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

This is Woof! 15.0.0 (Nov 23, 2024)

Recommended Posts

1 hour ago, NightFright said:

Is there anything which prevents this from being implemented here as well?

 

It's planned, we just need to finish the current features first. We also probably want to make it demo-compatible and speed it up if possible (it's slow on giant levels).

Share this post


Link to post

Amazing. This is going to be (another) good year for the development of this port. Quite possibly its best one yet.

 

And yeah, I've read that in massive slaughter maps people recommend to reduce the amount of stored keyframes and/or increase storing intervals.

Edited by NightFright

Share this post


Link to post
On 1/16/2024 at 1:34 AM, fabian said:

 

This should work, though. I am testing line length against an unnecessary margin value. This is fixed now.

 

Hm, I tested with a dev build that should have the fix, but the text is still cut off:

 

screenshot_woof_dbp13.png.2610f4abecad4f7163c636a4c47286ab.png

 

Is the intention to have the text scroll to the next line? That would look odd too maybe. It's so minor that I'm happy just shortening the wording, also. 

Share this post


Link to post
18 hours ago, NightFright said:

Amazing. This is going to be (another) good year for the development of this port. Quite possibly its best one yet.

 

For me, the rewind killer feature has been saving me from accidentally exiting a level, or hitting the restart key by accident, things like that. It's really flexible and a nice time saver. I'd also suggest the tag finder feature is worth considering for Woof. It's fun using it to puzzle something out.

Share this post


Link to post
4 hours ago, pantheon said:

 

Hm, I tested with a dev build that should have the fix, but the text is still cut off:

 

screenshot_woof_dbp13.png.2610f4abecad4f7163c636a4c47286ab.png

 

Is the intention to have the text scroll to the next line? That would look odd too maybe. It's so minor that I'm happy just shortening the wording, also. 

 

This has always happened with font lumps larger than 8x8.

Share this post


Link to post

Maybe the solution could then be to shrink those internally to default sizes?

 

(BTW, which PWAD is this?)

Share this post


Link to post
5 hours ago, NightFright said:

(BTW, which PWAD is this?)

 

Judging from the HUD and Doomguy's mugshot, that it is DBP13: Alien Bastards!

Share this post


Link to post

Correct. I see the issue now. Some of the font lumps are wider than they should be, 9-11 px. That sums up when used several times in a message line.

 

PS: In Crispy there's no issue with the text. It easily fits into one line. Using widescreen mode, that is. But I guess that goes for Woof as well.

Edited by NightFright

Share this post


Link to post

I noticed some stuttering with the latest build when using the high quality in graphics option, seems gone when set to double resolution (always using capped framerate). Is there a way to toggle a fps counter in game? Probably my weak pc fault, but I'll ask anyway.

Share this post


Link to post

Fps are okay, not always stable at 35 but pretty close. Seems the problem goes away for a while if I pause and alt tab to reopen the game window... This happens even with quality set on double, so I was wrong before. The problem happens regardless of the map or number of enemies. I tested with dsda-doom on the same setting (same resolution, capped frames, software renderer) and it works fine. Edit. I forgot I sometimes noticed the status bar blinking / glitching, maybe it's related

Share this post


Link to post
1 hour ago, xelax said:

I noticed some stuttering with the latest build when using the high quality in graphics option, seems gone when set to double resolution (always using capped framerate).

 

There were issues with capped framerate in the development version, which have recently been fixed. Do you build it yourself or use artifacts?

Share this post


Link to post
32 minutes ago, xelax said:

I built it myself just before posting

 

Which OS? Does the latest released version (Woof 12.0.2) work?

Share this post


Link to post

speaking of artifacts, I've noticed that "fix tab-alignment for right-aligned HUD widgets" has been merged to master

 

I thought it was related to an issue I've noticed for some time using my custom woofhud

but it doesn't seems so, since on my end the level time widget seems to have some kind of offset:

 

Spoiler

when right aligned (notice the 1-char-width margin): 

woof0000.png.7b7bad207c61183fea12fcab57396e07.png

 

 

when centered (notice how the time widget is slightly more to the left than the time widget):

woof0001.png.1701832d98590a06bc92005059eda5d8.png

 

 

my hud setup: WOOFHUD.zip

Share this post


Link to post
55 minutes ago, rfomin said:

 

Which OS? Does the latest released version (Woof 12.0.2) work?

Arch linux, using the aur package woof-doom-git. I'm using git version because Woof 12.0.2 doesn't allow to organize savegames (like I'm used with other ports such as dsda or prboom) . I used 12.0.2 before and I don't remember having this problem, but I'll test again.

