Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
GoneAway

dsda-doom source port [v0.24.3]

Recommended Posts

There's a speed threshold of 1/16 in the physics for stopping an object. I'm not sure exactly how this translates to the floor scrolling speed threshold though. By the way, you can also address this by either adding a COMPLVL lump to the wad with value boom (or whatever the target is) or adding an OPTIONS lump to the wad with comp_voodooscroller 1. Then you wouldn't need to worry about the math to begin with.

Share this post


Link to post
3 minutes ago, kraflab said:

There's a speed threshold of 1/16 in the physics for stopping an object. I'm not sure exactly how this translates to the floor scrolling speed threshold though. By the way, you can also address this by either adding a COMPLVL lump to the wad with value boom (or whatever the target is) or adding an OPTIONS lump to the wad with comp_voodooscroller 1. Then you wouldn't need to worry about the math to begin with.

 

Is there somewhere I can go to read how to do this?

Share this post


Link to post

The COMPLVL and OPTIONS lumps are just plaintext, so in SLADE or whatever you use to edit your wad you can just add a lump with the appropriate name and type in the values you want ("boom" for the COMPLVL lump, or "comp_voodooscroller 1" for the OPTIONS lump).

Share this post


Link to post
44 minutes ago, Shepardus said:

The COMPLVL and OPTIONS lumps are just plaintext, so in SLADE or whatever you use to edit your wad you can just add a lump with the appropriate name and type in the values you want ("boom" for the COMPLVL lump, or "comp_voodooscroller 1" for the OPTIONS lump).

That worked!

 

Thank you both so very much for your help!

 

 

edit: Is there a way to get GZDoom to follow the same behavior?

Edited by A.o.D.

Share this post


Link to post

So I just have a quick question,

 

I'm a bit confused on how "Max Totals" are supposed to work.

 

From the github page it seems that "Smart Totals" was renamed to "Max Totals", but I find that it doesn't always seem to work correctly like how PrBoom Plus UMAPINFO does.

 

I've noticed that "Max Totals" does nothing when it comes to ghost monsters in -complevel 2 , which can make maps that utilise ghost monsters a bit confusing especially when the player isn't meant to kill the ghosts. If I end the level without killing the ghosts, the stat screen will be correct with 100% kills, but the extended hud will not indicate that I have 100% kills.

 

"Max Totals" also seems to not recognise enemies killed by the "Die" MBF codepointer, so anyone playing any mapset that uses that codepointer, will never really know if they got 100% from the extended hud.

Share this post


Link to post
3 hours ago, Arsinikk said:

I've noticed that "Max Totals" does nothing when it comes to ghost monsters in -complevel 2 , which can make maps that utilise ghost monsters a bit confusing especially when the player isn't meant to kill the ghosts. If I end the level without killing the ghosts, the stat screen will be correct with 100% kills, but the extended hud will not indicate that I have 100% kills.

That's because ghost monsters aren't excluded from UV-Max requirements. You still need to kill them.

Share this post


Link to post
13 hours ago, Shepardus said:

That's because ghost monsters aren't excluded from UV-Max requirements. You still need to kill them.

I guess what my actual question should be what is the difference between using max totals and not?

 

Also does that mean that if I have a particular map that includes ghost monsters, that doesn't give the player a rocket launcher and has no enemies that can kill ghosts, that the map is impossible to UV-Max?

 

I guess I'm just wondering why the totals shown on PrBoom are different for DSDA Doom, and if it was a deliberate choice to change it.

 

Though, the "Die" and maybe even "Detonate" MBF codepointer of actors with +COUNTKILL not applying to the kills seems like an oversight (since the actors would basically kill themselves).

Share this post


Link to post
25 minutes ago, Arsinikk said:

I guess what my actual question should be what is the difference between using max totals and not?

 

I guess I'm just wondering why the totals shown on PrBoom are different for DSDA Doom, and if it was a deliberate choice to change it.

 

Though, the "Die" and maybe even "Detonate" MBF codepointer of actors with +COUNTKILL not applying to the kills seems like an oversight (since the actors would basically kill themselves).

The main difference between PrBoom+'s "smart totals" and dsda-doom's "max totals" is that when an enemy is resurrected by an arch-vile, it is subtracted from dsda-doom's counter but not PrBoom+'s, because UV-Max requires that you kill resurrected enemies (the enemies must be dead when you exit). I also remember smart totals behaving weirdly with Valiant's arachnorbs spawning from arachnotrons, while max totals adds those to the total monster count as intended. Not sure if there's anything else I forgot about.

