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dsda-dev

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Everything posted by dsda-dev

  1. Some comments: - dsda-doom 0.26 will support udmf (spoilers here). There's a mapping beta going on currently. - In the long term my goal is to create a base spec that all major udmf ports can support, like Graf mentioned. There are however limitations in what eternity and dsda-doom can do that may make a comprehensive baseline difficult to actualize. - Some of the issues brought up in this thread about udmf are actually issues in udb. I have a hacky dsda-doom udmf config for testing but it's (as far as I can tell) impossible to come even close to hiding all the zdoom-only features via configuration files. From what I've seen, it will be very painful to detangle the configurations, which make a lot of assumptions that udmf = gzdoom. But I haven't brought this topic to the developers yet.
  2. The pr+ / dsda-doom footer is not truly plain text but actually an embedded wad file. So the automated playback in the port is actually accessing lumps rather than searching for text that looks like a command line. But as rfomin said, the launcher handles this just fine. I'm not sure about the current version of the launcher but there is a new one coming with some usability updates, and it's suggested to associate demos with the launcher rather than the port so that it can proxy the playback and prompt you if files are missing, which the port will not do for you.
  3. If you're coming from gzdoom and not worried about perfect accuracy, you can record most things with complevel 21 and using -longtics to lift the angle precision. My assumption is these are casual demos not intended for dsda submissions.
  4. You may need to adjust either acceleration or the dead zone if you want low sensitivity that still reaches max speed. I don't have any plan to change this. Key combinations: probably not any time soon, but eventually. Some people use the numpad (doesn't help if you don't have one) and some people use different input profiles for different games (i.e., you don't need hexen bindings while playing heretic), but otherwise it is what it is. People have created configs that are similar to the prboom+ ones. There may be some in this thread, or otherwise on discord.
  5. The related commits are in the queue. There are important changes in those commits that I can't just cherry pick. It's on the to-do list but I don't know when I'll get to it. Maybe for 0.26.
  6. Updated to v0.25.6 - Fixed an issue with demo playback file names introduced by the load order fix in v0.25.5 Download
  7. Updated to v0.25.5 - Fixed per-source sound limit - Fixed load order on demo playback - Fixed nerf map 8 load time Download
  8. This port does not currently support zip or pk3 file loading.
  9. In order to separate the specification from any particular source port, the UMAPINFO source of truth has moved to https://github.com/kraflab/umapinfo If you want to be apprised of updates and / or involved in future discussions, please watch the repo. UMAPINFO Rev 2.2 adds the "author" field to maps, which shall be displayed alongside the map title when no replacement levelpic is set.
  10. Updated to v0.25.4 - More doom sound fixes This should fix the issue where the bfg was sometimes not making a sound when it should. Please let me know if you notice more odd behaviour. Download
  11. Updated to v0.25.3 - Fixed doom sound priority - Fixed MS GS Synth bug (ceski) Download
  12. If you updated from an old dsda-doom and use the same config file, your default complevel may have been reset to 0. If you run into an issue, check it out (suggested value is 21 / mbf21, if you don't know what to pick).
  13. This doesn't happen for me (I see all 4 episodes from launch). Do you have anything in your autoload that could affect it?
  14. The characters on all previous versions were stretched out. It's only now that they are being rendered correctly :^) I needed to decouple the scaling in order to make it possible to scale the size of the text independently from other elements in the game. I may add independent x and y scales for people that want stretched text, but I'd prefer to have a tall font instead and keep it rendered 1:1 personally. While I can't comment on your exact circumstances, I can't personally measure any performance change in the software renderer between 0.24.3 and 0.25.2 when using consistent settings. I check performance periodically while working on updates, and I also ran an extra 100k frame demo in both and saw no difference. It might be something particular in your settings, or it might just be a fluke.
  15. Could you give me a list of the main problems (including the examples you mentioned)? Since it reached a satisfactory state in terms of compatibility my only incremental work has been on getting the other features of the port to work with hexen - for instance, 0.25 added advanced hud support and had a lot of key frame fixes. I'm not familiar enough with hexen to know what is wrong at this point, besides the skies and some more minor graphical differences.
  16. You have complete control over what shows up in the extended hud as of 0.25, check out the patch notes for more details. Most likely someone will be willing to set up a hud to your specifications if you ask nicely here or on the discord if it's still unclear.
  17. A lot of hud stuff was cut because I rewrote everything but I will gradually add things back. If you have other things you want that are missing, just let me know so I can prioritize them.
  18. Updated to v0.25.2 Various hud components were off in the new hud system when extended hud was off, causing confusion. There is now a separate "off" variant of the hud config, so you can decide what shows up then (by default, it's all the extra tools but none of the basic information). - Added separate "off" variant of hud config when extended hud is off - Added "armor color by class" hud option (default is on) - Added "big_health_text" and "big_armor_text" hud components (status bar font without sprite) Download here.
  19. Updated to v0.25.1 Some bug fixes from 0.25.0 and more portmidi improvements from ceski. - Added portmidi reverb and chorus options (ceski) - Removed anisotropic filtering setting (only applied to "detail textures") - Fixed various portmidi issues (ceski) - Fixed looping sound on intermission screen - Fixed exhud toggle not always applying immediately - Fixed assign causing a permanent change for screen resolution - Fixed fullclip not working with A_ConsumeAmmo (e.g., vesper weapons) Download here.
  20. The light mode option is on the first page in the general menu. After the configuration overhaul there are much fewer opengl-only options, so they no longer have their own pages.
  21. It seems like anisotropic filtering is only being applied to "detail textures" right now (although I'm not sure what those are actually). It also applied to filtering modes and shadows before, but they were removed as per the quote xaser mentioned. Probably it should either also be removed or otherwise get renamed so it's clear what it does.
  22. Back when hexen format support was first implemented some people went looking and did find some zdoom maps that could be completed. The port doesn't currently support decorate, acs, or mapinfo though, which still rules out a lot of stuff.
  23. dsda-doom v0.25.0 Happy 25 years of doom open source! This update is the biggest yet, including improvements in many areas of the port. There is a new indexed light mode by @Xaser (software fidelity in opengl), expanded doom-in-hexen coverage, improved controller support, a new HUD system with new components, command-line-argument validations and descriptions, new console commands and better usability, debugging tools for testers / creators, scripting, a basic build mode, new trackers, various quality of life improvements, and a configuration / menu overhaul. You can see the full details either here (with formatting and working links) or below in plain text. This release would not be possible without the continuous efforts of @Keyboard_Doomer to ensure demo compatibility and overall release quality. Additionally, many beta testers helped to test out features over the past months: @almostmatt1 @RockyGaming4725 @Bdubzzz @Doomkid @GarrettChan @mmjp08 @Master Medi @kmc @Meowgi @mhrz @Mikolah @Napsalm @Ravendesk @Rayziik @Vile @Spendoragon @4shockblast @ZeroMaster010 Download the latest release here. This release is incompatible with past save files.
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