Edited April 19 by CacoKnight 1 Quote Share this post Link to post
Alaux Posted April 20 On 4/12/2024 at 2:16 AM, Shepardus said: I finally gave this a try, and I like the way it works now, makes the feature feel much better to use! Would you say it's good to be merged already? 0 Quote Share this post Link to post
Shepardus Posted April 20 3 hours ago, Alaux said: Would you say it's good to be merged already? I think it's in a good state, and can't think of any obvious improvements. Merging sounds good to me. 1 Quote Share this post Link to post
AmethystViper Posted April 24 I'm curious, is it possible to implement controller rumble support similarly to Doom Retro? 0 Quote Share this post Link to post
Alaux Posted April 24 11 minutes ago, AmethystViper said: I'm curious, is it possible to implement controller rumble support similarly to Doom Retro? I guess it's possible, but I'm not knowledgeable about nor interested in controllers, so I won't be doing it myself. Perhaps the Woof devs would be interested. 1 Quote Share this post Link to post
SoDOOManiac Posted April 25 I read somewhere that Nugget Doom has 3x original resolution, I'm thinking if that makes sense in So Doom. All the <<crispy->hires bitshifts are replaced by *(crispy->hires+1) multiplications, how does that impact performance? Apart for that, there is this problem 0 Quote Share this post Link to post
Alaux Posted April 25 10 minutes ago, SoDOOManiac said: I read somewhere that Nugget Doom has 3x original resolution, I'm thinking if that makes sense in So Doom. All the <<crispy->hires bitshifts are replaced by *(crispy->hires+1) multiplications, how does that impact performance? Apart for that, there is this problem Nugget did have "intermediate" resolutions (including 3X) for a while, but since the 3.0.0 release, it has the same resolution code as Woof, which supports arbitrary resolutions and is probably very different to what So Doom and similar ports do. However, the pull request that implemented intermediate resolutions is still visible, of course. It should have most of the info regarding those resolutions; on the topic of the "factor 3" problem, I did come across some black outlines appearing on some weapon sprites, but that was after Woof began work on higher/arbitrary resolutions, so I didn't bother asking for help to fix the issue. 0 Quote Share this post Link to post
Dweller Dark Posted April 25 I've been checking out the Vertical Aim setting under Compatibility-Breaking Features, but what are the differences between them? Is Direct meant for mouselook? 0 Quote Share this post Link to post
Alaux Posted April 25 2 hours ago, Dweller Dark said: I've been checking out the Vertical Aim setting under Compatibility-Breaking Features, but what are the differences between them? Is Direct meant for mouselook? Auto means that vertical aiming depends entirely on autoaim, ignoring mouselook, so shots will always go straight except when autoaiming at an enemy at a different height level. Direct is the opposite: vertical aiming depends entirely on mouselook, ignoring autoaim. Direct + Auto is a combination of both: if aiming at an enemy, vertical aiming will depend on autoaim, and otherwise it'll depend on mouselook. Do note that automatic vertical aiming will always be used if mouselook is disabled, otherwise you'd be left unable to attack enemies on different height levels if vertical aiming were direct but you couldn't look up and down. 1 Quote Share this post Link to post
Dweller Dark Posted April 25 4 minutes ago, Alaux said: Auto means that vertical aiming depends entirely on autoaim, ignoring mouselook, so shots will always go straight except when autoaiming at an enemy at a different height level. Direct is the opposite: vertical aiming depends entirely on mouselook, ignoring autoaim. Direct + Auto is a combination of both: if aiming at an enemy, vertical aiming will depend on autoaim, and otherwise it'll depend on mouselook. Do note that automatic vertical aiming will always be used if mouselook is disabled, otherwise you'd be left unable to attack enemies on different height levels if vertical aiming were direct but you couldn't look up and down. So if I don't use mouselook, should I leave it on the Auto setting? 0 Quote Share this post Link to post
Alaux Posted April 25 4 minutes ago, Dweller Dark said: So if I don't use mouselook, should I leave it on the Auto setting? You shouldn't have to. As I said, automatic vertical aiming is always used if mouselook is disabled, regardless of what you set your vertical aiming mode to. 1 Quote Share this post Link to post
ceski Posted April 27 On 4/24/2024 at 12:55 PM, AmethystViper said: I'm curious, is it possible to implement controller rumble support similarly to Doom Retro? I see rumble requests pop up occasionally, so maybe it's time to get into some details. As far as I know, no source port with rumble support actually does so in a generalized manner. That means rumble works with the vanilla game but has issues with wads that change weapons, enemies, sounds, etc. For example, load up Vesper in any source port with rumble support and try the weapons. They rumble incorrectly or not at all. In one source port, the axe vibrates when idle as if it was still a chainsaw. It's not easy to fix these issues due to the nature of the Doom source code. The real problem is that this is something that should ideally be defined by wad authors somehow, instead of relying on source ports to guess the intention. Additionally, designing rumble patterns isn't trivial. This blog post gives a good idea of how much work goes into it. When done right it's something that's almost invisible to the player. Currently, source ports with rumble support use simple patterns that are serviceable but don't really match the action on the screen. I'd like to add rumble support to Woof eventually (Nugget Doom would benefit as well) but as you can see, it's not as simple as it seems. 5 Quote Share this post Link to post
Lila Feuer Posted May 1 Got this message during a playthrough of AV on MAP25, don't know what it means and not sure if I should be worried or not, nothing affected gameplay and I never saw this message before or after (so far.) 0 Quote Share this post Link to post
Alaux Posted May 1 (edited) 6 minutes ago, Lila Feuer said: Got this message during a playthrough of AV on MAP25, don't know what it means and not sure if I should be worried or not, nothing affected gameplay and I never saw this message before or after (so far.) It means that the game tried to store a key frame (essentially a stripped-down save, used for rewinding) and exceeded the timeout time in doing so -- in other words, it took too long to save a key frame -- so it stops the key-framing to prevent stutters. If you don't plan to use rewind and don't want to get that warning again, you should be able to disable the feature by setting the Rewind Depth to 0; it's in Options -> General -> NG3. Edited May 1 by Alaux 3 Quote Share this post Link to post
DOOMMALE Posted May 3 ive noticed the voxels in the first image, how do i turn that on? 0 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.