 

I would guess the "Die" codepointer thing is an oversight, I've seen cases where the counter breaks due to weird Dehacked stuff.

 

25 minutes ago, Arsinikk said:

Also does that mean that if I have a particular map that includes ghost monsters, that doesn't give the player a rocket launcher and has no enemies that can kill ghosts, that the map is impossible to UV-Max?

Technically, yes. (I'm assuming there also aren't any barrels to blow up...) There are exceptions to the UV-Max rules made here and there (exactly what should be allowed is still a matter of debate), but under a strict interpretation of the current rules, a UV-Max would not be possible.

Share this post


Link to post

Since speedrunners are the target audience for most features in dsda-doom, the stats are based on speedrunning rules. PRBoom+ has a different target audience, so its stats aren't :^)

Share this post


Link to post

Figured I'd ask here because I've really been enjoying this port... is there any way to add the doomguy face to the fullscreen HUD? I've seen a couple options for GZDoom. It would be really cool to replace the health pack icon with the face!

Share this post


Link to post

>something similar to what has been implemented in russian doom would be nice, too 

https://github.com/JNechaevsky/russian-doom/issues/262

 

For me the only concern I have with dsda-doom fullscreen hud is related to the order of the items. in doom you have from left to right:

AMMO | HEALTH | ARMOR. Because I am so muche used to vanilla and tend to use the maximum fullscreen mode,then end up checking my status from time to time with the -/+ keys.

 

This Russian Doom format looks quite good, but for me the way crispy does it is perfect because it matches exactly the vanilla order.

The dsda-doom way is similar to the ZDoom fullscreen hud and to the heretic way which is not the best for doom because we are so much used to look at the very left to see ammo and not health. Of couse I am not taking about the advanced boom-style hud which has its own merits.

 

Because dsda-doom is very focused towards demos and "purists". I think the fullscreen hud should match the position of the status bar, like crispy does. even though Vanilla does not have any kind of fullscreen hud.

I like very much the dsda-doom philosophy, I like how it does not try to fix vanilla cosmetic bugs that I am so much used to, for example if a fast door makes a single closing sound I always have the feeling it did not really close, I far prefer the colored sky with the invul. etc. Usually on prboom-plus I had to spend half an hour to sort all of those settings out and have a working config; here I just need the complevel.

 

By the way I made a PR for prboom-plus to add a vanilla_keymap option. any chances it will be merged in dsda-doom as well?

I use mostly non-us keymaps and dsda-doom is mostly unusable outside of the box with a non-us keymap (try the french one!). You actually need to change many bindings before it works and if you switch by mistake to another keymap, then you have a problem again... vanilla_keymap option fixes it by using a static mapping table from key scan-codes, like chocolate-doom does.

Share this post


Link to post

> This Russian Doom format looks quite good, but for me the way crispy does it is perfect because it matches exactly the vanilla order.

 

actually, Russian Doom displays each section in the same order as Crispy does

for example:

russian at screensize 13 looks the same as crispy at screensize 10 

russian at screensize 16 looks the same as crispy at screensize 13

 

what I find pleasing with the russian format is that it displays the ammo/health/arms/armor text labels, improving the hud readability for casual players

 

screensizes.zip

 

 

 

 

 

 

 

 

 

 

Edited by Delfino Furioso

Share this post


Link to post

I'm more likely to just remove the advanced hud than to update it :^)

 

Re: key mapping, assuming this is a low impact implementation then I will merge it into dsda-doom as well.

Share this post


Link to post

Like with the menus, I eventually plan on completely rewriting and restylizing the hud options. These kind of tasks are likely to just pop in when I feel particularly interested in rewriting some part of the code base over another.

Share this post


Link to post

I don't know what to make of it, but the software renderer seems a bit choppy whenever I use it, no matter which new version of DSDA-Doom it is or what settings I change. I can't pinpoint any particular reason why, either. I think it did run smooth in software mode at one point, but on a considerably earlier copy of it. EDIT: I have a hunch it was pre-0.20, since the 32bit renderer was removed around then. I figured I'd bring it up in case it's an issue or something specific to the renderer or my own laptop.

Edited by Eddie 2077 : Correction

Share this post


Link to post

If there's any time the software renderer performed significantly better, it would be on the old PrBoom+ 2.5.1.5 and earlier (before UMAPINFO), since those were built with a different compiler.

Share this post


Link to post
Just now, Shepardus said:

If there's any time the software renderer performed significantly better, it would be on the old PrBoom+ 2.5.1.5 and earlier (before UMAPINFO), since those were built with a different compiler.

