Async Unicorn Posted May 3 45 minutes ago, DOOMMALE said: ive noticed the voxels in the first image, how do i turn that on? Download Cheelo Voxels and then move .pk3 file to "Doom-all" folder in Autoload folder, then you can activate them in the menu, =) 1 Quote Share this post Link to post
plums Posted May 3 Perhaps the voxel package (and my hudicons) should be linked on the initial post and/or github page? :D 0 Quote Share this post Link to post
Alaux Posted May 3 (edited) 13 minutes ago, plums said: Perhaps the voxel package (and my hudicons) should be linked on the initial post and/or github page? :D I guess I should explain how to get voxels, at least for as long as I use that one screenshot as the header. As for the HUD icons, maybe I should make a section in the OP for resources in general (NUGHUD, HUD icons, exploding-face sprites, etc.). Edited May 3 by Alaux 3 Quote Share this post Link to post
MistycSpider Posted May 15 (edited) I didn´t realize about the 3.0 until now,lol Still by far my prefered source-port now compatible with voxels, but I'm curious, what happened to the selective fuzz effect option? I can't find the toggle anywhere Edited May 15 by MistycSpider 0 Quote Share this post Link to post
Shepardus Posted May 15 9 minutes ago, MistycSpider said: what happened to the selective fuzz effect option? I can't find the toggle anywhere Options -> Enemies -> Blocky Spectre Drawing 0 Quote Share this post Link to post
MistycSpider Posted May 15 2 minutes ago, Shepardus said: Options -> Enemies -> Blocky Spectre Drawing thanks, but blocky specter drawing and selective fuzz effect are two different toggles. the blocky toggle turns the effect into the 200p (not very sure) og resolution, the selective fuzz is a code overlook modification/correction 0 Quote Share this post Link to post
Shepardus Posted May 15 2 minutes ago, MistycSpider said: thanks, but blocky specter drawing and selective fuzz effect are two different toggles. the blocky toggle turns the effect into the 200p (not very sure) og resolution, the selective fuzz is a code overlook modification/correction Oh, my bad. That feature seems to have been temporarily removed, but has been restored for the next version. 2 Quote Share this post Link to post
Alaux Posted May 17 (edited) Nugget Doom 3.1.0 has been released! As you may guess, changes from Woof! 14.5.0 have been merged, with the big highlights being MIDI improvements and better support for Nuked-SC55. And here come the Nugget-specific highlights: Restored Selective Fuzz Darkening setting, courtesy of @ceski. Level Stats Format settings. New NUGHUD features, and bug fixes. Rewind improvements. Note: Woof! 14.5.0 introduced new autoload folders, including all-all, which is equivalent to Nugget's all. The latter was removed in favor of the former, so you'll have to move your autoloaded files in all (if any) to all-all. DIRECT DOWNLOADS: Windows 32-bit Standalone Windows 64-bit Standalone Linux AppImage See the GitHub release for all details. Have fun! Edited May 17 by Alaux 13 Quote Share this post Link to post
Lila Feuer Posted May 17 Oh how lovely, I'll update my copy after my playthru of Eviternity II! 0 Quote Share this post Link to post
Robo_Cola Posted May 17 Love the new update! I noticed the "A secret is revealed!" message has been shifted slightly upwards (Woof!'s fault not yours). Tbh, it's been slightly distracting. Is there any easy way to center it where it was? Or better yet, shift it to the top left like the regular messages. 0 Quote Share this post Link to post
Lila Feuer Posted May 17 Could I make a couple humble requests as QoL improvements? Resurrected monsters don't count towards kills, and Lost Souls count towards kills. I always felt like id got this completely backwards and it bugs me! 0 Quote Share this post Link to post
Async Unicorn Posted May 17 (edited) 1 hour ago, Lila Feuer said: Could I make a couple humble requests as QoL improvements? Resurrected monsters don't count towards kills, and Lost Souls count towards kills. I always felt like id got this completely backwards and it bugs me! Initially, Lost Souls were counted as kills in the original version of Doom. However, this was changed because the developers did not address the issue of Lost Souls clipping through walls when a Pain Elemental was killed. So, yeah, it will be a canon feature, =) You can even try it in DSDA Doom with -complevel 0 (Doom 1.2)! Edited May 17 by Vanilla+Unicorn 0 Quote Share this post Link to post
Shepardus Posted May 17 To count lost souls as kills, you could autoload a Dehacked patch saying: Thing 19 (Lost Soul) Bits = 4211206 This sets the flags for lost souls to include the COUNTKILL flag. 1 Quote Share this post Link to post
Alaux Posted May 17 10 hours ago, Robo_Cola said: I noticed the "A secret is revealed!" message has been shifted slightly upwards (Woof!'s fault not yours). Tbh, it's been slightly distracting. Well, I did allow the change to come through. 10 hours ago, Robo_Cola said: Is there any easy way to center it where it was? Or better yet, shift it to the top left like the regular messages. Yes: for the Status Bar and Boom HUD you can use the WOOFHUD lump, and for the Crispy (Nugget) HUD you can use NUGHUD. You can't make it act like a "regular" message, though; it'll be displayed independently. 0 Quote Share this post Link to post
