Arsinikk Posted June 16 (edited) Nyan Doom is based off of DSDA Doom. It is called Nyan Doom, because I am a cat - meow! The port aims to support all the features that DSDA Doom does (as well as speedrunning), while also adding back cut features and some new features I've been wanting to implement. I love DSDA Doom, but I find that many quality-of-life features tend to get removed… and so now I've decided to create my own. Support for GAMEVERS lump in combination with COMPLVL to further specify Vanilla compatibility. Support for `-limitremoving` or `-lr` to disable overflow errors and emulation under Vanilla compatibility Added new scaled fuzz effect for Spectres and invisibility effects in the software renderer (Thanks Lovey) Added support for Boom Extended HELP screens (HELP01-HELP99) for Doom 2 / Plutonia / TNT (see an example/overview of the feature) Added support for widescreen lumps (no more widescreen asset wads) Add animated backgrounds and menu graphics support (TITLEPIC, INTERPIC, M_DOOM, etc) "Linedefs w/o tags apply locally" (Default: no) - option to fix tag 0 maps "OpenGL blend animations" (Default: no) - enables crossfading animation frames for flats and textures "Play demos while in menus" (Default: yes) - allows for demos to play under the menu like in Vanilla "Pause after intermission" (Default: yes) - adds an additional pause before "entering" the next map (this is disabled when playing or recording demos to avoid desync) Simplified / Re-organised options menus NOTE THESE ARE NOT CURRENTLY IMPLEMENTED. MOSTLY JUST A TO-DO LIST. Add dark transparent menu background option (like in Woof) Add option / functionality for midtexture bleeds in OpenGL Re-add shrunken view (+ and - view) ENDOOM - Add proper support for ENDOOM on Windows (possibly thru an external ENDOOM.exe) - Add a 'wait for keyboard press' for the terminal ENDOOM output on Windows - Add check / option to view ENDOOM 'only if PWAD Modified' P.S. I will listen to suggestions and feedback, but don't expect me to implement everything you ask for. I tend to implement things that are 1) in my capabilities and 2) I feel won't ruin any other features in the port. P.P.S. I also do NOT plan on adding back the old OpenGL render mode, as this port is based on the latest DSDA Doom, and the amount of work to add that back in would be enormous. Please note that I don't consider myself a proficient C/C++ programmer. I have coded many things with javascript, web code, and even my own interactive programs, examples being the Codex app from RUST, or my infopacks for Hell Revealations and 200 Line Massacre. Anyway, the point is I see that alot of coding languages are very similar in structure, so I can navigate myself around adding / tweaking features, but I would in no way say I'm a program coding expert. So if there's something not working correctly on the DSDA Doom code end of things, I will probably not know how to fix it. :P Latest version: Windows 64-bit For more, check out the Github repo! If you have any feedback or suggestions, I'd really appreciate it. You can post feedback here on this thread, or on the #nyan-doom channel on the Slotter Sanctum Discord. Edited June 20 by Arsinikk 23 Quote Share this post Link to post
costadevale Posted June 16 (edited) Oooh, sounds interesting! I'm not much of a fan of DSDA-Doom (i can't run it very well), but I'll give it a try! Well, it's pretty good! I always liked the blocky fuzz effect in Woof, so I'm really glad it's in a prboom fork now... for software, even! The menu looks much nicer now. and the GAMEVER lump also sounds lovely. Can't wait for those new features to arrive :) Edited June 16 by costadevale 1 Quote Share this post Link to post
Redneckerz Posted June 16 (edited) The more source ports the merrier, but i have to say, its getting crowded in here: Nyan Doom From Doom With Love Nugget Doom Sprinkled Doom And countless others. The GAMEVERS lump seems to be exclusive although chocolate has something similar. @Arsinikk can you confirm this, and is the logo you made okay to use for the Wiki? If so, which license should it hold? Edited June 16 by Redneckerz I really should read before i post. 3 Quote Share this post Link to post