 

Are you saying the software renderer in DSDA-Doom is more or less always that choppy? I might be misremembering, but I recall DSDA had a Crispy/Woof style software renderer that worked pretty good.

Share this post


Link to post

If by "Crispy/Woof" style you mean low-resolution, you can adjust the resolution in the general options. Lowering the resolution helps a lot with the software renderer's performance. Check the "exclusive fullscreen" options there too, they don't make much difference for me but they might for you.

Share this post


Link to post
15 minutes ago, Shepardus said:

If by "Crispy/Woof" style you mean low-resolution, you can adjust the resolution in the general options. Lowering the resolution helps a lot with the software renderer's performance. Check the "exclusive fullscreen" options there too, they don't make much difference for me but they might for you.

 

Well, I remember DSDA's software renderer being stable like Woof and Crispy's is at desktop resolution (technically 1366x768 for me, but my laptop has virtual scaling stuff on it and that's at 1920x1080). And both Crispy and Woof seem to run fine at desktop resolution. I don't know how it manages to be chunky at that resolution, though. I can try lower resolutions, though, and see if that does anything. EDIT: Lowering resolution does help, and so does the software exclusive fullscreen.

Edited by Eddie 2077 : Correction

Share this post


Link to post

Woof and Crispy Doom use an internal rendering resolution of 640x400 (or whatever the widescreen equivalent is) and scale it up to your display's resolution - that's what it looks chunky even at desktop resolution. Older versions of PrBoom+ (2.5.1.5 and earlier) will change your display's resolution to match the rendering resolution, but newer versions and dsda-doom won't touch your display's resolution and instead scale lower resolutions to fit the screen similarly to Woof and Crispy Doom, at least with the software renderer (I'm not sure if it's supposed to work with OpenGL, but for me low resolutions just render in the corner without getting scaled).

Share this post


Link to post
1 minute ago, Shepardus said:

Woof and Crispy Doom use an internal rendering resolution of 640x400 (or whatever the widescreen equivalent is) and scale it up to your display's resolution - that's what it looks chunky even at desktop resolution. Older versions of PrBoom+ (2.5.1.5 and earlier) will change your display's resolution to match the rendering resolution, but newer versions and dsda-doom won't touch your display's resolution and instead scale lower resolutions to fit the screen similarly to Woof and Crispy Doom, at least with the software renderer (I'm not sure if it's supposed to work with OpenGL, but for me low resolutions just render in the corner without getting scaled).

 

Is DSDA-Doom's software renderer meant for playing in low resolution, if that's how it works? Or is it meant to be played however, but the way it works means that it doesn't always have the best performance?

Share this post


Link to post
2 minutes ago, Shepardus said:

Choose whatever you like, I guess. I personally use 960x600 resolution on my 1920x1200 display.

 

Well, I want to play on software mode at 1920x1080, but the renderer is just a little too choppy to do it that way. That's kinda what I was getting at, but I don't explain things well sometimes. Other than lowering the resolution or switching to OpenGL, I can't get it to run smoothly enough.

Share this post


Link to post

Current dsda-doom has something like ~5% better performance in the software renderer compared to the current prboom+ and old versions of dsda-doom, because removing the higher bit variants reduced the complexity in some areas. In some cases the performance improvement is closer to 20% but this is uncommon from the testing I did. As far as why you are experiencing the reverse, I can't really guess. My gut feeling is something is different in your config itself.

Share this post


Link to post
30 minutes ago, kraflab said:

Current dsda-doom has something like ~5% better performance in the software renderer compared to the current prboom+ and old versions of dsda-doom, because removing the higher bit variants reduced the complexity in some areas. In some cases the performance improvement is closer to 20% but this is uncommon from the testing I did. As far as why you are experiencing the reverse, I can't really guess. My gut feeling is something is different in your config itself.

