Jump to content

dsda-doom v0.25.6 [2023-01-15]


Recommended Posts

On 4/25/2023 at 5:41 AM, Shepardus said:

Does the path to your IWAD contain any non-Latin characters? There have been some issues with those that I think have been fixed in the development version but not in a stable release yet.

It's regular characters but it contains spaces. Like "IWADs folder".

Share this post


Link to post
12 hours ago, mankubus said:

It's regular characters but it contains spaces. Like "IWADs folder".

Then its probably a problem with the launcher. Paths with spaces should be inside quotes

Share this post


Link to post
On 4/27/2023 at 3:58 PM, PBeGood4 said:

Then its probably a problem with the launcher. Paths with spaces should be inside quotes

I made it work, my question now is, how do you get the wide status bar? not stretched, but with the grey sides. And also, how do you improve how it looks? I've enabled OpenGL. What other settings could I tweak?

Share this post


Link to post
4 hours ago, mankubus said:

I made it work, my question now is, how do you get the wide status bar? not stretched, but with the grey sides. And also, how do you improve how it looks? I've enabled OpenGL. What other settings could I tweak? 

 

dsda-doom is not really designed for cooler look, it has almost zero cosmetic features.

for wide-hud you need to put an extra wad in the autoload folder: https://github.com/NightFright2k19/doom_widehud/releases/tag/v2206

Share this post


Link to post

I feel like an idiot but I need some help with the formatting for the HUD. All I'm trying to do is have show_stats with kills and secrets only but I am apparently not putting the arguments in correctly. This is what I put in there, but it's not working

doom ex
stat_totals 2 8 bottom_left show_kills show_secrets

I even tried switching them out and trying "vertical" just to see if that did anything and that doesn't work either. But if I put the arguments in any other position in the line the game won't boot giving me an "invalid hud component error"

Share this post


Link to post

It would be great if you could use controller buttons in the exit prompt. I've used dsda-doom 0.25.6 and controller's buttons bound to confirm, cancel and exit actions in menu did nothing.

Share this post


Link to post
1 hour ago, Beginner said:

It would be great if you could use controller buttons in the exit prompt. I've used dsda-doom 0.25.6 and controller's buttons bound to confirm, cancel and exit actions in menu did nothing.

I'll take a look. For the time being there's an option to disable the exit prompt.

Share this post


Link to post
On 4/30/2023 at 3:44 AM, siteod said:

I feel like an idiot but I need some help with the formatting for the HUD. All I'm trying to do is have show_stats with kills and secrets only but I am apparently not putting the arguments in correctly.

Those features don't exist in 0.25.6, if that's what you're using. To get a version's doc, you need to select the corresponding tag in github: https://github.com/kraflab/dsda-doom/blob/v0.25.6/docs/hud.md

But regardless, the values of those arguments are given directly: 0 for off, 1 for on. This needs to be clarified in the dev doc version.

Share this post


Link to post

In GZDOOM, it is possible to scale the intermission and screen border.
Can this also be done in DSDA-Doom?

Share this post


Link to post
8 hours ago, Dinoaur said:

In GZDOOM, it is possible to scale the intermission and screen border.
Can this also be done in DSDA-Doom?

No, except by changing the game's resolution itself.

Share this post


Link to post
On 5/1/2023 at 3:22 AM, dsda-dev said:

Those features don't exist in 0.25.6, if that's what you're using. To get a version's doc, you need to select the corresponding tag in github: https://github.com/kraflab/dsda-doom/blob/v0.25.6/docs/hud.md

But regardless, the values of those arguments are given directly: 0 for off, 1 for on. This needs to be clarified in the dev doc version.

 
ah well, that explains that lol thanks

Share this post


Link to post

Something i've noticed is that my GPU fan (I think) does a screething sound when looking at certain places. Also, I would like that the game starts on the last quickload and not restart the game when dead.

Share this post


Link to post
8 minutes ago, mankubus said:

Also, I would like that the game starts on the last quickload and not restart the game when dead.

Change the "death use action" setting to "reload."

Share this post


Link to post
44 minutes ago, mankubus said:

Something i've noticed is that my GPU fan (I think) does a screething sound when looking at certain places.

What is your FPS at? I experienced something similar a couple years back when OpenGL rendering was hitting FPS in the thousands. There is an option to cap it in the port now, whereas before I had to use RivaTuner.

Share this post


Link to post
On 5/2/2023 at 12:29 AM, Shepardus said:

No, except by changing the game's resolution itself.

Would it be possible to add this, for the OG feel?

I'm not sure of who to ask.

Share this post


Link to post
On 5/3/2023 at 4:18 AM, Spectre01 said:

What is your FPS at? I experienced something similar a couple years back when OpenGL rendering was hitting FPS in the thousands. There is an option to cap it in the port now, whereas before I had to use RivaTuner.

Probably a gazillion, limiting it to monitor's hz fixed it. I cannot get used to the lack of Perk's smooth weapons mod tho, after ages of using it I cannot play the original doom anymore. I know there's some sort of dehack hack but im not sure. Couldn't this mod be made compatible with perk's stuff without breaking something?

