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dsda-doom v0.26.2 UDMF [2023-06-04]


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v0.26.0 package for Debian-based distros.

edit: there's some funky behavior going on with this update, I'm going to have to take a look at it when I have more time.

 

see also: dsda-doom @ debian tracker, courtesy of Fabian.

Edited by Maribo

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I think I've found two bugs.

First, if automap textured mode is set to OFF when you start the game, then toggling textured mode ON doesn't do anything; it will stay off. If textured mode is set to ON when you start the game, then toggling works as expected.

1354714172_Notexturedmode.gif.1941217ae2dfd2d6d4a616e38fd6aed5.gif

 

 

Second, the stat_totals and composite_time HUD elements shift positions in the automap when you switch between a) the FULL HUD with automap on, overlay off (black BG) and b) the EX HUD with automap on, overlay off. This is odd since it looks like they both use `doom map`.

Status_bar_elements_jump.gif.bc3164bf316e9b51ac137dcae12889d0.gif

 

I zoomed in, and the status bar for EX HUD (left) and FULL HUD (right) are different sizes.

328988481_Statusbardifferentsize.png.d955738ca1327762da18256c58998722.png

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I had a strange crash I've never witnessed before. Something like 45+ minutes into the map frame rate dropped suddenly, and when I saved and then exited, it would give this error. Afterwards, when I restarted the game, loaded the save, and then exited, it'd still give the same error, but with hex code 0x0000. Interestingly, this also seems to happen with only this wad. (And, yesterday when I played the previous map on v0.26.0, it certainly did not give any errors.

 

Spoiler


2098536787_dsdacrashsshot.jpg.de448e125d848ce660c2fa72c687c032.jpg

 

 

The said stats.txt doesn't look suspicious, it opens nicely in notepad, and includes the level tracking data, timestamped for yesterday when I did MAP09 (and thus only includes MAP09 data, because the previous ones I played with v0.25.6).

Edited by RHhe82

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2 hours ago, RHhe82 said:

Afterwards, when I restarted the game, loaded the save, and then exited, it'd still give the same error

Can you post the wad and save file?

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4 hours ago, s4f3s3x said:

Sorry, it's not clear to me where should I put this value, as in, which file, named how, and where to put it. 

Name the file DSDATC.lmp and put it into the autoload and it should get picked up.

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8 hours ago, dsda-dev said:

Can you post the wad and save file?


I could, but it seems the problem didn’t persist. I have hunch on the actual culprit - again - and it’s not DSDA. But I’ll get back to this if the crash reappears.

Edited by RHhe82

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By the way, is it possible to have the skill level displayed somewhere in the HUD? I tried looking at the documentation, but couldn't find anything obvious there. I sometimes get paranoid that somehow I'm playing on different difficulty that I think I have chosen, and today it actually came true (although I don't see how, but I suddenly found out I was playing on HMP, thinking I was on UV).

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3 minutes ago, RHhe82 said:

By the way, is it possible to have the skill level displayed somewhere in the HUD? I tried looking at the documentation, but couldn't find anything obvious there. I sometimes get paranoid that somehow I'm playing on different difficulty that I think I have chosen, and today it actually came true (although I don't see how, but I suddenly found out I was playing on HMP, thinking I was on UV).

Open the console and enter "game.describe". It won't stay up permanently but you can check with that if you need to. I will probably add a hud component in the future.

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Updated to v0.26.1

- Fixed secret messages carrying over between levels

- Fixed locked door color in udmf

- Fixed blood color leaking into raised sprites

- Fixed ansi endoom crash

- Fixed textured automap not working if map started with textured mode off

 

Known issues:

- Small-font hud elements configured for the automap are misaligned when using the fullscreen hud

- Opengl issue with floor above ceiling when ceiling isn't a sky

 

Let me know if anything else comes up!

 

Download here.

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@dsda-dev On MacOs there are some issue with the OpenGL renderer. It does not recognize Exclusive Fullscreen mode - I can still swipe between desktops for example, which it shouldn't be possible in that mode. I believe this also affects the rendering itself, as it does not actually respect the chosen resolution beyond a certain value: I usually play in DSDA at 2560x1600, and while in Software it does looks as it should, in OpenGL seems scaled wrongly and at somehow lower value. The only resolution that looks correct is 1512x945, but on my monitor doesn't looks that great and it kinda defeat the purpose of choosing OpenGL when playing (for me).