 

The config should be like a text file, right? I can post that, if you think it's the issue. EDIT: Here's all my config file shows: 

Spoiler

# Doom config file
# Format:
# variable   value

# System settings
process_priority                  0

# Misc settings
default_compatibility_level       -1
vanilla_keymap                    0
realtic_clock_rate                100
menu_background                   1
max_player_corpse                 32
flashing_hom                      0
endoom_mode                       0x5
level_precache                    1
demo_smoothturns                  0
demo_smoothturnsfactor            6

# Files
wadfile_1                         ""
wadfile_2                         ""
dehfile_1                         ""
dehfile_2                         ""

# Game settings
default_skill                     3
weapon_attack_alignment           0
sts_always_red                    1
sts_pct_always_gray               0
sts_traditional_keys              0
sts_armorcolor_type               1
show_messages                     1
autorun                           0

# Dehacked settings
deh_apply_cheats                  1

# Sound settings
snd_pcspeaker                     0
sound_card                        -1
music_card                        -1
pitched_sounds                    0
samplerate                        44100
slice_samplecount                 512
sfx_volume                        10
music_volume                      8
mus_pause_opt                     1
snd_channels                      32
snd_midiplayer                    "fluidsynth"
snd_soundfont                     "soundfonts/dsda-doom.sf2"
snd_mididev                       ""
full_sounds                       0
mus_extend_volume                 0
mus_fluidsynth_chorus             0
mus_fluidsynth_reverb             0
mus_fluidsynth_gain               50
mus_opl_gain                      50

# Video settings
videomode                         "Software"
screen_resolution                 "1920x1080"
custom_resolution                 ""
use_fullscreen                    1
exclusive_fullscreen              1
gl_exclusive_fullscreen           0
render_vsync                      1
tran_filter_pct                   66
screenblocks                      10
usegamma                          2
uncapped_framerate                1
dsda_fps_limit                    60
filter_wall                       1
filter_floor                      1
filter_sprite                     1
filter_z                          1
filter_patch                      1
filter_threshold                  49152
sprite_edges                      0
patch_edges                       0

# OpenGL settings
gl_arb_multitexture               1
gl_arb_texture_compression        1
gl_arb_texture_non_power_of_two   1
gl_ext_arb_vertex_buffer_object   1
gl_arb_pixel_buffer_object        1
gl_arb_shader_objects             1
gl_ext_blend_color                1
gl_ext_framebuffer_object         1
gl_ext_packed_depth_stencil       1
gl_ext_texture_filter_anisotropic 1
gl_use_stencil                    1
gl_use_display_lists              0
gl_finish                         1
gl_clear                          0
gl_ztrick                         0
gl_nearclip                       5
gl_colorbuffer_bits               32
gl_depthbuffer_bits               24
gl_texture_filter                 3
gl_sprite_filter                  0
gl_patch_filter                   0
gl_texture_filter_anisotropic     0
gl_tex_format_string              "GL_RGBA"
gl_sprite_offset                  0
gl_sprite_blend                   0
gl_mask_sprite_threshold          50
gl_skymode                        0
gl_sky_detail                     16
gl_use_paletted_texture           0
gl_use_shared_texture_palette     0

