Syoku Posted December 20, 2023 Does DSDA lack widescreen support like Woof? Or am I just looking in the wrong menu. Setting it to 640x400 fixed my issues but now I just have huge black bars on the side. 0 Quote Share this post Link to post
Ramon_Demestre Posted December 20, 2023 (edited) DSDA handles widescreen just fine but you need to select a resolution that will work nicely with your wide screen. I just assumed you liked Woof's way of rendering things. If you want wide-screen I guess you could also try 584x400 854x400 in for a woof/crispy look but in 16:9. EDIT: 854x400 for 16:9, 768x400 for 16:10 and 1120x400 would be for 7:3 ie 21:9 or 2.33:1 (super wide screen). Edited December 21, 2023 by Ramon_Demestre 1 Quote Share this post Link to post
Syoku Posted December 21, 2023 Did you mean 854x400? For my 1440p display, that res fixes the problems I had. Thank you! 0 Quote Share this post Link to post
Syoku Posted December 22, 2023 (edited) Whenever I load up Rekkr: Sunken Lands in DSDA-Doom, it crashes every single time without fail. Either it will tell me that its not compatible with The Ultimate Doom if I'm using complevel 3, or it will give me a "signal 11" crash on complevel 2. No idea whats causing this or why. I load up REKKRSL.wad, REKBONUS, VREKKR and REKKRSL.deh. Edited December 22, 2023 by Syoku 0 Quote Share this post Link to post
rfomin Posted December 22, 2023 45 minutes ago, Syoku said: I load up REKKRSL.wad, REKBONUS, VREKKR and REKKRSL.deh. You need only REKKRSL.wad. It works for me with this command: dsda-doom -iwad DOOM.wad -file REKKRSL.wad 1 Quote Share this post Link to post
Demion Posted December 23, 2023 Hey there! Is there a chance that when I use Fluidsynth with a soundfont, there's some additional input lag compared to portmidi? I've always used portmidi, and today, when I wanted to try a soundfont with Fluidsynth, I felt like Doomguy's control was a bit sluggish, almost like there was a delay. However, switching back to portmidi made everything feel smooth again. Am I imagining things, or could there be a chance that this happens? Thanks a lot!! 0 Quote Share this post Link to post
Ramon_Demestre Posted December 23, 2023 Fluidsynth may be more complex and resources hungry than the internal Windows Synth that will be used via portmidi. However I would not expect a significant difference on a modern-ish CPU, expect maybe if you try to use a huge soundfont (100MB range)? Look at CPU usage of dsda-doom. Personally I do not see a big difference of CPU usage between Fluidsynth and portmidi on an old Core2Duo. If you are unsure about input lag, you can try a blind test to be sure. 0 Quote Share this post Link to post
Revae Posted December 23, 2023 On 12/22/2023 at 7:12 AM, Syoku said: Whenever I load up Rekkr: Sunken Lands in DSDA-Doom, it crashes every single time without fail. Either it will tell me that its not compatible with The Ultimate Doom if I'm using complevel 3, or it will give me a "signal 11" crash on complevel 2. No idea whats causing this or why. I load up REKKRSL.wad, REKBONUS, VREKKR and REKKRSL.deh. VREKKR was only made for GZDoom. It's the odd duck in the bunch. Try without that. And rekkrsl.wad has a dehacked lump in it that I think dsda will read, so rekkrsl.deh might be redundant. Can't imagine that would break anything though. 2 Quote Share this post Link to post
Syoku Posted December 23, 2023 Just now, Revae said: VREKKR was only made for GZDoom. It's the odd duck in the bunch. Try without that. And rekkrsl.wad has a dehacked lump in it that I think dsda will read, so rekkrsl.deh might be redundant. Can't imagine that would break anything though. That's totally fine, if anything I was curious if I could run it in DSDA. Perfectly content to run it on Steam properly. 2 Quote Share this post Link to post
Revae Posted December 23, 2023 Fair enough. It probably wouldn't be that hard to make the VREKKR ep run in other ports, but I didn't for some reason. 1 Quote Share this post Link to post
Shepardus Posted December 23, 2023 4 hours ago, Demion said: Hey there! Is there a chance that when I use Fluidsynth with a soundfont, there's some additional input lag compared to portmidi? I've always used portmidi, and today, when I wanted to try a soundfont with Fluidsynth, I felt like Doomguy's control was a bit sluggish, almost like there was a delay. However, switching back to portmidi made everything feel smooth again. Am I imagining things, or could there be a chance that this happens? Thanks a lot!! You could check your framerate to see if the choice of synth is making a difference on that (either the "show FPS" toggle in the display options, or the IDRATE cheat). I remember back when there was an SDL mixer option I got noticeably lower framerate with that compared to PortMidi for some reason, though I haven't had a problem with Fluidsynth. 0 Quote Share this post Link to post