Share this post


Link to post
48 minutes ago, liPillON said:

but it doesn't seems so, since on my end the level time widget seems to have some kind of offset

 

Indeed it has a tab at the end to prevent it from jumping around as the time (and thus string width) changes. 

Share this post


Link to post
5 hours ago, xelax said:

Arch linux, using the aur package woof-doom-git.

 

Apparently it was updated on 2024-01-25, since then we have had some changes and fixes that may affect performance. Does the uncapped mode work better?

Share this post


Link to post
13 minutes ago, rfomin said:

 

Apparently it was updated on 2024-01-25, since then we have had some changes and fixes that may affect performance. Does the uncapped mode work better?

Hmm I am pretty sure that git packages just get the latest source? Pacman reports this version: 12.0.0.r256.491e64c4-1

About uncapped mode, sorry I don't use it because I have bad pc and don't want to hear the laptop fans...  I tested using latest the 12.0.2 version AppImage on github and the problem with stutter and status bar glitch seems gone, at least for now... :)

Share this post


Link to post

Wow, the new video menu is great! The possibility to define a maximum resolution and choose if it is handled as dynamic or static res is great.

So everyone should get his/her dream-resolution. A masterpiece for resolution-fetishists :)

 

On my 4k TV i can now set a max res of 1920x1000 (500%) and the picture is far more stable as it can not change anymore to too high resolutions my PC can not handle stable.

 

Same on my AMD notebook with 2560x1600/120Hz display.

Here i set 1920x1000 too and the resolution changes (with voxel models) from sometimes really rare 600p in movement (and so not really noticeable) as lowest resolution to max 1000p. That is great!

 

In every case the framerate is rockstable at the given framelimit.

 

For me the dynamic res and all options in the video menu are now perfect.

 

Thank you for your efforts. My favorite BOOM/MBF port has done a great step forward.

 

 

Edited by Meerschweinmann

Share this post


Link to post

I gotta agree, the new settings menu absolutely kicks ass! Might even be the best one I've seen in pretty much ANY Boom port so far. Finally you don't have to go through several pages any more until you reach all the settings. Now it's like tabs - sorted, compact, systematic. Well done and totally worth the waiting time.

Share this post


Link to post

Is there a possibility to implement this alternate hud from DSDA Doom into Woof / Nugget?
Personally, I prefer it more than standard variant and currently available alternate huds, cause it fits all my needs of being minimalist, readable, and informative, but sadly it only remains in DSDA Doom and there's no Woof nor NUGHUD variant, =(

moTh7oP.png

Edited by Vanilla+Unicorn

Share this post


Link to post

Have I already mentioned how cool it is to be able to turn autoloaded voxels on and off in latest dev builds?

Share this post


Link to post
16 minutes ago, NightFright said:

Have I already mentioned how cool it is to be able to turn autoloaded voxels on and off in latest dev builds?

 

Oh, good that you mentioned it. That is really a nice feature to disable temporary autoloaded voxels in extremely monster-overfilled pwads.

Share this post


Link to post

Another useful scenario is when you have a PWAD featuring sprite replacements and you want to avoid that voxels override them. (Unless maybe you don't like the new graphics and prefer the originals.) Besides that, you can admire how faithfully those voxels replicate their sprite counterparts.

 

*EDIT*

Technical question: Is Woof parsing anything from VoxelDoom besides the KVX files themselves? There's a VOXELDEF lump to adjust some voxel alignments, for example. Is that relevant for this port at all or can it be omitted?

Edited by NightFright

Share this post


Link to post

I have checked the latest build, and hey i have to say it again, i love this new menu.

That the menu background is transparent at default is a nice thing too,

because so newcomers have not to find the background option first and can see instant what the options change.

 

And hey, the voxel on/off option is nice. Even it is not the main reason for this option,

but i had compared every voxel model against the sprites with these option :)

 

That option confirmed me what i thought as Voxel DOOM was released. Some monsters/objects have other dimensions.

Share this post


Link to post
13 hours ago, NightFright said:

Technical question: Is Woof parsing anything from VoxelDoom besides the KVX files themselves? There's a VOXELDEF lump to adjust some voxel alignments, for example. Is that relevant for this port at all or can it be omitted?

 

So far, only KVX. I haven't investigated VOXELDEF yet, we will look into it (not in the upcoming version).

Share this post


Link to post

Any chance we could get support for parsing obituary messages for additional Dehacked actors from the LANGUAGE lump as in GZDoom?

 

For instance, I've added a Dehacked thing with thing number 152. In GZDOOM, it offsets the number by -1 and retrieves the obituary from the LANGUAGE lump in the following format:

 

Obituary_Deh_Actor_151  = "%o was unsummoned by the summoner.";

 

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×