s4f3s3x Posted December 30, 2022 (edited) On 12/29/2022 at 1:05 AM, maxmanium said: I'd like to be able to change the color of the level name on the automap. I'm not used to the gold color Yeah this would be awesome Edited December 30, 2022 by s4f3s3x 0 Share this post Link to post
Shepardus Posted December 30, 2022 11 hours ago, BigBoy91 said: What's going on here? Used to be able to just queue up demo files in ZDL and play them without issue. Works with other compatible source ports. This is happening because your demo is not in the dsda-doom folder and your parameter to -playdemo doesn't specify the path to the demo file. dsda-doom added input parameter validation in 0.25 which I guess checks file parameters to see if they actually exist. The reason it works in other source ports (I tried in Woof) is because you also have the demo in ZDL's files list, which loads the lump using the -file parameter. When you load a file with the .lmp extension, it loads the file as a lump with the name taken from the file's name. For example, if you rename a MIDI to D_RUNNIN.lmp and load it, then MAP01's music will be replaced with that MIDI. So you're loading your demo as a lump. This is important because -playdemo in other source ports can accept a lump name instead of a file path, a fact I didn't know until just now. Try it - you can use -playdemo DEMO3 to play what would normally be the third demo in the title sequence! So what you're doing is actually loading the demo file as a lump, and then playing the demo by its lump name! 4 Share this post Link to post
Dinoaur Posted December 30, 2022 (edited) Is it just me, or is anyone else also unable to see "Thy Flesh Consumed" under the episodes in the latest version of DSDA-Doom? I know I'm playing "The Ultimate Doom", as I am using the IWAD from the GOG DOS-version of the game. Edited December 30, 2022 by Dinoaur 0 Share this post Link to post
Maribo Posted December 30, 2022 (edited) 18 minutes ago, Dinoaur said: Is it just me, or is anyone else also unable to see "Thy Flesh Consumed" under the episodes in the latest version of DSDA-Doom? I know I'm playing "The Ultimate Doom", as I am using the IWAD from the GOG DOS-version of the game. Shows up for me on v0.25.2 with launch command dsda-doom -iwad doom.wad Edited December 30, 2022 by Maribo 0 Share this post Link to post
SleepyVelvet Posted December 30, 2022 I'm finding the -assign parameter very useful. I'm not even sure if it was in prboom-plus. But, for example, I like the EndDoom screen on by default casually, but I record demos by manually quitting out of the program and reloading everytime I fail a 15 second demo. And I will continue this way out of principle, so I can't really enable the EndDoom screen in this situation. Perhaps this is useful to others. dsda-doom -file .\JunkfoodRC1.wad -complevel 9 -shorttics -warp 69 -record cool_map.lmp -assign ansi_endoom=0 Overall though, wow this port is good! Too good... I may have finally broken. 4 Share this post Link to post
Ramon_Demestre Posted January 1, 2023 On 12/28/2022 at 3:23 PM, George90 said: Small issue with Win32 build: The autoload folders doesn't function for some reason because it's not loading any file I put in there. Ok, I will investigate, this is strange because I did zero changes to the source or build setup. 0 Share this post Link to post
Dweller Dark Posted January 2, 2023 (edited) So I recently found out about the new REKKRSL episode "VR-3EKKR", but it seems like DSDA-Doom has some sort of problem with it: Edited January 2, 2023 by Dweller Spelling correction 0 Share this post Link to post
Arsinikk Posted January 3, 2023 (edited) I held off for a while to try this new DSDA Doom version, but man is it really cool to see all these new features. I have some thoughts and some stuff that I ran into with the latest version (v0.25.3): @Xaser The new "indexed" lightmode kicks ass! I've always had a problem with hardware renderers, especially in dark areas. The software renderer is unique in that it still radiates an amount of light in front of the player, whereas hardware renderers tended to not have this feature. This leads to software lighting designed maps to be extremely dark and not very playable under the Hardware renderer. The new "Indexed" lightmode though is the closest I've seen to matching Software, but with the benefits of using Hardware instead. Good job. I will mention that the OpenGL "Indexed" lightmode still isn't perfect though. It still doesn't know how to render floors above ceilings and has flickering textures on the walls in certain Vanilla maps. On 12/23/2022 at 11:43 PM, Shepardus said: Technically it's 0.24.3 that compresses the characters rather than 0.25.0 stretching them, but no it's not just you. The extended HUD is now scaled independently; there's a setting to adjust the scale but it doesn't let you squish the characters like before. I'll admit, I'd really like a way to compress the characters