# Input settings
input_profile                     1
input_forward                     119 2 -1 | 119 -1 -1 | 119 2 -1
input_backward                    115 -1 -1 | 115 -1 -1 | 115 -1 -1
input_turnleft                    101 -1 -1 | 0 -1 -1 | 101 -1 -1
input_turnright                   113 -1 -1 | 0 -1 -1 | 113 -1 -1
input_speed                       182 -1 2 | 0 6 -1 | 182 -1 2
input_strafeleft                  97 -1 4 | 97 -1 -1 | 97 -1 4
input_straferight                 100 -1 5 | 100 -1 -1 | 100 -1 5
input_strafe                      184 1 1 | 0 -1 -1 | 184 1 1
input_autorun                     186 -1 -1 | 157 -1 -1 | 186 -1 -1
input_reverse                     47 -1 -1 | 47 -1 -1 | 47 -1 -1
input_use                         32 -1 3 | 101 -1 -1 | 32 -1 3
input_flyup                       46 -1 -1 | 46 -1 -1 | 46 -1 -1
input_flydown                     44 -1 -1 | 44 -1 -1 | 44 -1 -1
input_flycenter                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_mlook                       92 -1 -1 | 92 -1 -1 | 92 -1 -1
input_novert                      0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_weapon1                     49 -1 -1 | 49 -1 -1 | 49 -1 -1
input_weapon2                     50 -1 -1 | 50 -1 -1 | 50 -1 -1
input_weapon3                     51 -1 -1 | 51 -1 -1 | 51 -1 -1
input_weapon4                     52 -1 -1 | 52 -1 -1 | 52 -1 -1
input_weapon5                     53 -1 -1 | 53 -1 -1 | 53 -1 -1
input_weapon6                     54 -1 -1 | 54 -1 -1 | 54 -1 -1
input_weapon7                     55 -1 -1 | 55 -1 -1 | 55 -1 -1
input_weapon8                     56 -1 -1 | 56 -1 -1 | 56 -1 -1
input_weapon9                     57 -1 -1 | 57 -1 -1 | 57 -1 -1
input_nextweapon                  235 -1 -1 | 235 -1 -1 | 235 -1 -1
input_prevweapon                  236 -1 -1 | 236 -1 -1 | 236 -1 -1
input_toggleweapon                48 -1 -1 | 48 -1 -1 | 48 -1 -1
input_fire                        157 0 0 | 0 0 -1 | 157 0 0
input_setup                       0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_pause                       255 -1 -1 | 255 -1 -1 | 255 -1 -1
input_map                         9 -1 -1 | 9 -1 -1 | 9 -1 -1
input_soundvolume                 190 -1 -1 | 190 -1 -1 | 190 -1 -1
input_hud                         191 -1 -1 | 191 -1 -1 | 191 -1 -1
input_messages                    194 -1 -1 | 194 -1 -1 | 194 -1 -1
input_gamma                       215 -1 -1 | 215 -1 -1 | 215 -1 -1
input_spy                         216 -1 -1 | 216 -1 -1 | 216 -1 -1
input_zoomin                      61 -1 -1 | 61 -1 -1 | 61 -1 -1
input_zoomout                     45 -1 -1 | 45 -1 -1 | 45 -1 -1
input_screenshot                  42 -1 -1 | 298 -1 -1 | 42 -1 -1
input_savegame                    188 -1 -1 | 188 -1 -1 | 188 -1 -1
input_loadgame                    189 -1 -1 | 189 -1 -1 | 189 -1 -1
input_quicksave                   192 -1 -1 | 113 -1 -1 | 192 -1 -1
input_quickload                   195 -1 -1 | 195 -1 -1 | 195 -1 -1
input_endgame                     193 -1 -1 | 193 -1 -1 | 193 -1 -1
input_quit                        196 -1 -1 | 196 -1 -1 | 196 -1 -1
input_map_follow                  102 -1 -1 | 102 -1 -1 | 102 -1 -1
input_map_zoomin                  61 -1 -1 | 61 -1 -1 | 61 -1 -1
input_map_zoomout                 45 -1 -1 | 45 -1 -1 | 45 -1 -1
input_map_up                      173 -1 -1 | 173 -1 -1 | 173 -1 -1
input_map_down                    175 -1 -1 | 175 -1 -1 | 175 -1 -1
input_map_left                    172 -1 -1 | 172 -1 -1 | 172 -1 -1
input_map_right                   174 -1 -1 | 174 -1 -1 | 174 -1 -1
input_map_mark                    109 -1 -1 | 109 -1 -1 | 109 -1 -1
input_map_clear                   99 -1 -1 | 99 -1 -1 | 99 -1 -1
input_map_gobig                   48 -1 -1 | 48 -1 -1 | 48 -1 -1
input_map_grid                    103 -1 -1 | 103 -1 -1 | 103 -1 -1
input_map_rotate                  114 -1 -1 | 114 -1 -1 | 114 -1 -1
input_map_overlay                 111 -1 -1 | 111 -1 -1 | 111 -1 -1
input_map_textured                0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_chat                        116 -1 -1 | 116 -1 -1 | 116 -1 -1
input_chat_dest0                  103 -1 -1 | 103 -1 -1 | 103 -1 -1
input_chat_dest1                  105 -1 -1 | 105 -1 -1 | 105 -1 -1
input_chat_dest2                  98 -1 -1 | 98 -1 -1 | 98 -1 -1
input_chat_dest3                  114 -1 -1 | 114 -1 -1 | 114 -1 -1
input_chat_backspace              127 -1 -1 | 127 -1 -1 | 127 -1 -1
input_chat_enter                  13 -1 -1 | 13 -1 -1 | 13 -1 -1
input_speed_up                    0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_speed_down                  0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_speed_default               0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_demo_skip                   210 -1 -1 | 210 -1 -1 | 210 -1 -1
input_demo_endlevel               207 -1 -1 | 207 -1 -1 | 207 -1 -1
input_walkcamera                  304 -1 -1 | 304 -1 -1 | 304 -1 -1
input_join_demo                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_restart                     199 -1 -1 | 199 -1 -1 | 199 -1 -1
input_nextlevel                   209 -1 -1 | 209 -1 -1 | 209 -1 -1
input_showalive                   303 -1 -1 | 303 -1 -1 | 303 -1 -1
input_menu_down                   175 -1 -1 | 175 -1 -1 | 175 -1 -1
input_menu_up                     173 -1 -1 | 173 -1 -1 | 173 -1 -1
input_menu_left                   172 -1 -1 | 172 -1 -1 | 172 -1 -1
input_menu_right                  174 -1 -1 | 174 -1 -1 | 174 -1 -1
input_menu_backspace              127 -1 -1 | 127 -1 -1 | 127 -1 -1
input_menu_enter                  13 -1 -1 | 13 -1 -1 | 13 -1 -1
input_menu_escape                 27 -1 -1 | 27 -1 -1 | 27 -1 -1
input_menu_clear                  200 -1 -1 | 200 -1 -1 | 200 -1 -1
input_iddqd                       0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idkfa                       0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idfa                        0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idclip                      0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idbeholdh                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idbeholdm                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idbeholdv                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idbeholds                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idbeholdi                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idbeholdr                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idbeholda                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idbeholdl                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idmypos                     0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_idrate                      0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_iddt                        0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_ponce                       0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_shazam                      0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_chicken                     0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_lookup                      0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_lookdown                    0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_lookcenter                  0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_use_artifact                0 -1 -1 | 102 -1 -1 | 0 -1 -1
input_arti_tome                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_arti_quartz                 0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_arti_urn                    0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_arti_bomb                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_arti_ring                   0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_arti_chaosdevice            0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_arti_shadowsphere           0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_arti_wings                  0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_arti_torch                  0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_arti_morph                  0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_invleft                     0 -1 -1 | 112 -1 -1 | 0 -1 -1
input_invright                    0 -1 -1 | 108 -1 -1 | 0 -1 -1
input_store_quick_key_frame       0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_restore_quick_key_frame     0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_rewind                      0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_cycle_profile               0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_cycle_palette               0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_command_display             0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_strict_mode                 0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_console                     0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_coordinate_display          0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_avj                         0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_exhud                       0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_mute_sfx                    0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_mute_music                  0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_cheat_codes                 0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_notarget                    0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_jump                        0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_hexen_arti_incant           0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_hexen_arti_summon           0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_hexen_arti_disk             0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_hexen_arti_flechette        0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_hexen_arti_banishment       0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_hexen_arti_boots            0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_hexen_arti_krater           0 -1 -1 | 0 -1 -1 | 0 -1 -1
input_hexen_arti_bracers          0 -1 -1 | 0 -1 -1 | 0 -1 -1