CacoKnight Posted December 24, 2023 Can we have a cheat like GZDoom's buddha/buddha2? I just discovered it today and it's awesome to test maps and/or keep playing when it gets too crowded without resurrecting etc. Thanks. 1 Quote Share this post Link to post
CBM Posted December 28, 2023 (edited) any example wads that demonstrate the current capabilities of dsda? I am intrigued to see another port that has UDMF features. I hope for 3D floors, slopes, line + sector portals and decorate support in the future. Edited December 28, 2023 by CBM 0 Quote Share this post Link to post
Shepardus Posted December 28, 2023 15 minutes ago, CBM said: any example wads that demonstrate the current capabilities of dsda? I am intrigued to see another port that has UDMF features. I hope for 3D floors, slopes, line + sector portals and decorate support in the future. Here's a WAD that was created to test the UDMF features: 2 Quote Share this post Link to post
Dieting Hippo Posted December 30, 2023 I'm having an issue with v0.27.5 where changing options in the in-game menu (resolution, keybinds) does not persist after closing dsda-doom and reopening it. Editing the dsda-doom.cfg file directly works at least for making sure my resolution option is kept (changing "640x480" to "1600x1200"), but I still have to re-input the correct keybinds each time I launch dsda-doom. Repro steps: 1. Launch dsda-doom v0.27.5 with IWAD + PWAD. (Currently using Doom 2 and Overboard) 2. Go to Options > Key Bindings. 3. Delete keybind for "Screenshot" and "Fire". 4. Set keybind for "Screenshot" to Print Screen, and "Fire" to MB1. 5. Exit options menu, and exit game. 6. Relaunch dsda-doom and go to Options > Key Bindings. The key bindings that were set are now reverted to * for Screenshot and CTRL/MB1/PAD RT for Fire. 0 Quote Share this post Link to post
Maribo Posted December 30, 2023 @Dieting Hippo Make sure that your dsda-doom.cfg file isn't set to read-only, same with the dsda-doom folder. 0 Quote Share this post Link to post
Dieting Hippo Posted December 30, 2023 (edited) Checked, the file itself doesn't have any read-only flags (screenshot below) and the folder's security setting has all users as read/write/execute. I've tried launching dsda-doom as Administrator as well, but changes made after launching as Admin didn't persist either. This is on Windows 10. The folder that dsda-doom is in, "0.27.5", currently has its access properties set to 755 (drwxr-xr-x) which should be good enough. Edit: In case this turns out to be some weird Windows issue that can't be resolved, would you happen to know the bind ID for "Print Screen" that I can toss in the dsda-doom.cfg file for the screenshot bind? Edited December 30, 2023 by Dieting Hippo 0 Quote Share this post Link to post
plums Posted December 30, 2023 (edited) Only other thing I can think to check is to make sure dsda-doom and the config file aren't in any OneDrive managed folders. Think the screenshot is key 254 for me but I'm on Linux and it might not be the same. Edited December 30, 2023 by plums 0 Quote Share this post Link to post
Dieting Hippo Posted December 30, 2023 (edited) 56 minutes ago, plums said: Only other thing I can think to check is to make sure dsda-doom and the config file aren't in any OneDrive managed folders. Think the screenshot is key 254 for me but I'm on Linux and it might not be the same. It's not managed in OneDrive and the folder isn't set to archive automatically. I'm thinking it's just Windows Being Windows unless someone can think of another reason for settings not saving. 254 did work for setting Print Screen as the keybind though, thank you! Edit: Right after this I set the keybinds for input_fire to "-1 0 -1" so only MB1 would be enabled for firing. I had dsda-doom.cfg opened up in Notepad++ and launched dsda-doom. Later I tabbed over to Notepad++ and it said that there was a new change to dsda-doom.cfg. The change was the bind for input_fire being updated to "0 0 -1", which I did not set it to! So something in dsda-doom can change the dsda-doom.cfg file, but not when I want it to lmao. Edited December 30, 2023 by Dieting Hippo 1 Quote Share this post Link to post