via a scale setting. It definitely looks like it's using "not adjusted" scale setting and as a graphic designer, it really does bother me to have the characters stretched out. On 12/26/2022 at 1:56 AM, Shepardus said: The terminal needs to support ANSI escape codes. Based on my reading, I think PowerShell and Windows Terminal support them, but Windows Command Prompt does not (except in Windows 10, where it is supported but has to be enabled first). It should also work in pretty much any Linux terminal emulator (I tried in Xfce Terminal and it worked with the UTF-8 option). On 12/26/2022 at 2:22 PM, ceski said: Put this in a text file, rename it to blah.bat, and double-click: @echo off dsda-doom.exe timeout 3 > NUL While I do like the addition of exporting the ENDOOM to the console, the main problem with this method is for people like me that both use Windows 11 and a launcher (in my case, hobomaster22's Doom Launcher). Since they can't use BAT file and must use an EXE. Even so, I'd much prefer a method that would only close the window after a button is pressed (MS-DOS would require the user to type EXIT), so that I could close the ENDOOM at my own discretion. On 12/30/2022 at 9:00 AM, Dinoaur said: Is it just me, or is anyone else also unable to see "Thy Flesh Consumed" under the episodes in the latest version of DSDA-Doom? I know I'm playing "The Ultimate Doom", as I am using the IWAD from the GOG DOS-version of the game. On 12/30/2022 at 9:18 AM, Maribo said: Shows up for me on v0.25.2 with launch command dsda-doom -iwad doom.wad I found that in the latest v0.25.2, when you load DSDA Doom with -iwad doom.wad, if you immediately go to "New Game", you'll only see 3 episodes. The fourth episode will only show up when the demo for e1m5 starts playing, then it will show up in the "New Game" menu. Edit: Also a minor thing I noticed is that the latest version of DSDA Doom seems to have a bit of a performance hit in the Software Renderer. As an example, I loaded 2022 A Doom Odyssey E4M1, and in v0.24.3, I got around 120 fps at a 1440p resolution. In the latest v0.25.2, I get around 109 fps at 1440p in the same opening area. Not sure why the latest version has a drop in performance in Software. Edited January 3, 2023 by Arsinikk Added Software Performance Issue. 1 Share this post Link to post
Shepardus Posted January 3, 2023 (edited) 2 hours ago, Arsinikk said: While I do like the addition of exporting the ENDOOM to the console, the main problem with this method is for people like me that both use Windows 11 and a launcher (in my case, hobomaster22's Doom Launcher). Since they can't use BAT file and must use an EXE. Even so, I'd much prefer a method that would only close the window after a button is pressed (MS-DOS would require the user to type EXIT), so that I could close the ENDOOM at my own discretion. If you can trick your launcher into launching a batch file instead of an exe (you can with ZDL at least), you can put the following in a batch file: @echo off dsda-doom.exe %* pause and point the launcher to the batch file instead of dsda-doom.exe. The "%*" means to pass all the arguments from the script to dsda-doom, so all this does is launch dsda-doom with the same parameters, and then use the "pause" command to pause the script until the user presses a key. One problem I noticed is that animated characters like blinking text don't work. This seems to be a limitation of Windows Command Prompt, since it works just fine in my terminal emulator on Linux. Edited January 3, 2023 by Shepardus 1 Share this post Link to post
Maribo Posted January 3, 2023 8 hours ago, Arsinikk said: I found that in the latest v0.25.2, when you load DSDA Doom with -iwad doom.wad, if you immediately go to "New Game", you'll only see 3 episodes. The fourth episode will only show up when the demo for e1m5 starts playing, then it will show up in the "New Game" menu. Doesn't happen for me, shows up immediately regardless of whether you instantly open New Game or wait an eternity. This sounds quite odd. 0 Share this post Link to post
blackthorn Posted January 4, 2023 Really glad to see a new release of DSDA-Doom - I bloody love this port! I know Hexen implementation is a way from being complete, but there are a few very obvious issues at the moment (no title screen music, hub start Korax faces not animating for example) and I’m wondering if there’s a rough timeline for getting Hexen into a fully functional state? Once that’s happened I doubt I’ll have much use for any other ports. 1 Share this post Link to post
L0l1nd3r Posted January 4, 2023 On 1/1/2023 at 9:17 PM, Dweller said: So I recently found out about the new REKKRSL episode "VR-3EKKR", but it seems like DSDA-Doom has some sort of problem with it: VR-3EKKR is in GZdoom format. So, sadly no super TAS demos. :( 2 Share this post Link to post
