Jump to content

Nugget Doom 3.1.0 (updated May 16th, '24)


Alaux

Recommended Posts

7 hours ago, CaptainMuskrat said:

On a separate note however, would it be possible to give Nugget Doom a rudimentary launcher GUI that allows you to select an IWAD and PWAD from your directory and then launch it?. It doesn't need to be anything fancy, just enough so that a separate program wouldn't be needed for most people.

 

Try ZDL. This fork is already compiled and works on Debian.

Share this post


Link to post

My new Source-Port just to Go, by FAR. I can't believe I didn't knew about this til' now

Edited by MistycSpider

Share this post


Link to post
18 hours ago, Alaux said:

If it's a platform-specific issue, we're in trouble. Were you using the exact same .cfg on both your Windows machine and Mac? If not, please do so once you get access to the former (with the latest release, of course).

Just tried out 2.0.0 on windows (love the extended resolutions btw) and took the fresh cfg that came with it and put it in my mac ver; it's got the same problem, it's platform specific.

It could be just the way I built it? I remember s4f3s3x asking me for help with trouble shooting woof because their build was slightly desaturated for seemingly no reason

 

Such is the risk of compiling code for an untested platform

Share this post


Link to post
19 minutes ago, No-Man Baugh said:

Just tried out 2.0.0 on windows (love the extended resolutions btw) and took the fresh cfg that came with it and put it in my mac ver; it's got the same problem, it's platform specific.

It could be just the way I built it? I remember s4f3s3x asking me for help with trouble shooting woof because their build was slightly desaturated for seemingly no reason

 

Such is the risk of compiling code for an untested platform

 

Have you changed fov? Does this happen with all resolutions? 

Share this post


Link to post
9 minutes ago, fabian said:

 

Have you changed fov? Does this happen with all resolutions? 

Seems to persist regardless of resolution, fov, or any combination of the 2

 

Again, this is a problem with the linear skies enabled on nugget-doom after building from source for macos. this doesn't happen with my build of woof on mac, nor my windows build of nugget

Share this post


Link to post
11 hours ago, No-Man Baugh said:

Again, this is a problem with the linear skies enabled on nugget-doom after building from source for macos. this doesn't happen with my build of woof on mac, nor my windows build of nugget

Can you try building from this branch?

Share this post


Link to post

I've been learning more about the terminal, and I actually find it easier to start wads using it!. However, I was wondering how I can set the WAD directory for Nugget doom through the terminal?. I believe Woof! allows you to use the "DOOMWADDIR" variable to do so, but I couldn't get it to work with Nugget. I'm on Debian 12.

Share this post


Link to post
19 minutes ago, Captain Muskrat said:

I was wondering how I can set the WAD directory for Nugget doom through the terminal?. I believe Woof! allows you to use the "DOOMWADDIR" variable to do so, but I couldn't get it to work with Nugget. I'm on Debian 12.

I use both DOOMWADDIR and DOOMWADPATH myself, they work fine for me on Windows. Not sure what might be wrong on your end...

Share this post


Link to post
14 minutes ago, Alaux said:

I use both DOOMWADDIR and DOOMWADPATH myself, they work fine for me on Windows. Not sure what might be wrong on your end...

It may be a Windows-only command then, as when I try it on Debian it says "No such option DOOMWADDIR". I try the basedir variable as well, which is more common on Linux, however that doesn't seem to work either. I tried it on Woof! and indeed, DOOMWADDIR does nothing for me.

 

If any Unix aficionados are here, please let me know what you did.

 

 

Share this post


Link to post
On 10/19/2021 at 2:59 AM, Alaux said:

3.png.d5b90902c2fab9647914383ad8d75e5a.pngIcon 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!

rnd07.png.e7988f142994491613a9e08da870ac18.png
WAD: Judgment - Further down the post is an explanation of what's going on in this screenshot, plus more screenshots.

 

What's that name?
It's funny, I like it. If you wish, you can relate it to the addition of Crispy Doom features (chicken nuggets are crispy?), and/or to the inclusion of bits (nuggets) of code from multiple other sources.

