GoneAway Posted January 30, 2022 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. 3 Share this post Link to post
A.o.D. Posted January 30, 2022 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? 0 Share this post Link to post
Shepardus Posted January 30, 2022 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). 2 Share this post Link to post
A.o.D. Posted January 30, 2022 (edited) 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 January 30, 2022 by A.o.D. 0 Share this post Link to post
Arsinikk Posted January 31, 2022 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. 0 Share this post Link to post
Shepardus Posted January 31, 2022 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. 4 Share this post Link to post
Arsinikk Posted January 31, 2022 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). 0 Share this post Link to post
Shepardus Posted January 31, 2022 (edited) 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. 2 Share this post Link to post
GoneAway Posted January 31, 2022 (edited) 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 :^) 5 Share this post Link to post
pantheon Posted February 3, 2022 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! 0 Share this post Link to post
liPillON Posted February 3, 2022 something similar to what has been implemented in russian doom would be nice, too https://github.com/JNechaevsky/russian-doom/issues/262 1 Share this post Link to post
Ramon_Demestre Posted February 3, 2022 >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. 0 Share this post Link to post
liPillON Posted February 3, 2022 (edited) > 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 February 3, 2022 by Delfino Furioso 0 Share this post Link to post
GoneAway Posted February 3, 2022 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. 2 Share this post Link to post
GoneAway Posted February 3, 2022 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. 2 Share this post Link to post
GoneAway Posted February 8, 2022 Updated to v0.24.0 Apologies for the slow development, but I've spent a lot of time refactoring. All the UMAPINFO and hexen's MAPINFO code has been refactored and abstracted in this release in order to prepare the code base for doom-in-hexen MAPINFO capabilities (coming soon). If you notice any issues with UMAPINFO please let me know. This release adds support for poly objects in the doom-in-hexen format (e.g., doors that open by sliding horizontally). Poly objects are silent right now - the hexen implementation involves sound definitions that aren't set up for doom yet. There are also some graphical glitches in some contexts (especially with large poly objects). These can mostly be mitigated by organizing your sectors in a certain way...I'm guessing the authors of hexen worked around these constraints. It's already better than it is in hexen, but more improvements will be coming. In case you missed it, v0.23 has a crash in the software renderer that could pop up at any time. I recommend updating to this version when you can. What's new: Miscellaneous Add vanilla_keymap option in config file for alternate keyboards (pr+) Fixed a potential crash in hexen map storage Fixed a key frame / save file infinite loop (Jan Chochol) Fixed an interpolation error that caused a crash in the software renderer Doom in Hexen New thing types MapSpot MapSpotGravity TeleportDest2 TeleportDest3 PolyAnchor PolySpawn PolySpawnCrush PolySpawnHurt New line specials Polyobj_StartLine Polyobj_RotateLeft Polyobj_RotateRight Polyobj_Move Polyobj_ExplicitLine Polyobj_MoveTimes8 Polyobj_DoorSwing Polyobj_DoorSlide Polyobj_OR_MoveToSpot Polyobj_MoveToSpot Polyobj_Stop Polyobj_MoveTo Polyobj_OR_MoveTo Polyobj_OR_RotateLeft Polyobj_OR_RotateRight Polyobj_OR_Move Polyobj_OR_MoveTimes8 download 23 Share this post Link to post
GoneAway Posted February 8, 2022 Huge shoutout to @Master Medi and @Rayziik who spent countless hours debugging the software renderer crash with me! 8 Share this post Link to post
Dweller Dark Posted February 8, 2022 (edited) 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 February 8, 2022 by Eddie 2077 : Correction 0 Share this post Link to post
Shepardus Posted February 8, 2022 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. 2 Share this post Link to post
Dweller Dark Posted February 8, 2022 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. 0 Share this post Link to post
Shepardus Posted February 8, 2022 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. 1 Share this post Link to post
Dweller Dark Posted February 8, 2022 (edited) 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 February 8, 2022 by Eddie 2077 : Correction 0 Share this post Link to post
Shepardus Posted February 8, 2022 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). 2 Share this post Link to post
Dweller Dark Posted February 8, 2022 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? 0 Share this post Link to post
Shepardus Posted February 8, 2022 Choose whatever you like, I guess. I personally use 960x600 resolution on my 1920x1200 display. 2 Share this post Link to post
Dweller Dark Posted February 8, 2022 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. 0 Share this post Link to post
GoneAway Posted February 8, 2022 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. 3 Share this post Link to post
Dweller Dark Posted February 8, 2022 (edited) 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 February 8, 2022 by Eddie 2077 : Added info 0 Share this post Link to post
fabian Posted February 8, 2022 Crispy and Woof! use a different algorithm to calculate fractional tics for frame interpolation. Maybe this makes a difference in certain settings. 1 Share this post Link to post
Shepardus Posted February 8, 2022 (edited) 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. 5 Share this post Link to post