dsda-dev Posted January 4, 2023 1 hour ago, blackthorn said: I’m wondering if there’s a rough timeline for getting Hexen into a fully functional state? Could you give me a list of the main problems (including the examples you mentioned)? Since it reached a satisfactory state in terms of compatibility my only incremental work has been on getting the other features of the port to work with hexen - for instance, 0.25 added advanced hud support and had a lot of key frame fixes. I'm not familiar enough with hexen to know what is wrong at this point, besides the skies and some more minor graphical differences. 2 Share this post Link to post
dsda-dev Posted January 4, 2023 On 1/3/2023 at 7:31 AM, Arsinikk said: As a graphic designer, it really does bother me to have the characters stretched out. Not sure why the latest version has a drop in performance in Software. The characters on all previous versions were stretched out. It's only now that they are being rendered correctly :^) I needed to decouple the scaling in order to make it possible to scale the size of the text independently from other elements in the game. I may add independent x and y scales for people that want stretched text, but I'd prefer to have a tall font instead and keep it rendered 1:1 personally. While I can't comment on your exact circumstances, I can't personally measure any performance change in the software renderer between 0.24.3 and 0.25.2 when using consistent settings. I check performance periodically while working on updates, and I also ran an extra 100k frame demo in both and saw no difference. It might be something particular in your settings, or it might just be a fluke. 0 Share this post Link to post
dsda-dev Posted January 4, 2023 On 1/3/2023 at 7:31 AM, Arsinikk said: I found that in the latest v0.25.2, when you load DSDA Doom with -iwad doom.wad, if you immediately go to "New Game", you'll only see 3 episodes. The fourth episode will only show up when the demo for e1m5 starts playing, then it will show up in the "New Game" menu. This doesn't happen for me (I see all 4 episodes from launch). Do you have anything in your autoload that could affect it? 0 Share this post Link to post
El Juancho Posted January 4, 2023 maybe he is not seeing ep4 cuz he is in complevel 2 2 Share this post Link to post
blackthorn Posted January 4, 2023 (edited) 59 minutes ago, dsda-dev said: Could you give me a list of the main problems (including the examples you mentioned)? Since it reached a satisfactory state in terms of compatibility my only incremental work has been on getting the other features of the port to work with hexen - for instance, 0.25 added advanced hud support and had a lot of key frame fixes. I'm not familiar enough with hexen to know what is wrong at this point, besides the skies and some more minor graphical differences. Sure, sorry, my comment probably wasn't that helpful. To be honest at the moment these are the main two things I've noticed - as they were fairly noticeable early on in the game I assumed they'd probably be known already and as there was likely some way to go with the implementation and haven't attempted to play through the entire game. I appreciate though that Hexen isn't that popular and as such many people aren't familiar with or or just aren't that bothered. The fact you've even supported it at all is fantastic for those of us who enjoy the game! I will look to carry out some more thorough testing to see if I can find anything else obviously wrong with Hexen's current state. In the mean time though, to clarify on the points already mentioned: - As with Doom and Heretic, there is supposed to be music playing on the title screen/main menu. Currently this doesn't work, although music playback within the game is completely fine. I tried both vanilla Hexen and with the Deathkings expansion pack and neither works. I did notice the following error in the command window that runs in the background, maybe this explains it? - Certain textures (I don't know what the correct term of these kind of objects is in Hexen) which should be animated currently don't work properly. For example these portals that appear frequently throughout the game just display one static frame: - Similarly, at the start of each hub Korax appears in fire and says something to the player. Currently only parts of this animate properly (when the face appears and dissappears). The flames in the background are supposed to move constantly but currently stay static outside of the two working parts of the animation. I hope that helps. As I say I will continue playing and see if I spot anything else. Edited January 4, 2023 by blackthorn 2 Share this post Link to post
