Meerschweinmann Posted February 17 3 hours ago, rfomin said: I admit that we made a tiny change to the weapon sprite rendering from the previous version. I think we should revert it, it doesn't fix much. With the latest Action/Fix at Github i can't reproduce the wrong pixels on top of the pistol with 200% and 400%. With higher res i did not notice it as before. But all that could also depend on native screen resolution too. 0 Share this post Link to post
Scorcher Posted February 17 Also small nitpick, but I miss when the dark overlay on the automap used to 'fade in' instead of just darkening instantly like it does now. 0 Share this post Link to post
gendlin Posted February 17 (edited) Thanks for fixing input latency, feels much better 👍 Edited February 18 by dr.dendrite 1 Share this post Link to post
ceski Posted February 17 10 minutes ago, Scorcher said: Also small nitpick, but I miss when the dark overlay on the automap used to 'fade in' instead of just darkening instantly like it does now. That's an intentional change. Even though the "fading" effect is nice the first few times, it's more important to have instant feedback and responsiveness for both the menu and the automap. 3 Share this post Link to post
Ar_e_en Posted February 18 I downloaded the Linux Appimage version of Version 14. Looking forward to check out the voxel support! Although, I have one complaint - the options menu seems to have a lot of the options removed from it, most notably - the game breaking bugs settings (Spechits overflows, Interceps overflows, etc.) seem to have been removed, which is a shame because some limit removing maps might break because of this. 0 Share this post Link to post
Alaux Posted February 18 9 minutes ago, Ar_e_en said: Although, I have one complaint - the options menu seems to have a lot of the options removed from it, most notably - the game breaking bugs settings (Spechits overflows, Interceps overflows, etc.) seem to have been removed, which is a shame because some limit removing maps might break because of this. Those settings should still be available in woof.cfg, with the prefixes comp_ and emu_. 4 Share this post Link to post
ceski Posted February 18 @dr.dendrite I briefly saw your issue in your post before you removed it. Were you also using capped framerate ("Uncapped Framerate: No" in the menu)? 0 Share this post Link to post
rfomin Posted February 18 41 minutes ago, Ar_e_en said: Although, I have one complaint - the options menu seems to have a lot of the options removed from it, most notably - the game breaking bugs settings (Spechits overflows, Interceps overflows, etc.) seem to have been removed, which is a shame because some limit removing maps might break because of this. Now these options are only available in the config. Perhaps we should put some of them back in the Doom Compatibility menu, but I'm not sure which ones. I've seen some broken maps with spechits/interceps overflows disabled, but none with them enabled (all overflows enabled for complevel vanilla). I'm interested in examples. 1 Share this post Link to post
plums Posted February 18 29 minutes ago, rfomin said: I've seen some broken maps with spechits/interceps overflows disabled, but none with them enabled (all overflows enabled for complevel vanilla). I'm interested in examples. Various TimeOfDeath maps suggest disabling intercepts overflows. pppp-3426 from https://dsdarchive.com/wads/pppp triggers an intercept overflow, the text file instructs you to turn intercepts emulation off and it will desync otherwise. (nsfw warning, wad contains porn gallery wall textures) 2 Share this post Link to post
AmethystViper Posted February 18 (edited) I've had the same problem too with v14.0.0 trying to download the latest stable release from Github and one of the files getting flagged as a trojan, not to mention I can't disable the sprint look that came back in this new update. I tried native res with OpenGL and Direct3D11 and it royally tanks performance, but to be fair my computer is really behind the times. 0 Share this post Link to post
ceski Posted February 18 13 minutes ago, AmethystViper said: I can't disable the sprint look that came back in this new update. Do you mean autorun? Options > Key Bindings > Autorun. 0 Share this post Link to post
AmethystViper Posted February 18 1 minute ago, ceski said: Do you mean autorun? Options > Key Bindings > Autorun. Not that, it's where you press the Sprint button, it makes turning speed up like in DOS, though speaking of autorun I couldn't find an option to disable on start-up within the menus so I had to disable via INI editing. 0 Share this post Link to post
ceski Posted February 18 7 minutes ago, AmethystViper said: Not that, it's where you press the Sprint button, it makes turning speed up like in DOS, though speaking of autorun I couldn't find an option to disable on start-up within the menus so I had to disable via INI editing. Autorun is enabled by default. That means "sprint look" (faster keyboard turn speed) is enabled by default. If you press the autorun toggle (capslock by default) you can enable or disable that behavior. That automatically changes the "autorun" value in the config. There's no need to manually edit it. 0 Share this post Link to post
AmethystViper Posted February 18 1 hour ago, ceski said: Autorun is enabled by default. That means "sprint look" (faster keyboard turn speed) is enabled by default. If you press the autorun toggle (capslock by default) you can enable or disable that behavior. That automatically changes the "autorun" value in the config. There's no need to manually edit it. I already tried that, and the behavior still remains even with autorun disabled in-game by pressing Caps-Lock/L3 when pre-v14 didn't do this. 0 Share this post Link to post
