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


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On 6/6/2023 at 2:31 PM, Maribo said:

Updated thread title + dating.

 

v0.26.2 package for Debian-based distros:

dsda-doom-0.26.2-Linux.zip

 

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

Hello, im having problems trying to run dsda-doom

I already followed the instructions provided, but the terminal show this line "dsda-doom: error while loading shared libraries: libportmidi.so.2: cannot open shared object file: No such file or directory"

Im using Linux Mint 21.2 (Ubuntu 22.04.)

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12 hours ago, Floowand said:

Hello, im having problems trying to run dsda-doom

I already followed the instructions provided, but the terminal show this line "dsda-doom: error while loading shared libraries: libportmidi.so.2: cannot open shared object file: No such file or directory"

Im using Linux Mint 21.2 (Ubuntu 22.04.)

First guess would be that the library just isn't linked properly, try running sudo ldconfig then installing/running again.
Second guess would be that the libportmidi packages aren't actually installed, which would be sudo apt install libportmidi-dev libportmidi0 and then sudo ldconfig just to be safe.

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11 hours ago, Maribo said:

First guess would be that the library just isn't linked properly, try running sudo ldconfig then installing/running again.
Second guess would be that the libportmidi packages aren't actually installed, which would be sudo apt install libportmidi-dev libportmidi0 and then sudo ldconfig just to be safe.

Sadly, no luck with these instructions either

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On 7/22/2023 at 4:44 AM, Floowand said:

Hello, im having problems trying to run dsda-doom

I already followed the instructions provided, but the terminal show this line "dsda-doom: error while loading shared libraries: libportmidi.so.2: cannot open shared object file: No such file or directory"

Im using Linux Mint 21.2 (Ubuntu 22.04.)

Does audacity work in your system?

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In the end I had to use the version from https://launchpad.net/ubuntu/+source/dsda-doom that is linked at https://tracker.debian.org/pkg/dsda-doom and it worked perfectly.

Besides that, Im really impressed with this update. I remember that I tried an old version of dsda-doom (og v.026) and it ran really bad for some reason on Linux compared to my experience on Windows on the same machine, but after trying this version, i can say it's already on par for me.

I was surprised that the framerate on MAP26 of eviternity is playable, compared to the last version of PrBoom and Woof!

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  • 2 weeks later...

Hey there, Im not sure if this is the correct thread to post this to but I did find a bug where the 26.2 DSDA engine doesnt like to swap frames.
In this case SHT2 -> SP99.

Please let me know if you need anything to re-emulate the issue as posted in the thread above.

Thank you and thanks for your time.

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I first thought I’d report a suspected bug, but this may be intended behaviour. It still feels a bit odd, so I’ll post it anyway so someone can confirm or deny.

 

I sometimes have monsters wake up at unexpected times, like they could see me through a door. Easiest instance to encounter this is THT:Threnody’s MAP20, Sky Pillar. When the map starts, back up to the door right behind start point. A demon will wake up in the corridor behind you. A single demon, not all of them.

 

This doesn’t seem to happen in Eternity or GZDoom. I thought this was a bug introduced in 0.26, because I was playing THT at the time of release… but now that I tested it, older versions (at least 0.25.0 and 0.25.6) behaves similarly as does Crispy Doom 6.0, so maybe this is intended after all?

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59 minutes ago, RHhe82 said:

I first thought I’d report a suspected bug, but this may be intended behaviour. It still feels a bit odd, so I’ll post it anyway so someone can confirm or deny. 

Looks like a variation of the Sleeping Shotgun Guy bug. Shouldn't occur if you use complevel 21 in DSDA-Doom. complevels 9 and 11 (Boom and MBF) prevent some instances of the bug, such as the eponymous MAP02 shotgun guy, but not all of them. Any port that overhauls LOS or nodebuilder code, such as GZD and Eternity, should also be unaffected.

 

So yes, intended behaviour by the engine.

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I have an Intel R Pentium G3240 processor running at 3.10 GHz and an OpenGL version 4.3. In general, DSDA-Doom runs smoothly on my PC when Vsync enabled, maintaining consistent 60 fps. However, there are some instances where the fps drops to around 50 or even 45 FPS for a brief moment before returning to 60 FPS. 

 

The resolution which I play is 1280x720. Its worth noting that on 854x480 resolution, the fps drop happens for slightly less no of times but the drawback is the game looks blurry due to less no of pixels on the screen.

 

This fps drop doesn't affect my gaming experience largely, but it annoys me when the fps drop happens. 

 

This drop in fps can happen in any map irrespective the size of the map, the no of things in it, etc.

 

I know, this performance related issue is not very specific, but it would be nice if you slightly optimize the OpenGL renderer for low-end hardware in the next release :)

Edited by Classic SSG Enjoyer

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  • 2 weeks later...

Not sure if this is the place to ask... but is there a button to open the console?

 

I'd like to tweak some settings  - gamma, mouse sensitivty, and if possible, disable auto-aim.

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13 minutes ago, Firedust said:

Not sure if this is the place to ask... but is there a button to open the console?

 

I'd like to tweak some settings  - gamma, mouse sensitivty, and if possible, disable auto-aim.

You can bind it in the keybindings menu, but I think by default it's unbound. You don't need to use the console to adjust the settings, though.

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Just now, Shepardus said:

You can bind it in the keybindings menu, but I think by default it's unbound. You don't need to use the console to adjust the settings, though.

Thanks! Do you know what the commands are perchance?

I tried looking for all three settings and couldn't find them in the settings menu.

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15 minutes ago, Firedust said:

Thanks! Do you know what the commands are perchance?

I tried looking for all three settings and couldn't find them in the settings menu.