Arsinikk Posted January 4, 2023 1 hour ago, dsda-dev said: This doesn't happen for me (I see all 4 episodes from launch). Do you have anything in your autoload that could affect it? Ah I see what the issue was. Or at least for my setup. Basically, I always have my default complevel set to 2, and it seems that causes the 4th episode to not show up until the first startup demo starts. I also tested this with the old v0.24.3 and it works the same way. Still not exactly sure why the 4th episode decides to show up later. But anyway this actually does make sense and isn't really an issue then. 1 hour ago, dsda-dev said: While I can't comment on your exact circumstances, I can't personally measure any performance change in the software renderer between 0.24.3 and 0.25.2 when using consistent settings. I check performance periodically while working on updates, and I also ran an extra 100k frame demo in both and saw no difference. It might be something particular in your settings, or it might just be a fluke. Using an external tool to measure FPS (since 0.24.3 doesn't have an FPS option), I can confirm that in most areas, v0.25.2 is usually around 10 fps less than v0.24.3 while using software mode. Although personally it's sorta hard for me to tell the difference even on a 144hz monitor, since the software renderer never really has hit a full 144fps in PrBoom Plus or DSDA Doom in software mode. I will mention that I have quite beefy specs for my PC, so if there's any throttling going in, it's on the program's side and not on my end. I don't even really think the software renderer uses much of the GPU anyway, since that's what the hardware renderer is for. I wouldn't know how else I'd compare both DSDA Doom software performance, since both are currently using the same graphical settings. 0 Share this post Link to post
blackthorn Posted January 7, 2023 I've just discovered a bug with Heretic support - when using the v1.0 WAD (i.e. the three-episode version), only episodes 1 and 2 appear on the selection menu (although e3 can be warped to). Not sure if this also affects the v1.2 WAD as I don't have it, and this probably won't be an issue for most as I expect everyone is using the Shadow of the Serpent Riders (v1.3) version, but just thought I'd mention it for compatibility's sake. 0 Share this post Link to post
dsda-dev Posted January 8, 2023 If you updated from an old dsda-doom and use the same config file, your default complevel may have been reset to 0. If you run into an issue, check it out (suggested value is 21 / mbf21, if you don't know what to pick). 2 Share this post Link to post
dsda-dev Posted January 10, 2023 Updated to v0.25.3 - Fixed doom sound priority - Fixed MS GS Synth bug (ceski) Download 9 Share this post Link to post
dsda-dev Posted January 10, 2023 Updated to v0.25.4 - More doom sound fixes This should fix the issue where the bfg was sometimes not making a sound when it should. Please let me know if you notice more odd behaviour. Download 5 Share this post Link to post
Maribo Posted January 11, 2023 v0.25.4 package for Debian-based distros:dsda-doom-0.25.4-Linux.zip 3 Share this post Link to post
fran Posted January 11, 2023 (edited) v0.25.4 compiled for macOS: DSDA-Doom-v0.25.4-mac.7z Edited January 11, 2023 by fran 2 Share this post Link to post
Starduster Posted January 11, 2023 Nice! I was having some sound issues with certain sounds being muted, which may have been exacerbated by using 8 sound channels, but this is completely fixed for me now (0.25.4). Sounds even better than it did pre-0.25, I can actually hear the sounds in full without sacrificing any awareness in large slaughter maps. Thanks for the fix! 0 Share this post Link to post
A_D_M_E_R_A_L Posted January 11, 2023 (edited) Is it possible to add multiples of "-file" if you launch via batch file? Edited January 11, 2023 by A_D_M_E_R_A_L 0 Share this post Link to post
liPillON Posted January 11, 2023 (edited) 3 hours ago, A_D_M_E_R_A_L said: Is it possible to add multiples of "-file" if you launch via batch file? do you actually intend/need to specify the "-file" parameter for each wad? because AFAIK that would end up loading only the last pwad the following syntax instead should work just fine: set "%DOOMWADDIR%=X:\path\to\iwads\" set "%DOOMWADPATH%=X:\path\to\pwads\" X:\path\to\dsda-doom.exe -iwad iwad.wad -file pwad1.wad pwad2.wad pwad3.wad Edited January 11, 2023 by Delfino Furioso 0 Share this post Link to post
s4f3s3x Posted January 11, 2023 8 hours ago, fran said: v0.25.4 compiled for macOS: DSDA-Doom-v0.25.4-mac.7z I'm using DSDA-Launcher that also incorporates the executable. How can I merge the two releases? 0 Share this post Link to post
PBeGood Posted January 11, 2023 18 minutes ago, s4f3s3x said: I'm using DSDA-Launcher that also incorporates the executable. How can I merge the two releases? Open dsda-doom.app -> Contents -> MacOS Copy dsda-doom and the libs folder Open dsda-launcher.app -> Contents -> Resources Delete dsda-doom, libs-arm64 and libs-x64 Paste dsda-doom and libs folder Im planning in the future to make this process easier 1 Share this post Link to post
Ulukai Posted January 13, 2023 Can demo gameplays be disabled using launch commands? For wad files without own demos. 0 Share this post Link to post
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