Another thing is the sprite clipping: in 0.25 it looked wrong because everything seemed to fluctuate above any plane, now in 0.26 everything is sinking in floors:

 

doom14.png.72920e4cb45c115d5dfdfb8cf1a069d7.png

 

doom16.png.336f5f7800b62808d1956387c6174bc1.png

 

doom13.png.eb86849a3954954be92449e73bc81c79.png

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52 minutes ago, s4f3s3x said:

Another thing is the sprite clipping: in 0.25 it looked wrong because everything seemed to fluctuate above any plane, now in 0.26 everything is sinking in floors

This is a limitation of opengl.

 

As far as the fullscreen question you're correct, the exclusive fullscreen toggle only affects the software renderer. I'm not sure what would cause the resolution issue you mention though.

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1 hour ago, dsda-dev said:

This is a limitation of opengl.

 

As far as the fullscreen question you're correct, the exclusive fullscreen toggle only affects the software renderer. I'm not sure what would cause the resolution issue you mention though.

 

Well, if I had to make a guess it's the exclusive fullscreen not being forced on or something like that, because it does resize incorrectly in Software as well if I don't have the Exclusive mode on. It seems like that without it OpenGL scales only to "real" size of the screen - like if it was windowed mode - and not to actual screen resolution if that makes sense.

Speaking of Software and Exclusive... when it's ON I always get a blurry image below 1920x1200, like if it was a badly upscaled JPG. That does not happen if I turn it OFF, but in return, the pixel scaling results incorrectly. Ugh... it's kinda hard to describe it without seeing it! : \ That's the reason why 2560x1600 is basically my only option to play in DSDA in Software mode: it's the only resolution that make the image clear enough (but I don't like it much 'cause then you can see too much of all the flaws of Software like the shaking angles and walls).

Hope I'm making myself clear enough as I don't know much about tech details. I get to this intuitively and by making comparisons with other programs. Sorry

Edited by s4f3s3x

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Discovered a small issue in OpenGL on Eviternity Map 27. 

The "bridge" that is supposed to be here is gone:

 

doom00.png.58a0692d1612d690d4697ad576081bae.png

 

 

It was still working fine in version 0.25.6:

 

doom00.png.3a98af8359ad1641fbdb6f15ef5338b7.png

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Updated to v0.26.2

- Fixed overflow in texture scaling (bkoropoff) (this caused the Eviternity issue)

 

Download here.

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I've been trying to do some stuff with a custom hud config I made, and for some reason I can't get the args to work. I've been following the docs on the github.

 

doom full
big_health 4 21 bottom_left
big_armor 80 20 bottom_left
big_ammo 192 20 bottom_right
ammo_text 256 32 bottom_right
weapon_text 220 42 bottom_right [grid]
stat_totals 6 32 bottom_left
message 0 0 top_left
keys 0 0 none [horizontal]
secret_message 0 76 none

Is there something I'm doing wrong with this?

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Is there a chance the "Gl Light mode" option will come back?

 

Having a smooth, non-banding palette effect and being demo compatible at the same time was a pretty neat combination only DSDA could do AFAIK.

 

I'm also haven't been able to find how to rotate the map. Is that option available?

 

Lastly, a way to be able to exit with a gamepad without having to press "Y" on the keyboard would be very appreciated.

Edited by TasAcri

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On 5/30/2023 at 5:44 PM, Yousuf Anik said:

I'm not sure if I should be asking this here, if it was previously discussed please let me know. I was recording demo on v0.25.6 (not shifted to the latest yet) and found this. How many attempts I took I see that these many demo files created.

image.png.3547f16b35817b35a93655209b79bba7.png

 

I want to share this too

image.png.27296b6ec897220ace9e7922c3902268.png

 

So I want to know if there is any way to prevent this. Like how I record demo on PrBoom, it overrides the existing demo file.

 

Hi, is there anyone on this?

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I am sure there was the  demo_overwriteexisting option in older dsda-doom versions but I cannot find it anymore.

I prefer to simply press the Home key to restart the demo and have all files incrementally named, instead of having to quit and hit up+return again on the command line.

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On 6/2/2023 at 6:57 AM, dsda-dev said:

This is a limitation of opengl.

 

Apparently there are work-arounds available, such as the one used in Strife: Veteran Edition.  If you're striving for visual parity between the two modes, might be something worth looking into?

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22 minutes ago, Bauul said:

 

Apparently there are work-arounds available, such as the one used in Strife: Veteran Edition.  If you're striving for visual parity between the two modes, might be something worth looking into?

Yes, anything is possible eventually, but probably not any time soon :^)

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Can anyone please explain to me what weapon attack alignment does in DSDA? I am wondering what difference does it make between off, horizontal, centered, and bobbing. What purpose does this serve?

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