Arsinikk Posted June 16 4 minutes ago, Redneckerz said: The GAMEVERS lump seems to be exclusive although chocolate has something similar. The GAMEVERS lump is based off the `-gameversion` parameter from Woof!, Crispy, and chocolate. It does however also include new exclusive features regarding limit-removing, as either by using GAMEVERS or `-limitremoving` / `-lr`, allows for overflow errors and emulation to be turned off, just like how complevels 9+ does. This should make it more convenient for mappers/players who swap between vanilla and limit-removing wads, and don't wanna turn off the overflow settings on and off per wad. 10 minutes ago, Redneckerz said: @Arsinikk can you confirm this, and is the logo you made okay to use for the Wiki? If so, which license should it hold? I would suggest to use this logo for the wiki. It was created solely by me and was technically meant to be a placeholder (but it's probably fine to use at the moment). I'll apologise and say I don't know much about image licenses. :/ I'm thinking it should prob be GNU General Public License v2. 1 Quote Share this post Link to post
s4f3s3x Posted June 16 Is / will this be available for MacOs as well, like DSDA? 0 Quote Share this post Link to post
Arsinikk Posted June 16 3 minutes ago, s4f3s3x said: Is / will this be available for MacOs as well, like DSDA? Well it's based on the DSDA Doom codebase, so it should definitely be possible... I personally don't know how to compile for other platforms. Perhaps someone who is more knowledgeable could help with that. 1 Quote Share this post Link to post
Dheta Posted June 17 5 hours ago, Arsinikk said: P.P.S. I also do NOT plan on adding back the old OpenGL render mode, as this port is based on the latest DSDA Doom, and the amount of work to add that back in would be enormous. Sad but understandable, at this rate ill be maining old 0.25.6 for the rest of eternity. Still I'm very happy to have an DSDA alternative for some software stuff, MBF21 and its future incarnations, so ill definitely be using this going forward as well. 1 Quote Share this post Link to post
NecrumWarrior Posted June 17 Nice! More options is always better imo. I'll keep an eye on this one. 1 Quote Share this post Link to post
Arsinikk Posted June 20 (edited) Nyan Doom v1.1.2 is here! This update includes support for native widescreen lumps, animated menu graphics and backgrounds, and more. New Features: Added support for Boom Extended HELP screens (HELP01-HELP99) for Doom 2 / Plutonia / TNT (previously only accessible via Doom 1) - See an example/overview of the feature Added support for widescreen lumps (no more widescreen asset wads) Added animated backgrounds and menu graphics support (TITLEPIC, INTERPIC, M_DOOM, etc) "Play demos while in menus" (Default: yes) - allows for demos to play under the menu like in Vanilla "Pause after intermission" (Default: yes) - adds an additional pause before "entering" the next map (this is disabled when playing or recording demos to avoid desync) Simplified / Re-organised options menus Nyan Doom v1.1.2: Windows 64-bit Please let me know if you run into any issues. Edited June 20 by Arsinikk 5 Quote Share this post Link to post
dashlet Posted June 20 Hey this looks really cool. I'll try this source port once is updated a bit more, but theres already some misc features added to this that i like. Question: Would it be possible to add the option to have a dark transparent automap background? (Like the one in Woof) 1 Quote Share this post Link to post
Arsinikk Posted June 20 4 hours ago, dashlet said: Question: Would it be possible to add the option to have a dark transparent automap background? (Like the one in Woof) I assume this is the similar to the dark transparent background used on the Woof menus? (which is a planned feature) If that's the case, once I implement the Woof transparent background feature, it should be easy enough to allow for a transparent automap background also. 0 Quote Share this post Link to post
Arsinikk Posted June 20 (edited) As you know Nyan Doom is currently in development... I accidently made an oops-y regarding demo compatibility. I had some bad code regarding the new "Linedefs w/o tags apply locally" option, that ended up breaking maps that used generalized linedef actions. This is what I get for only testing in Vanilla complevels... So for this hotfix, the "Linedefs w/o tags apply locally" option currently doesn't work for generalized actions, resulting in accurate map behaviour and correct demo playback and recording. Sorry about this... I plan on fixing this later on, but for now it's better to have demo compatibility and maps actually working correctly :P Nyan Doom v1.1.3 (hotfix): Windows 64-bit Edited June 20 by Arsinikk 0 Quote Share this post Link to post
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