Console commands: https://github.com/kraflab/dsda-doom/blob/master/docs/guides/console.md

Gamma: Press F11 (default) to cycle through values (works the same as in vanilla Doom). The keybind is on the second page of key bindings.

Mouse sensitivity: Second page of general options

Autoaim: "Allow vertical aiming," bottom of the sixth page of general options

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11 minutes ago, Shepardus said:

Console commands: https://github.com/kraflab/dsda-doom/blob/master/docs/guides/console.md

Gamma: Press F11 (default) to cycle through values (works the same as in vanilla Doom). The keybind is on the second page of key bindings.

Mouse sensitivity: Second page of general options

Autoaim: "Allow vertical aiming," bottom of the sixth page of general options

Allowing vertical aiming doesn't disable autoaim though iirc - it only allows vertical mouselook. But I'll try again. Thank you for the help!

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1 hour ago, Firedust said:

Allowing vertical aiming doesn't disable autoaim though iirc - it only allows vertical mouselook. But I'll try again. Thank you for the help! 

I do not think auto-aim can be disabled, it would desync in all complevels except maybe with the latest prboom+ mode?

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18 minutes ago, Ramon_Demestre said:

I do not think auto-aim can be disabled, it would desync in all complevels except maybe with the latest prboom+ mode?

Damn, that sucks.

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10 hours ago, Firedust said:

Allowing vertical aiming doesn't disable autoaim though iirc - it only allows vertical mouselook. But I'll try again. Thank you for the help!

It does from what I can tell. Vertical mouselook is a separate setting. Of course it's disabled for demo recording.

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  • 2 weeks later...

Does anyone else have problems with doomguy walking when not pressing walk? I don't recall this happening before i started using dsda 0.26.2   . It doesn't happen when i stand completely still but if i'm walking or just walked it sort of walks me in the wrong direction. First i thought i was getting pushed by monsters behind me but that isn't allways the case, it is often when i'm shooting a monster all of a sudden i start to run towards the monster without pressing walk forward. Does not happen for me in other games so should not be my keyboard.

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1 hour ago, natashanightmare said:

Does anyone else have problems with doomguy walking when not pressing walk? I don't recall this happening before i started using dsda 0.26.2   . It doesn't happen when i stand completely still but if i'm walking or just walked it sort of walks me in the wrong direction. First i thought i was getting pushed by monsters behind me but that isn't allways the case, it is often when i'm shooting a monster all of a sudden i start to run towards the monster without pressing walk forward. Does not happen for me in other games so should not be my keyboard.

I haven't seen that personally. Obvious things to check are that you don't have any other keys accidentally bound to moving, and that you don't have vertical mouse movement on (2nd page of general options). Assuming that isn't the problem I have no idea myself, a video might help if you can get one.

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1 hour ago, plums said:

I haven't seen that personally. Obvious things to check are that you don't have any other keys accidentally bound to moving, and that you don't have vertical mouse movement on (2nd page of general options). Assuming that isn't the problem I have no idea myself, a video might help if you can get one.

Vertical mouse movement set to no. For some reason i had mb3 and w set to forward. removed mb3. maybe that was the problem. i didn't change the keybinds earlier tho... weird. some day ago it randomly set shoot to space after i entered a new map :/ also thanks so much for the help plums :)

Edited by natashanightmare

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  • 2 weeks later...

I was playing TNT:Revilution. Nowadays I always use the level table to warp to a map. I have default skill level set to 4. Anyway, I remember sometimes finding out that I had been playing on skill 3 instead, and it happened again today, and it looks like it had to do with a demo lump. When I let the first demo start to play, and then warp to the desired map, the map starts on skill 3. Normally I would just open the level table before the demo starts playing, and that way the map starts normally on skill 4. The demo lump is apparently recorded on skill 3.

 

Don't know if this is a bug as such, but slightly annoying nevertheless :P

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5 hours ago, RHhe82 said:

Don't know if this is a bug as such, but slightly annoying nevertheless :P

It's not a bug, but it probably makes sense to use the default instead if it's in the demo reel.

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  • 3 weeks later...

Pardon me, I'm new to mapping. Does this mean that if I made a map using udmf format that in the near future, dsda would be able to run the map? Or is full udmf support a ways away? I like the features, but I don't want to force players to use gzdoom if they don't want to

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3 hours ago, BarbarianGrunge said:

Pardon me, I'm new to mapping. Does this mean that if I made a map using udmf format that in the near future, dsda would be able to run the map? Or is full udmf support a ways away? I like the features, but I don't want to force players to use gzdoom if they don't want to

When 0.27 comes out it will support all the stuff shown here: https://github.com/kraflab/dsda-doom/blob/master/docs/udmf.md

DSDA-Doom supports a subset of what gzdoom supports, and does not support some of the additional features that aren't specific to udmf but which you might also be considering: ACS, DECORATE, SNDSEQ, ANIMDEFS, etc.

 

Basically, if you open your map editor and make a gzdoom udmf map, it might not run in dsda-doom unless you take care with what features you use. When 0.27 comes out there will be a more concrete standard and udb for instance is slated to have more support for custom configurations, which will make it easier to know what features are and are not supported.

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  • 2 weeks later...

I detected 2 problems or bugs in the latest version

 

  • 1-The color of blood (bloodcolor.deh) in Eviternity

I don't know if it should look like that in this version.

The dark green is 0.26.2 and the light green is 0.25.6

  • 2-Adjust sprite clipping
With opengl in version 0.26.2 they sink into the ground and in 0.25.6 they stay above the ground
(In 0.25.6 I am using indexed lighting mode)

0.26.2.png

0.25.6.png

0.26.2 .png

0.25.6 .png

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