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fabian

This is Woof! 14.5.0 (Apr 30, 2024)

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Sorry, but how do you get the D4V extra weapons running w/ Woof! again? Ik, I'm a dumbass for forgetting after a long time but I'm gonna write it down so I won't forget. The usual -nodeh -deh parameters don't work, wasn't it something else?

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44 minutes ago, VoanHead said:

The usual -nodeh -deh parameters don't work, wasn't it something else?

Try -nodehlump.

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Thanks very much for your work on this port - it's my favourite way to play Classic Doom. I love the low resolution with hardware scaling to widescreen.

 

I've found a problem when using WOOFHUD lump with sttime bottomright: the time is bouncing off the right side as the milliseconds count up. Is it possible to have a little bit of padding added by default to prevent this happening (I guess large enough to account for the widest digits)?

 

I did try manually specifying coordinates but with sttime 319 159 (closest alignment I could find - 320 produces an error), the gap is a bit too large with the right side of the screen.

 

Also, is it possible to have the hud_secret_message shown as a normal message (i.e. top right or centred as selected by message_centered) - or even better would it be possible to add it as a WOOFHUD lump-configurable option? Also is it possible to change the colour of this message? I'm trying to replicate the Unity port appearance which has the secret messages displayed the same as pickup messages.

 

Finally, monsec is currently a single line; any plans to have an option to display the values on separate lines as in Crispy Doom?

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6 hours ago, orffen said:

Thanks very much for your work on this port - it's my favourite way to play Classic Doom. I love the low resolution with hardware scaling to widescreen.

 

Thank you! 

 

6 hours ago, orffen said:

I've found a problem when using WOOFHUD lump with sttime bottomright: the time is bouncing off the right side as the milliseconds count up. Is it possible to have a little bit of padding added by default to prevent this happening (I guess large enough to account for the widest digits)?

 

Alright. I think I'll add a padding to the right of right aligned widgets. 

 

6 hours ago, orffen said:

Also, is it possible to have the hud_secret_message shown as a normal message (i.e. top right or centred as selected by message_centered) - or even better would it be possible to add it as a WOOFHUD lump-configurable option? Also is it possible to change the colour of this message? I'm trying to replicate the Unity port appearance which has the secret messages displayed the same as pickup messages.

 

There are no such plans, though it should be possible to expose the secret message widget to the WOOFHUD interface. 

 

Showing the secret message as a simple player message is of course the most naive implementation, and I think I had it this way in Crispy for a short time very early during its development. The issue is that secret sectors very often contain goodies to pick up and thus the secret mage is instantly overridden by the next pickup message, and is thus never really recognized. 

 

6 hours ago, orffen said:

Finally, monsec is currently a single line; any plans to have an option to display the values on separate lines as in Crispy Doom?

 

No such plans currently, but this has been requested before. I'll see if I can come up with something. No promises, though. 

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Thanks Fabian! 

 

14 minutes ago, fabian said:

Showing the secret message as a simple player message is of course the most naive implementation, and I think I had it this way in Crispy for a short time very early during its development. The issue is that secret sectors very often contain goodies to pick up and thus the secret mage is instantly overridden by the next pickup message, and is thus never really recognized. 

 

Ahh, I hadn't thought of that. But, not sure it's a big problem - in the Unity port it's just overridden. I think allowing it to be coloured would be enough - if it's a golden colour compared to the usual red pickup messages it will stand out in the second it flashes up.

 

On the other hand, if it was WOOFHUD lump customisable I could have it come up in topright instead. But, isn't topleft automatically adjusted already? I have my monsec up there and it automatically moves down when a pickup message comes up. So it could appear (would it shift down monsec?) and then remain there for a short time while pickup messages continue to appear above it.

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So far, saves from older versions work as i'm updating to newer ones.

 

Is this going to be changed in the future? Other engines are too bothersome to update (like Raze) because the saves break.

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The goal is to always maintain save compatibility. You can even load saves from DOS MBF.

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Hi! Not sure if this is a bug with UMAPINFO or the port, but exiting the difficulty selection when there's only one episode defined will show the episode selection.

Example with KDiKDiZD:

Spoiler

woof0000.png.585c99d1e1eaed0945ead84377104d3b.png

I reported it in Nugget Doom and was asked to test it in Woof, and I can confirm it does happen in this port aswell.

Edited by sencuss : Edited to fix a grammar issue.

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For me, there is no episode selection in KDiKDiZD. Are you using the latest version of Woof and KDiKDiZD?

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23 minutes ago, rfomin said:

For me, there is no episode selection in KDiKDiZD. Are you using the latest version of Woof and KDiKDiZD?

I am using the latest version of Woof and the idgames version of KDiKDiZD.

Note that I hit backspace in the difficulty selection in attempt to return to the main menu, and it sent me to the episode selection.

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31 minutes ago, sencuss said:

Note that I hit backspace in the difficulty selection in attempt to return to the main menu, and it sent me to the episode selection.

Thanks for the bug report, it will be fixed.

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A few bugs for binding keys, on Linux:

 

If I try to bind numpad + to an action (in this case automap zoom in), it works but gets displayed as "+" just like the normal plus sign, and saved as such in woof.cfg on exit. When I restart woof that action then only works with normal plus sign.