 

Why another source port?
Crispy doesn't support Boom/MBF, Woof! lacks certain Crispy features, and PrBoom+ and its forks simply feel off. This is my subjective solution, by and (at least) for myself.
 

What does it have to offer?
A few highlights:

  • Support for 4X (800p) and 8X (1600p) renderer resolutions.
  • Extra Gibbing setting, to force gibbing when killing with the Berserk Fist, Chainsaw and SSG.
  • Bloodier Gibbing, you can guess what it does.
  • Things move over/under Things setting.
  • Changeable FOV, as featured in Doom Retro.
  • Smart Totals from So Doom.
  • Bobbing Percentage settings, to decrease the bobbing intensity of the view and weapon separately, and Bobbing Styles from Zandronum.
  • Damage Tint Cap and Bonus Tint Cap settings, to attenuate or disable said screen tints.
  • Jumping and Crouching.
  • Nugget HUD, a customizable Crispy HUD with which you can change the position of all HUD elements, hide them and even draw custom graphics (see this guide on how to use it).
  • Most of Crispy Doom's accessibility settings (I have not yet implemented the switch for Flickering Sector Lights, sorry).
  • The Chaingun, and also the Chaingunner under some conditions, can now use a dedicated "DSCHGUN" sound effect if provided.

  • Some fun new cheats:
    • 'VALIANT' for fast weapons;
    • 'FULLCLIP' for infinite ammo (yes, it's a GTA:SA reference, feel free to propose something more fitting);
    • 'GIBBERS' to force gibbing on dying enemies;
    • 'IDFLY' to, well, fly;
    • 'SUMMON' to spawn an actor, hostile or friendly, through its mobjtype index;
    • 'MDK' to perform ZDoom's absurdly-high-damage hitscan attack;
    • 'SAITAMA' for an MDK Fist!;
    • 'BOOMCAN' for explosive hitscan attacks (yet another GTA reference, this time a Chinatown Wars one)
    • 'TURBO' as an in-game version of the -turbo command line parameter.
  • A batch of Doom compatibility settings to fix some quirks and change some details.

Check the readme at the GitHub repo (linked below) for the full feature list and more info.

 

Explanation of the screenshot above, and more screenshots:

  Reveal hidden contents

Notable features being shown off in the screenshot above are Extra Gibbing, Bloodier Gibbing and the Nugget HUD (NOT to be confused with Judgment's own Status Bar customization, which is why the numbers are different).

 

Now, other screenshots:

rnd04.png.64a3b26e02af1fc59056527adeaf8b5b.png

WAD: Overboard - The only notable feature is the not-so-relevant Alternative Arms Display, which is the reason why the numbers displayed in the ARMS widget are different.

 

BOOM.png.2c9cf437b8190c01e1616b4c1f1157ab.png

WAD: The Journey - You can see a new crosshair type and a VERY clear example of Bloodier Gibbing.

 

nughud_test.png.7af21f35862834e8ae235ec0b5b1dd49.png

This is an example of what can be done with the Nugget HUD. The graphic used is an edit of the fullscreen-helmet-HUD-thingamajig from the Doom 0.2 Alpha.

 

 

Some final things I'd like to mention:

  Reveal hidden contents
  • Don't be fooled; I don't consider myself a coder, or programmer... whichever is the adequate title, as far as I see it I lack plenty of experience regarding code and projects as a whole, and what little I know as of now I learned as a hobby, not professionally. You might notice that my workflow was messy by looking at my early commit history in the GitHub repo (4 consecutive updates to the README? Come on!).
  • New Woof commits are usually only merged in the event of new Woof releases, to somewhat make sure said commits are stable.

 

DISCLAIMER: 

Although the new code has been written with the intention of not breaking demo compatibility, it has not been properly tested yet. 

RECORD DEMOS AT YOUR OWN RISK!

 

With all that said, here are direct download links for the latest release!

Windows 32-bit (Preinstalled)

Windows 64-bit (Preinstalled)

Debian Package (Installer), courtesy of @Maribo

 

For more info, check the GitHub repo. Please, feel free to provide any feedback or suggestions. Hope you have fun!

love this port! great job!