Trov Posted May 18 (edited) On 5/17/2024 at 6:56 AM, Robo_Cola said: Love the new update! I noticed the "A secret is revealed!" message has been shifted slightly upwards (Woof!'s fault not yours). Tbh, it's been slightly distracting. Is there any easy way to center it where it was? Or better yet, shift it to the top left like the regular messages. I think the new position is the correct placement. Why cover exactly in the center, right where the player is aiming? The original centered placement is a thoughtless and baffling design choice. Quake had it right. Edited May 19 by Trov 0 Quote Share this post Link to post
Karnasis Posted May 18 A QoL cosmetic suggestion: An option that adds a map name print to the screen whenever you start a level. Similar to this image (sorry for the bad quality): 0 Quote Share this post Link to post
RataUnderground Posted May 18 On 5/17/2024 at 2:00 AM, Alaux said: Nugget Doom 3.1.0 has been released! As you may guess, changes from Woof! 14.5.0 have been merged, with the big highlights being MIDI improvements and better support for Nuked-SC55. And here come the Nugget-specific highlights: Restored Selective Fuzz Darkening setting, courtesy of @ceski. Level Stats Format settings. New NUGHUD features, and bug fixes. Rewind improvements. Note: Woof! 14.5.0 introduced new autoload folders, including all-all, which is equivalent to Nugget's all. The latter was removed in favor of the former, so you'll have to move your autoloaded files in all (if any) to all-all. DIRECT DOWNLOADS: Windows 32-bit Standalone Windows 64-bit Standalone Linux AppImage See the GitHub release for all details. Have fun! Oooh, on appimage! Now I no longer need to compile the sourceport myself! Thank you very much from all the Linux players :D 1 Quote Share this post Link to post
roadworx Posted May 18 hey, i have a suggestion: could there be an option to toggle half damage or double ammo regardless of skill level? 2 Quote Share this post Link to post
Alaux Posted May 18 1 hour ago, Karnasis said: An option that adds a map name print to the screen whenever you start a level. Something similar had been requested for Woof at some point, and was even coded by the devs, but for whatever reason it didn't make it through. I'll see. 20 minutes ago, roadworx said: could there be an option to toggle half damage or double ammo regardless of skill level? There could be. I'll take a look. 1 Quote Share this post Link to post
Scorcher Posted May 18 (edited) Is demo-compatibility still broken in this fork? Edited May 18 by Scorcher 0 Quote Share this post Link to post
Alaux Posted May 18 2 minutes ago, Scorcher said: Is demo-compatibility still broken in this fork? Broken is not the same as untested. Nugget's demo compatibility might not be broken for all I know, but it definitely is still untested. 0 Quote Share this post Link to post
Logamuffin Posted May 18 Did anyone make a thingy with the new NUGHUD features yet? I'd like to use them to have a split statusbar hud, but I don't know if I want to spend my night tinkering with it to get that to work. 0 Quote Share this post Link to post
Alaux Posted May 18 9 minutes ago, Logamuffin said: Did anyone make a thingy with the new NUGHUD features yet? I'd like to use them to have a split statusbar hud, but I don't know if I want to spend my night tinkering with it to get that to work. @liPillON? 0 Quote Share this post Link to post
liPillON Posted May 19 I've posted a couple of half-cooked attempts on discord Let me polish them up a bit and I'll share them here by the end of the day preview (classic arrangement): Spoiler preview (modern arrangement): Spoiler 0 Quote Share this post Link to post
Alaux Posted May 19 14 hours ago, roadworx said: could there be an option to toggle half damage or double ammo regardless of skill level? Done, more or less; I should add toggles for these settings in some menu, optimally the Choose Skill Level one, but since that's not exactly trivial I simply added it as a cheat, in a similar fashion to the FAST cheat to toggle fast monsters. By the way, "baby mode" is just how the source code refers to ITYTD; I'm not trying to mock anyone. 15 hours ago, Karnasis said: An option that adds a map name print to the screen whenever you start a level. You know how the map name is displayed on the Automap? Would it be good enough if I made that little text be displayed momentarily when you enter a new map? 2 Quote Share this post Link to post
liPillON Posted May 19 (edited) available for download here: https://github.com/liPillON/nughud_split added to the showcase discussion here: https://github.com/MrAlaux/Nugget-Doom/discussions/54 feedback is welcome disclaimer: - messages and secret/milestone notifications are hardcoded to be displayed in the top-left corner - it is recommended to use the overlay automap, since the normal screen uses the WOOFHUD-defined widget arrangement Edited May 19 by liPillON 3 Quote Share this post Link to post
liPillON Posted May 19 19 minutes ago, liPillON said: https://github.com/liPillON/nughud_split custom and widescreen STBAR lumps are supported (see previews in the spoiler below) I haven't tested them all of course, so there might be issues with those implementing complex designs Spoiler 1 Quote Share this post Link to post
liPillON Posted May 19 31 minutes ago, liPillON said: custom and widescreen STBAR lumps are supported (see previews in the spoiler below) same previews, this time using the "modern" arrangement Spoiler 2 Quote Share this post Link to post
Zaratul Posted May 19 @liPillON This is so freakin good! Big thx for this! One suggestion: maybe third alternative version of this with arms number above ammo instead in the middle? Or maybe option for turning this off? 0 Quote Share this post Link to post
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