 

If I try to bind numpad 5, Woof displays the keyname as "junk" and segfaults when I exit. The action bound to numpad 5 works until exiting.

 

I don't either of these problems on Crispy Doom, DSDA-Doom, or PrBoom+.

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@plums This should be fixed in the current master on GitHub, we have added support for numpad binding.

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1 hour ago, plums said:

If I try to bind numpad 5, Woof displays the keyname as "junk" and segfaults when I exit.

 

Though it's now possible to bind numpad keys, the port shouldn't crash when binding a "junk" key in the first place. 

 

Edit: fixed. 

Edited by fabian

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I'm having an issue with one of the weapon addons for D4V. Normally a command line like this is necessary for them to work:

-file d4v.wad -nodeh -deh d4v.deh 4_har.deh

This works fine in Crispy Doom, but not in Woof, where having the heavy assault rifle causes it to keep firing with no input from the player, and switching to another weapon isn't possible until ammo is depleted. The strange thing is, I don't think this was an issue when "-nodehlump" was the necessary parameter in Woof as opposed to just "-nodeh".

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Looks like the renaming of the `- nodehlump` parameter to `-nodeh` was incomplete. Could you please try and pass both parameters until we fixed this? 

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Using "-nodehlump" just makes the program refuse to start, which I think also happened with "-nodeh" before.

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Okay, so it's just broken currently. I have fixed it in git, but this doesn't help for the released version. :-/

 

Edit: if you're feeling adventurous, you could open woof.dll in a hex editor, search for the "-nodehlump" string and replace the 'l' char with a '\00' byte. Just an idea. :D

Edited by fabian

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I recall there being a lump supported by PrBoom+um that let you define the color each thing type's blood, my memory may be playing tricks on me but does anything similar exist in Woof (and if not is adding it as a feature a possibility)? 

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2 minutes ago, dististik said:

I recall there being a lump supported by PrBoom+um that let you define the color each thing type's blood, my memory may be playing tricks on me but does anything similar exist in Woof (and if not is adding it as a feature a possibility)? 

The Blood color attribute in DeHackEd patches should do the trick.

 

Here's a little DEH patch I made to change some blood colors. I hope it serves as reference:

Spoiler

Patch File for DeHackEd v3.0

Doom version = 2021
Patch format = 6


Thing 15 (Cacodemon)
Blood color = 0

Thing 16 (Baron of Hell)
Blood color = 0

Thing 18 (Hell Knight)
Blood color = 0

 

 

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Would you know any way to match the mouse sensitivity to what I have in chocolate doom (16)? I used to have it down (was either 5 or 10) but now I can't figure it out.

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Mouse sensitivity settings should be exactly the same as in Choco/Crispy. We also copied the mouse acceleration settings from Choco/Crispy, see Options->General->Mouse Settings.

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15 hours ago, rfomin said:

Mouse sensitivity settings should be exactly the same as in Choco/Crispy. We also copied the mouse acceleration settings from Choco/Crispy, see Options->General->Mouse Settings.

 

I had totally missed the acceleration setting, thanks.

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On 8/1/2023 at 9:07 AM, rfomin said:

Mouse sensitivity settings should be exactly the same as in Choco/Crispy. We also copied the mouse acceleration settings from Choco/Crispy, see Options->General->Mouse Settings.

 

What confuses me a bit are the values for horizontal: strafe and vertical: move.

In Choco, I disable vertical mouse movement as a whole: so I also set 0 as a value for vertical: move in Crispy/Woof. Do I need to set to 0 horizontal: strafe too to match Choco completely? If not, how does that value affect my mouse sensitivity?

 

There's also a slight discrepancy between the max values between Crispy and Woof: for example the slider for horizontal: turn in the former is 20, while it's 23 in the latter. So does Crispy's 20 equal Woof's 23? Empirically, it seems not ( so 20 = 20 in both ports), but I'd like to be sure.

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 While I love Woof and Nugget for their aesthetic, but for some weird reason they're constantly crashing, when I sometimes load save game in big wads like Return to TNT (by Deathwish) and Early Mass, it's annoying like hell and I don't even know the reason why it behaves like that... 

In DSDA it's alright, but maybe it's fixable? Can I find logs somewhere or maybe you can test it for yourself, if you're willing to spare time, it's not rare situation in that kind of maps.

[To replicate my situation, you need to load your save game often, I got crashes when I reloaded my game every 5 second, for example, when I need to get megasphere by Arch-vile jump]

Edited by Vanilla+Unicorn

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45 minutes ago, Vanilla+Unicorn said:

for some weird reason they're constantly crashing, when I sometimes load save game in big wads

A possibly related issue (most likely the same issue you're encountering) has been reported a while ago, and fixed just a few days ago.

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In vanilla Doom, the sky texture is stretched towards the edges of the screen, and squished towards the center. Linear Sky Scrolling should disable that effect. See the following GIF:

Spoiler

ezgif.com-gif-maker(1).gif.d5afe930bd22301c745e78522aadfd97.gif

 

 

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