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dsda-dev

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Everything posted by dsda-dev

  1. They're not supported in the sense that they aren't parsed and don't do anything. I'm planning on adding an option to display the comment in the port, and then I will mark them supported (something like a console command to access the comment of the current sector for instance).
  2. Wow that's a funny bug 😄 I'll have it fixed for the next patch
  3. A goal of the port is to have more or less parity between the renderers. There are technical impediments to this but it's been heading in this direction step by step. In an ideal world it would be impossible to tell which renderer you are using, aside from performance.
  4. The point of this feature is for exceptions where the renderer is critical. For instance, if you play Major Arlene's drudge map with the software renderer it will be completely messed up because it uses things only supported in opengl currently. It shows a warning message in the top left in that case so the player knows. Another case would be vanilla maps heavily reliant on software visual tricks. For most cases this feature isn't needed, but that's up to the author's discretion.
  5. Since it's a strict subset and is still in development, I don't know if it makes sense to have a new namespace yet. The port supports the zdoom namespace in the sense that it loads it, subject to the constraints outlined in the docs. Once things are stable, and if udb support will happen (because if not, then nothing would be writing the new namespace anyway), then it probably would make sense to have a separately named namespace for convenience and so there is a "standard" that can be referenced more easily.
  6. There were some updates to the hud config stuff (basically, finalizing the migration). Most likely you need to add the new components to your custom hud, assuming you're using one.
  7. @RHhe82 and @EngineerKappa you might find the level table feature interesting.
  8. As part of the development process for dsda-doom v0.26 we created some maps to test out newly supported udmf features. You can find the wad and the udb config used for this project attached below. This is a mix of full maps and short feature demonstrations. Iwad: Doom 2 Map 1: Drudge by @Major Arlene Music: The Old One's Gentle Slumber by AD-79 Textures: OTEX v1.1 by Ukiro Map 2: Climb by Kraflab Map 3: Alabster by @Master Medi Map 4: Dubzzz UDMF by @Bdubzzz Map 5: My Buddy by @Bdubzzz Map 6: Puzzles by @Master Medi Music: Dark Cloud 2 - Menu sequenced by Zagro Map 7: Great Test Map by @msx2plus If you'd like to experiment with the new format support, I suggest joining the discord for discussion and debugging. DSDADoom_DoomUDMF.zip dsdaudmf.zip
  9. dsda-doom v0.26.0 This update brings beta udmf support, expanded line actions, zip file loading, level table progress tracking, text color and extended hud configuration, build mode refinements, new console commands, better opengl fuzz, indexed light mode fixes, improved heretic and hexen support, and much more. You can see the full details here (with formatting and working links) or below in plain text. Thanks to bkoropoff aka snax for lots of improvements to the opengl renderer. If you like the new fuzz and general performance and compatibility improvements, please give them a shout on discord. Thanks for all your hard work! Thanks to @ZeroMaster010 for comprehensive regression testing to ensure demo syncing. Thanks to the beta testers for tracking down many bugs and giving feedback: @almostmatt1 @RockyGaming4725 @Bytefyre @Napsalm @Bdubzzz @GarrettChan @Rayziik @Maribo @Master Medi @ZeroMaster010 @Keyboard_Doomer @akolai @TheLoneliness Thanks to the udmf testers for tracking down udmf issues and making maps: @Major Arlene @Bdubzzz @msx2plus @Master Medi You can find the test maps over here. Download the latest release here. This release is incompatible with past save files. v0.25 thread
  10. It is fixed for the next release, which is coming soon.
  11. dsda-doom does not have any multiplayer support at all. For multiplayer I recommend checking out woof
  12. We can probably just fix this. As you said, the game basically goes into invalid / undefined behaviour that is outside the bounds of the pwad anyway.
  13. 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.
  14. The issue with the custom colormap in indexed light mode in dsda-doom has finally been fixed in dev builds and pending the next official release (probably ~mid-late May).
  15. 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.
  16. I'll take a look. For the time being there's an option to disable the exit prompt.
  17. I don't currently plan to add support for that.
  18. https://github.com/kraflab/dsda-doom/blob/master/patch_notes/v0.25.md#tracker I don't remember 100% what given damage traced, but you can track mobj health and player damage dealt. Maybe it's not cumulative though. If you tell me your use case I can probably add something, if something is missing.
  19. Chex Quest is an IWAD. If you load it with "-iwad chex" then it will have the proper behaviour. If you load it as a pwad, it acts as an asset and map replacement running in doom, so the behaviour won't change.
  20. Hello 👋 The next version of dsda-doom (0.26) will have some changes to how text color works: Instead of requiring color translation lumps, the port will automatically generate color translation tables Color ranges will be configurable by authors Component colors will be configurable by authors (e.g., to have a custom menu color scheme) Why? Many wads with palette or font changes do not specify translation tables Wads that do specify some tables are generally incomplete I'd like to enable people to create custom color ranges irrespective of the packaged tables (for instance, for people that have difficulty distinguishing certain colors, or who need a higher contrast) I'd like to make it easier to use custom palettes and fonts without either requiring building your own tables or otherwise having a diminished player experience in the menus / hud I'd like the default coloration of extended hud elements and the menus to be consistent How? The port takes a set of color ranges (which can be changed by authors), figures out the color profile of the font, and then maps the palette onto the text color range The whole palette gets mapped, so you don't need contiguous blocks of relevant colors in the palette The port has a "color test" mode that shows all the different translations for testing purposes Here are some examples of the new feature in action with some wads that have changed fonts / palettes: This is all still limited by the actual color palette, so a palette with no red is not going to have a red 7. The artifacts appearing in range 10 in some of the samples are an example of this limitation in action. This post is both to give a heads up and also to solicit any comments or concerns with this approach. I have tested out a lot of wads and the results are promising, especially for old wads that have almost unreadable menus in previous versions of the port. Please let me know your thoughts below.
  21. Like most speedrunning rules-related topics, this would just disable the feature while recording in strict mode. It would still work in normal gameplay and while recording demos not for submission to dsda.
  22. I also have no problem loading v1.1 on 0.25.6. I wonder why it's not working for you 🤔 I guess it doesn't matter if it's going to be changed anyway, but it's odd.
  23. I don't have any issue with aaliens map 24 on 0.25.6. Could you try it with the default config? You can test the default config without overwriting your own by launching the port with "-config some_new_file_name".
  24. That line on the shotgun is an old pr+ bug. I can't remember exactly what the problem is or why it hasn't been fixed yet. Translucency: the config key is boom_translucent_sprites. You can either edit the config file or use the console to change it.
  25. You can use the zdoom format - that's how I create test maps. You will just have to pay attention to the support doc to know what will actually work. I assume this is what Xyzzy did for Xerxesia.
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