# Mouse settings
use_mouse                         1
mouse_sensitivity_horiz           30
mouse_sensitivity_vert            1

# Joystick settings
use_joystick                      0

# Chat macros
chatmacro0                        "No"
chatmacro1                        "I'm ready to kick butt!"
chatmacro2                        "I'm OK."
chatmacro3                        "I'm not looking too good!"
chatmacro4                        "Help!"
chatmacro5                        "You suck!"
chatmacro6                        "Next time, scumbag..."
chatmacro7                        "Come here!"
chatmacro8                        "I'll take care of it."
chatmacro9                        "Yes"

# Automap settings
mapcolor_back                     0xf7
mapcolor_grid                     0x68
mapcolor_wall                     0x17
mapcolor_fchg                     0x37
mapcolor_cchg                     0xd7
mapcolor_clsd                     0xd0
mapcolor_rkey                     0xaf
mapcolor_bkey                     0xcc
mapcolor_ykey                     0xe7
mapcolor_rdor                     0xaf
mapcolor_bdor                     0xcc
mapcolor_ydor                     0xe7
mapcolor_tele                     0x77
mapcolor_secr                     0xfc
mapcolor_revsecr                  0x70
mapcolor_exit                     0x0
mapcolor_unsn                     0x68
mapcolor_flat                     0x58
mapcolor_sprt                     0x70
mapcolor_item                     0xe7
mapcolor_hair                     0xd0
mapcolor_sngl                     0xd0
mapcolor_me                       0x70
mapcolor_enemy                    0xb1
mapcolor_frnd                     0x70
map_secret_after                  0
map_point_coord                   0
map_level_stat                    1
automapmode                       0x8
map_always_updates                1
map_grid_size                     128
map_scroll_speed                  8
map_wheel_zoom                    1
map_use_multisamling              0
map_textured                      1
map_textured_trans                100
map_textured_overlay_trans        66
map_lines_overlay_trans           100
map_overlay_pos_x                 0
map_overlay_pos_y                 0
map_overlay_pos_width             320
map_overlay_pos_height            200
map_things_appearance             2