Share this post


Link to post

Any chance to add the options to show FPS permanently and choose levels? just like in DSDA-Doom and International Doom

Share this post


Link to post
10 hours ago, Floowand said:

Any chance to add the options to show FPS permanently?

I wanted to suggest that to Woof's devs, but I've been busy working on Nugget myself.

 

10 hours ago, Floowand said:

and choose levels?

I'll consider it, but don't expect much as we already have means to set up a game in-game.

Edited by Alaux

Share this post


Link to post

I love the new Boomcan cheat, now my shotguns are the strongest weapons surpass BFG9000. (unless I blow myself up)

Share this post


Link to post
On 10/19/2021 at 2:59 AM, Alaux said:

3.png.d5b90902c2fab9647914383ad8d75e5a.pngIcon 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!

rnd07.png.e7988f142994491613a9e08da870ac18.png
WAD: Judgment - Further down the post is an explanation of what's going on in this screenshot, plus more screenshots.

 

What's that name?
It's funny, I like it. If you wish, you can relate it to the addition of Crispy Doom features (chicken nuggets are crispy?), and/or to the inclusion of bits (nuggets) of code from multiple other sources.

 

Why another source port?
Crispy doesn't support Boom/MBF, Woof! lacks certain Crispy features, and PrBoom+ and its forks simply feel off. This is my subjective solution, by and (at least) for myself.
 

What does it have to offer?
A few highlights:

  • Support for 4X (800p) and 8X (1600p) renderer resolutions.
  • Extra Gibbing setting, to force gibbing when killing with the Berserk Fist, Chainsaw and SSG.
  • Bloodier Gibbing, you can guess what it does.
  • Things move over/under Things setting.
  • Changeable FOV, as featured in Doom Retro.
  • Smart Totals from So Doom.
  • Bobbing Percentage settings, to decrease the bobbing intensity of the view and weapon separately, and Bobbing Styles from Zandronum.
  • Damage Tint Cap and Bonus Tint Cap settings, to attenuate or disable said screen tints.
  • Jumping and Crouching.
  • Nugget HUD, a customizable Crispy HUD with which you can change the position of all HUD elements, hide them and even draw custom graphics (see this guide on how to use it).
  • Most of Crispy Doom's accessibility settings (I have not yet implemented the switch for Flickering Sector Lights, sorry).
  • The Chaingun, and also the Chaingunner under some conditions, can now use a dedicated "DSCHGUN" sound effect if provided.

  • Some fun new cheats:
    • 'VALIANT' for fast weapons;
    • 'FULLCLIP' for infinite ammo (yes, it's a GTA:SA reference, feel free to propose something more fitting);
    • 'GIBBERS' to force gibbing on dying enemies;
    • 'IDFLY' to, well, fly;
    • 'SUMMON' to spawn an actor, hostile or friendly, through its mobjtype index;
    • 'MDK' to perform ZDoom's absurdly-high-damage hitscan attack;
    • 'SAITAMA' for an MDK Fist!;
    • 'BOOMCAN' for explosive hitscan attacks (yet another GTA reference, this time a Chinatown Wars one)
    • 'TURBO' as an in-game version of the -turbo command line parameter.
  • A batch of Doom compatibility settings to fix some quirks and change some details.

Check the readme at the GitHub repo (linked below) for the full feature list and more info.

 

Explanation of the screenshot above, and more screenshots:

  Reveal hidden contents

Notable features being shown off in the screenshot above are Extra Gibbing, Bloodier Gibbing and the Nugget HUD (NOT to be confused with Judgment's own Status Bar customization, which is why the numbers are different).

 

Now, other screenshots:

rnd04.png.64a3b26e02af1fc59056527adeaf8b5b.png

WAD: Overboard - The only notable feature is the not-so-relevant Alternative Arms Display, which is the reason why the numbers displayed in the ARMS widget are different.

 

BOOM.png.2c9cf437b8190c01e1616b4c1f1157ab.png

WAD: The Journey - You can see a new crosshair type and a VERY clear example of Bloodier Gibbing.