mikeday Posted December 30, 2023 Does the file path where the config file is located contain any non-Latin characters? 1 Quote Share this post Link to post
rehelekretep Posted January 2, 2024 (edited) in dsda-doom can i save, exit doom, then restart my demo batch file and it pick up where i last saved? (this was possible in cl9 and -1 i think, in prboom+) Edited January 2, 2024 by rehelekretep 0 Quote Share this post Link to post
slowfade Posted January 8, 2024 How do I actually stop recording a demo in dsda-doom if I reach the end of map tally? Do I just press esc and quit the game? Or restart the map? I've tried changing 'end level' under demo keys and it doesn't do anything. I can't find the info anywhere. 0 Quote Share this post Link to post
plums Posted January 8, 2024 (edited) @slowfade Just quit. Your time in a menu isn't recorded in the demo. You can also restart the map with the restart map key, you'll start recording a 2nd demo file of the new "attempt" though. Edited January 8, 2024 by plums 2 Quote Share this post Link to post
slowfade Posted January 8, 2024 Ah ok, thanks! I've gotten too used to Crispy's end record button. 0 Quote Share this post Link to post
Beed28 Posted January 8, 2024 Heya! Just asking; is it possible to zoom in/out the minimap display (the small map display, not the fullscreen automap)? On a few cases I would like to be able to zoom it out a little bit. 1 Quote Share this post Link to post
Napsalm Posted January 10, 2024 On 1/8/2024 at 9:09 PM, Beed28 said: Heya! Just asking; is it possible to zoom in/out the minimap display (the small map display, not the fullscreen automap)? On a few cases I would like to be able to zoom it out a little bit. Not in-game, but you can set your preferred zoom... zoominess in your hud config, if you haven't set one up you can create one (just create a new text document and rename it to hud.cfg) then populate it. (Default settings are here: https://github.com/kraflab/dsda-doom/blob/master/prboom2/data/lumps/dsdahud.lmp) and launch with -hud hud.cfg. All the documentation can be found here: https://github.com/kraflab/dsda-doom/blob/master/docs/hud.md The line you're looking for is this one: minimap 264 8 top_right 48 48 1024 and it's the last number that controls how zoomed in the minimap is. You can't currently change that mid-game however 2 Quote Share this post Link to post
Beed28 Posted January 10, 2024 1 hour ago, Napsalm said: Not in-game, but you can set your preferred zoom... zoominess in your hud config, if you haven't set one up you can create one (just create a new text document and rename it to hud.cfg) then populate it. (Default settings are here: https://github.com/kraflab/dsda-doom/blob/master/prboom2/data/lumps/dsdahud.lmp) and launch with -hud hud.cfg. All the documentation can be found here: https://github.com/kraflab/dsda-doom/blob/master/docs/hud.md The line you're looking for is this one: minimap 264 8 top_right 48 48 1024 and it's the last number that controls how zoomed in the minimap is. You can't currently change that mid-game however That worked! But for most part, I had to edit DSDAHUD itself however; for some reason "-hud hud.cfg" just wasn't working (even tested this hud to see if I was doing something wrong and it didn't work either, and on the latest version of v0.27.5). It's great that there is some way to zoom out, at least! 1 Quote Share this post Link to post
NightFright Posted January 16, 2024 Is it normal that Hexen doesn't support widescreen statusbar replacements? The curious thing is that other stuff like menu gfx work, just the statusbar won't. In Heretic it's not an issue. 0 Quote Share this post Link to post
blackthorn Posted January 16, 2024 1 hour ago, NightFright said: Is it normal that Hexen doesn't support widescreen statusbar replacements? The curious thing is that other stuff like menu gfx work, just the statusbar won't. In Heretic it's not an issue. I use a widescreen status bar in a WAD I put together myself with Hexen in DSDA and it’s still working as of the latest version. It doesn’t extend the full length of the screen but has additional wing graphics on the gargoyles at the ends that extend out beyond the traditional 4:3 format. Is this what you’re looking for or is it a different issue? 0 Quote Share this post Link to post
NightFright Posted January 16, 2024 I need to see what's going on here. Maybe I have some files in autoload which are conflicting with the widescreen wad I'm using. 0 Quote Share this post Link to post
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