# Heads-up display settings
hudcolor_titl                     5
hudcolor_xyco                     3
hudcolor_mapstat_title            6
hudcolor_mapstat_value            2
hudcolor_mapstat_time             2
hudcolor_mesg                     6
hudcolor_chat                     5
hudcolor_list                     5
hud_msg_lines                     1
hud_list_bgon                     0
health_red                        25
health_yellow                     50
health_green                      100
armor_red                         25
armor_yellow                      50
armor_green                       100
ammo_red                          25
ammo_yellow                       50
ammo_colour_behaviour             2
hud_num                           6
hud_displayed                     0

# Prboom-plus heads-up display settings
hudadd_gamespeed                  0
hudadd_leveltime                  0
hudadd_demotime                   0
hudadd_secretarea                 0
hudadd_maxtotals                  0
hudadd_demoprogressbar            1
hudadd_crosshair                  0
hudadd_crosshair_scale            0
hudadd_crosshair_color            3
hudadd_crosshair_health           0
hudadd_crosshair_target           0
hudadd_crosshair_target_color     9
hudadd_crosshair_lock_target      0

# Prboom-plus mouse settings
mouse_acceleration                0
mouse_sensitivity_mlook           10
mouse_doubleclick_as_use          1
mouse_carrytics                   1

# Prboom-plus demos settings
demo_demoex_filename              ""
getwad_cmdline                    ""
demo_overwriteexisting            0
quickstart_window_ms              0

# Prboom-plus game settings
movement_strafe50                 0
movement_strafe50onturns          0
movement_shorttics                0
interpolation_maxobjects          0
speed_step                        0

# Prboom-plus misc settings
showendoom                        0
screenshot_dir                    ""
health_bar                        0
health_bar_full_length            1
health_bar_red                    50
health_bar_yellow                 99
health_bar_green                  0

# DSDA-Doom settings
dsda_strict_mode                  1
dsda_cycle_ghost_colors           0
dsda_auto_key_frame_interval      1
dsda_auto_key_frame_depth         60
dsda_auto_key_frame_timeout       10
dsda_exhud                        0
dsda_wipe_at_full_speed           1
dsda_show_demo_attempts           1
dsda_fine_sensitivity             40
dsda_hide_horns                   0
dsda_organized_saves              1
dsda_command_display              0
dsda_command_history_size         10
dsda_hide_empty_commands          1
dsda_coordinate_display           0
dsda_skip_quit_prompt             0
dsda_show_split_data              1
dsda_player_name                  "Anonymous"
dsda_quickstart_cache_tics        0
dsda_death_use_action             0
dsda_mute_sfx                     0
dsda_mute_music                   0
dsda_cheat_codes                  1
dsda_allow_jumping                0
dsda_parallel_sfx_limit           0
dsda_parallel_sfx_window          1
dsda_switch_when_ammo_runs_out    1
dsda_viewbob                      1
dsda_weaponbob                    1

# Video capture encoding settings
cap_soundcommand                  "ffmpeg -f s16le -ar %s -ac 2 -i - -c:a libopus -y temp_a.nut"
cap_videocommand                  "ffmpeg -f rawvideo -pix_fmt rgb24 -r %r -s %wx%h -i - -c:v libx264 -y temp_v.nut"
cap_muxcommand                    "ffmpeg -i temp_v.nut -i temp_a.nut -c copy -y %f"
cap_tempfile1                     "temp_a.nut"
cap_tempfile2                     "temp_v.nut"
cap_remove_tempfiles              1
cap_fps                           60

# Prboom-plus video settings
sdl_video_window_pos              "center"
palette_ondamage                  1
palette_onbonus                   1
palette_onpowers                  1
render_wipescreen                 1
render_screen_multiply            1
integer_scaling                   1
render_aspect                     0
render_doom_lightmaps             0
fake_contrast                     1
render_stretch_hud                1
render_patches_scalex             0
render_patches_scaley             0
render_stretchsky                 1
sprites_doom_order                1
movement_mouselook                0
movement_mousenovert              0
movement_maxviewpitch             90
movement_mousestrafedivisor       4
movement_mouseinvert              0