 

nughud_test.png.7af21f35862834e8ae235ec0b5b1dd49.png

This is an example of what can be done with the Nugget HUD. The graphic used is an edit of the fullscreen-helmet-HUD-thingamajig from the Doom 0.2 Alpha.

 

 

Some final things I'd like to mention:

  Reveal hidden contents
  • Don't be fooled; I don't consider myself a coder, or programmer... whichever is the adequate title, as far as I see it I lack plenty of experience regarding code and projects as a whole, and what little I know as of now I learned as a hobby, not professionally. You might notice that my workflow was messy by looking at my early commit history in the GitHub repo (4 consecutive updates to the README? Come on!).
  • New Woof commits are usually only merged in the event of new Woof releases, to somewhat make sure said commits are stable.

 

DISCLAIMER: 

Although the new code has been written with the intention of not breaking demo compatibility, it has not been properly tested yet. 

RECORD DEMOS AT YOUR OWN RISK!

 

With all that said, here are direct download links for the latest release!

Windows 32-bit (Preinstalled)

Windows 64-bit (Preinstalled)

Debian Package (Installer), courtesy of @Maribo

 

For more info, check the GitHub repo. Please, feel free to provide any feedback or suggestions. Hope you have fun!

ok. i was browsing through options. this is now my goto source port because i can fix so many things that screwed with my ocd! like weapons being able to be off-center while firing, lack of weapon bobbing while firing, etc. gzdoom has all of it's fancy smancy bells and whistles, but nugget doom lets me fix/change stuff that i actually care about. great job!!

Share this post


Link to post

Hi! Not sure if this is a bug with UMAPINFO or the port, but exiting the difficulty selection when there's only one episode defined will show the episode selection.

Example with KDiKDiZD:

Spoiler

nugg0005.png.de8869e860f69b35e2bc22c11513bd46.png

 

Share this post


Link to post
1 minute ago, sencuss said:

Hi! Not sure if this is a bug with UMAPINFO or the port, but exiting the difficulty selection when there's only one episode defined will show the episode selection.

Example with KDiKDiZD:

  Reveal hidden contents

nugg0005.png.de8869e860f69b35e2bc22c11513bd46.png

 

Could you check if this also happens in Woof? If so, please report it there.

Share this post


Link to post
6 minutes ago, Alaux said:

Could you check if this also happens in Woof? If so, please report it there.

I can confirm it also does happen in Woof, I'll report it there. Thanks!

Share this post


Link to post
4 minutes ago, NutSydBrods said:

How to re-enable the vanilla chainsaw frames?

There's no way to do that currently. I'll see if I can add a setting to restore it.

Share this post


Link to post
22 hours ago, NutSydBrods said:

How to re-enable the vanilla chainsaw frames?

 

22 hours ago, Alaux said:

There's no way to do that currently. I'll see if I can add a setting to restore it.

 

Done.

Share this post


Link to post

hmm I think that naming "Permanent Bobbing" the setting and "always_bob" the cfg variable could lead to confusion,

there could be people who thinks that the setting is related (or can override) the bobbing percentage

 

what about "Smooth Bobbing" and "smooth_bob" ?

 

Share this post


Link to post
39 minutes ago, liPillON said:

hmm I think that naming "Permanent Bobbing" the setting and "always_bob" the cfg variable could lead to confusion,

there could be people who thinks that the setting is related (or can override) the bobbing percentage

 

what about "Smooth Bobbing" and "smooth_bob" ?

Note that the "Permanent Weapon Bobbing" denomination is only used in the changelog, to make it clear that it's referring to the feature that was originally described as such in the readme. Now, both the feature (as referenced in the readme) and its new CVAR are "Always Bob".

 

That said, "Smooth Bobbing" is what I was thinking of at first, but I figured it could also be misleading since it sounds like it makes bobbing in general smoother, which of course isn't the case - in reality, the only weapon in the vanilla Doom 2 roster that's affected by the setting is the Chainsaw. Admittedly, "Always Bob" is not an optimal name either, but I'm convinced that it's the better one of the two. In any case, it's something that surely few people will know about; it's hidden away in the .cfg and it doesn't affect the functionality of the other bobbing-related features actually available in-game, and the description of the setting should clarify what exactly it is for.