Share this post


Link to post
4 minutes ago, mankubus said:

Probably a gazillion, limiting it to monitor's hz fixed it. I cannot get used to the lack of Perk's smooth weapons mod tho, after ages of using it I cannot play the original doom anymore. I know there's some sort of dehack hack but im not sure. Couldn't this mod be made compatible with perk's stuff without breaking something?

 

Share this post


Link to post
19 hours ago, Dinoaur said:

Would it be possible to add this, for the OG feel?

I'm not sure of who to ask.

 

Yeah, this would be cool. At the moment the only ports that keeps the intermission screen/statusbar at the original size and independent from game res are Eternity and Woof AFAIK.

Share this post


Link to post
On 5/4/2023 at 5:11 AM, Shepardus said:

 

Do you have to load the wad file, dehacked file or both?

Share this post


Link to post
21 hours ago, mankubus said:

Do you have to load the wad file, dehacked file or both?

Just the wad file for either.

Share this post


Link to post

I wonder if its only my laptop or the source port: In 0.25.6, when playing Sunlust map30, at the part where you first get the RL and the god machine (actually a clever vile setup, or something) starts resurrecting the dead demons, for some reason I can see the AVs through the floor, which has never happened before when I first played this in PrBoom+, and on YT vids it doesn't seem to happen either.

 

Spoiler

rJgCjgf.png

 

Share this post


Link to post

For some reason when I try to launch a WAD for DSDA-Doom v0.25.6 with qzdl 3-1.1, I get this error:

 

"dsda-doom v0.25.6 (https://github.com/kraflab/dsda-doom/)
dsda-doom is released under the GNU General Public license v2.0.
You are welcome to redistribute it under certain conditions.
It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details.

Playing: HACX - Twitch 'n Kill
Unable to find required file "z""

 

https://github.com/lcferrum/qzdl/releases/tag/3-1.1

 

Any ideas?

Edited by Dinoaur

Share this post


Link to post

You should probably contact the developer for that launcher, because it sounds like it's producing a command line with bad arguments. It might help if you can see what command it generates as well.

Share this post


Link to post
On 5/9/2023 at 7:29 AM, Catpho said:

I wonder if its only my laptop or the source port: In 0.25.6, when playing Sunlust map30, at the part where you first get the RL and the god machine (actually a clever vile setup, or something) starts resurrecting the dead demons, for some reason I can see the AVs through the floor, which has never happened before when I first played this in PrBoom+, and on YT vids it doesn't seem to happen either.

 

I think this correlates with something I asked about earlier 

 

Share this post


Link to post

I have a request for a feature back-port from Woof! and Doom Retro.
 

I would be very happy to see a similar support for brightmaps textures. As well as support for BRGHTMPS, which originally appeared in Doom Retro and then was added to Woof! (in 11.0.0). BRGHTMPS itself makes it very easy and fast to implement brightmaps for different textures.
 

Lately I've been very focused on the DSDA & Woof! & Doom Retro ports (since they are the most popular and widely used ones for everything from Vanilla to MBF21). Right now I'm working on making a big texturepack which I'm going to implement brightmaps using BRGHTMPS later on. And of all this bunch only DSDA doesn't support it yet, so I would really like to see support for it in future updates.

Share this post


Link to post
1 hour ago, DRON12261 said:

I have a request for a feature back-port from Woof! and Doom Retro.
 

I would be very happy to see a similar support for brightmaps textures. As well as support for BRGHTMPS, which originally appeared in Doom Retro and then was added to Woof! (in 11.0.0). BRGHTMPS itself makes it very easy and fast to implement brightmaps for different textures.
 

Lately I've been very focused on the DSDA & Woof! & Doom Retro ports (since they are the most popular and widely used ones for everything from Vanilla to MBF21). Right now I'm working on making a big texturepack which I'm going to implement brightmaps using BRGHTMPS later on. And of all this bunch only DSDA doesn't support it yet, so I would really like to see support for it in future updates.

I agree with the @DRON12261, it would be great to see brightmaps textures in future updates

Share this post


Link to post

Feature request for controls: add a mouse strafe divisor on/off toggle like VMM (or some other form of "two different values on-the-fly").

 

Use case: don't have to sacrifice "mouse SR-50" for being able to do glides/zero presses/<insert other high precision set-up tricks>, as the two categories generally require opposite values - low for SR-50, high for precise tricks.

Share this post


Link to post

Two quality features and DSDA-Doom would be the best sourceport with vanilla support.

 

1. Launcher menu with options to choose IWAD, PWADS and complevel.

2. Really useful console with demo commands.

 

Is it possible to implement theese, even in far future ? Dragging and dropping or preparing executables with parameters is so unreliable.

Share this post


Link to post
57 minutes ago, Marcinyk said:

[...]

1. Launcher menu with options to choose IWAD, PWADS and complevel.

[...]

 

It does have this already, no? 

 

519519856_Screenshot2023-05-17alle14_40_52.png.ea9ec4be2bc3856c4dd66b9ed79af04f.png

Share this post


Link to post
Guest
This topic is now closed to further replies.
×
×
  • Create New...