# Prboom-plus OpenGL settings
gl_allow_detail_textures          1
gl_detail_maxdist                 0
render_multisampling              0
render_fov                        90
gl_spriteclip                     2
gl_spriteclip_threshold           10
gl_sprites_frustum_culling        1
render_paperitems                 0
gl_boom_colormaps                 1
gl_hires_24bit_colormap           0
gl_texture_internal_hires         1
gl_texture_external_hires         0
gl_hires_override_pwads           0
gl_texture_hires_dir              ""
gl_texture_hqresize               0
gl_texture_hqresize_textures      1
gl_texture_hqresize_sprites       0
gl_texture_hqresize_patches       1
gl_motionblur                     0
gl_motionblur_min_speed           "21.36"
gl_motionblur_min_angle           "20.0"
gl_motionblur_att_a               "55.0"
gl_motionblur_att_b               "1.8"
gl_motionblur_att_c               "0.9"
gl_lightmode                      0
gl_light_ambient                  20
gl_fog                            1
gl_fog_color                      0x0
useglgamma                        7
gl_color_mip_levels               0
gl_shadows                        0
gl_shadows_maxdist                1000
gl_shadows_factor                 128
gl_blend_animations               0

# Prboom-plus emulation settings
overrun_spechit_warn              0
overrun_spechit_emulate           1
overrun_reject_warn               0
overrun_reject_emulate            1
overrun_intercept_warn            0
overrun_intercept_emulate         1
overrun_playeringame_warn         0
overrun_playeringame_emulate      1
overrun_donut_warn                0
overrun_donut_emulate             0
overrun_missedbackside_warn       0
overrun_missedbackside_emulate    0

# Prboom-plus 'bad' compatibility settings
comperr_zerotag                   0
comperr_passuse                   0
comperr_hangsolid                 0
comperr_blockmap                  0
comperr_freeaim                   0

# Prboom-plus launcher settings
launcher_enable                   0
launcher_history0                 ""
launcher_history1                 ""
launcher_history2                 ""
launcher_history3                 ""
launcher_history4                 ""
launcher_history5                 ""
launcher_history6                 ""
launcher_history7                 ""
launcher_history8                 ""
launcher_history9                 ""

# Prboom-plus demo patterns list. Put your patterns here
demo_patterns_mask                "demo_pattern"
demo_pattern0                     "DOOM 2: Hell on Earth/((lv)|(nm)|(pa)|(ty))\d\d.\d\d\d\.lmp/doom2.wad"
demo_pattern1                     "DOOM 2: Plutonia Experiment/p(c|f|l|n|p|r|s|t)\d\d.\d\d\d\.lmp/doom2.wad|plutonia.wad"
demo_pattern2                     "DOOM 2: TNT - Evilution/((e(c|f|v|p|r|s|t))|(tn))\d\d.\d\d\d\.lmp/doom2.wad|tnt.wad"
demo_pattern3                     "The Ultimate DOOM/(((e|f|n|p|r|t|u)\dm\d)|(n\ds\d)).\d\d\d\.lmp/doom.wad"
demo_pattern4                     "Alien Vendetta/a(c|f|n|p|r|s|t|v)\d\d.\d\d\d\.lmp/doom2.wad|av.wad|av.deh"
demo_pattern5                     "Requiem/r(c|f|n|p|q|r|s|t)\d\d.\d\d\d\.lmp/doom2.wad|requiem.wad|req21fix.wad|reqmus.wad"
demo_pattern6                     "Hell Revealed/h(c|e|f|n|p|r|s|t)\d\d.\d\d\d\.lmp/doom2.wad|hr.wad|hrmus.wad"
demo_pattern7                     "Memento Mori/mm\d\d.\d\d\d\.lmp/doom2.wad|mm.wad|mmmus.wad"
demo_pattern8                     "Memento Mori 2/m2\d\d.\d\d\d\.lmp/doom2.wad|mm2.wad|mm2mus.wad"

# Weapon preferences
weapon_choice_1                   6
weapon_choice_2                   9
weapon_choice_3                   4
weapon_choice_4                   3
weapon_choice_5                   2
weapon_choice_6                   8
weapon_choice_7                   5
weapon_choice_8                   7
weapon_choice_9                   1
 

 

Edited by Eddie 2077 : Added info

Share this post


Link to post

Crispy and Woof! use a different algorithm to calculate fractional tics for frame interpolation. Maybe this makes a difference in certain settings. 

Share this post


Link to post

I'd suggest turning off vsync (render_vsync) and the fps limit (dsda_fps_limit), or at least raising the limit. Both of these are on the first page of general options. Since the FPS limit is a maximum, setting it to 60 means that if even one frame takes longer than 1/60 of a second then you'll get under 60 frames in that second. Little instabilities like that can have a big impact on the perceived choppiness of the game. The FPS limiter was added in 0.21 and revised in 0.22, so I guess that's when it started being choppy for you.

Share this post


Link to post
Guest
This topic is now closed to further replies.
×