Edited by Alaux

Share this post


Link to post

Would be cool if there was a consolidated place for everyone to share the NUGHUDs they've made.

I've made a compilation of the ones people have posted so far;


 

NUGHUD 2077 by Alaux

Spoiler

imagen.png.e915024729adaa27533a887cc662a719.png

Pantheon's Hud

Spoiler

shot.png.d424d3906ae022521fd31b9818f8248c.png


And of course liPillON's Huds

Full Status Bar, Modern, Minimal (minimal is my favourite)

Spoiler

README.pngREADME.pngREADME.png

InterDoom

Spoiler

197383819-80d6f167-0e00-46bd-a44b-add2122d4e45.png

Pillars, Crispy (zip also comes with Full Status Bar & Modern)

Spoiler

197533031-2f13ca1a-e0c1-423b-a888-9d8dcafea65a.png197533028-a2e5251b-40c9-4da7-abbd-9b0649984eaa.png



@AlauxWould it be possible for you to share the wads/lumps for the HUDs you've shown? Maybe you have before but I couldn't find them. Namely the ones posted here and here in the spoilers. Same to you @ Oplexitie, sorry to bother you about a 7 month old reply but your HUD looks nice so I was wondering if you wouldn't mind sharing it.

Oplexitie's Huds (as seen here)

Spoiler

nugg0000.png.5d93f809a65d6a50060e8ae97ae6d638.pngnugg0001.png.0882cb524fbd8ca3475fe90a70efce74.png

 

Edited by Renbot

Share this post


Link to post
1 hour ago, Renbot said:

Would be cool if there was a consolidated place for everyone to share the NUGHUDs they've made.

The GitHub repo has a tab for "Discussions". I've never done anything in there, but if they're some sort of miniforums then I guess we could use them to share our HUDs. I'll have to see.

 

1 hour ago, Renbot said:


@Alaux Would it be possible for you to share the wads/lumps for the HUDs you've shown? Maybe you have before but I couldn't find them. Namely the ones posted here and here in the spoilers.

I'm afraid that those 4 HUDs I made are incomplete, and I'm not interested in ironing out the kinks for each of them. Also, the red weapon icons in one of those HUDs are from the Unity port, I don't think I should share those assets.

do have a complete (albeit probably uninteresting) HUD, though, which is the one I use most of the time. You can see it in the main screenshot of the 2.0.0 release post.

 

1 hour ago, Renbot said:

Same to you @Oplexitie, sorry to bother you about a 7 month old reply but your HUD looks nice so I was wondering if you wouldn't mind sharing it.

I think they already shared them, see this post.

Edited by Alaux

Share this post


Link to post
2 hours ago, Alaux said:

I'm afraid that those 4 HUDs I made are incomplete, and I'm not interested in ironing out the kinks for each of them. Also, the red weapon icons in one of those HUDs are from the Unity port, I don't think I should share those assets. 

Understandable, thank you anyway.
Feel free to link your personal hud if you wish and I'll add it to my post.

2 hours ago, Alaux said:

I think they already shared them, see this post.

Thank you, seems I've missed it.

Edited by Renbot

Share this post


Link to post

@liPillON, @pantheon, @Renbot and everyone else that might be interested:

 

I've started a conversation in the repository's Discussions section for us to share our NUGHUDs. Everyone with a GitHub account should be able to comment in it. I don't know just how viable it is, but it's worth a shot.

Here's the link.

Share this post


Link to post

While I love Woof and Nugget for their aesthetic, but for some weird reason they're constantly crashing, when I sometimes load save game in big wads like Return to TNT (by Deathwish) and Early Mass, it's annoying like hell and I don't even know the reason why it behaves like that...

In DSDA it's alright, but maybe it's fixable? Can I find logs somewhere or maybe you can test it for yourself, if you're willing to spare time, it's not rare situation in that kind of maps.

[To replicate my situation, you need to load your save game often, I got crashes when I reloaded my game every 5 second, for example, when I need to get megasphere by Arch-vile jump]

Edited by Vanilla+Unicorn

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...