NightFright Posted February 18 (edited) Voxeldef support would still be nice to have in one of the coming updates. I prefer to have the pickups spinning like in Blood and I think it can be done through defs only. What's weird is that some voxels (such as the shotgun IIRC) apparently do that already and I have no idea how. Some internal flag? I couldn't find any info about it anywhere. 0 Share this post Link to post
rfomin Posted February 18 18 minutes ago, NightFright said: I prefer to have the pickups spinning like in Blood and I think it can be done through defs only. What's weird is that some voxels (such as the shotgun IIRC) apparently do that already and I have no idea how. Some internal flag? I couldn't find any info about it anywhere. Currently, only weapons placed on levels spinning and there is no way to change that (VX_RotateModeForThing() function in r_voxel.c). I will look into VOXELDEF. 1 Share this post Link to post
Scorcher Posted February 18 UPDATE: The bug I mentioned before with the bleeding effect only happens on certain FOVs such as 100 and 110. Spoiler 0 Share this post Link to post
rfomin Posted February 18 8 minutes ago, Scorcher said: UPDATE: The bug I mentioned before with the bleeding effect only happens on certain FOVs such as 100 and 110. Thanks, that will help. I was pretty sure I had this fixed for all aspect ratios/resolutions with 90 FOV. 0 Share this post Link to post
fabian Posted February 18 12 hours ago, rfomin said: Perhaps we should put some of them back in the Doom Compatibility menu, but I'm not sure which ones. Intercepts overflow should be the only one with the potential to outright break a map. 2 Share this post Link to post
gendlin Posted February 18 @ceski It was on both capped/uncapped, but I realized later this was only happening when I had a (paused) youtube video opened in chrome on the other monitor, so I blame google for that one :) I've been playing capped mode with the frame limiter fixes and everything feels perfectly fluid now at 300 fps 👍 2 Share this post Link to post
Ar_e_en Posted February 18 4 hours ago, fabian said: Intercepts overflow should be the only one with the potential to outright break a map. Intercepts overflows tend to be quite common in really detailed limit-removing maps (I've been testing some limit-removing community project maps and a lot of them cause the ghost effect to activate all the damn time). I'm not sure about the other bugs tho. I had problems with Spechits overflows not triggering in vanilla maps because I had forgotten to set up the complevels, but that's an instance where you actually want the bug to occur, so I'm not sure if there are limit-removing maps that don't intend on activating that specific bug, but they do it anyway because the source port assumes that the player is actually playing a vanilla map and not a limit removing one. To be safe - I think that all the major overflow type bug settings should be brought back into the options menu. 17 hours ago, Alaux said: Those settings should still be available in woof.cfg, with the prefixes comp_ and emu_. I did find those setting in the config file! I have now disabled them, however - there used to be an option in earlier versions of Woof where you could disable the overflows, but still have the source port report instances of the bug occurring in the terminal window without actually activating the overflows in the game. I liked that option, it was good for debugging maps. 0 Share this post Link to post
Denzel20 Posted February 19 Does anyone know how to remove this shadowing? It's annoying when I want to play 0 Share this post Link to post
rfomin Posted February 19 3 hours ago, Denzel20 said: Does anyone know how to remove this shadowing? It's annoying when I want to play It looks like a hardware problem. Does this happen with all software? 1 Share this post Link to post
Denzel20 Posted February 19 Hace 11 horas, rfomin dijo: Parece un problema de hardware. ¿Esto sucede con todo el software? Yeah 0 Share this post Link to post
Meerschweinmann Posted February 19 16 hours ago, Denzel20 said: Does anyone know how to remove this shadowing? It's annoying when I want to play Reminds me a bit of CRT-monitor times with strong unshielded loudspeakers next to the monitor :) 1 Share this post Link to post
mikeday Posted February 19 16 hours ago, Denzel20 said: Does anyone know how to remove this shadowing? It's annoying when I want to play Is this a photo of your monitor, or a screenshot taken from your PC? If it's the former, I would guess that your monitor is having backlight issues. 1 Share this post Link to post
maxmanium Posted February 19 This version keeps crashing to desktop after some number of minutes of gameplay. Unfortunately I can't really narrow down what's causing it, although it might have something to do with enemy deaths, it seems to happen randomly after killing an enemy. 0 Share this post Link to post
fabian Posted February 19 1 hour ago, maxmanium said: This version keeps crashing to desktop after some number of minutes of gameplay. Unfortunately I can't really narrow down what's causing it, although it might have something to do with enemy deaths, it seems to happen randomly after killing an enemy. Eh, do you have a demo which reproduces this? Does this also happen with a clean config? 0 Share this post Link to post
maxmanium Posted February 19 1 hour ago, fabian said: Eh, do you have a demo which reproduces this? Does this also happen with a clean config? @ceski messaged me, I think they are looking into it. 0 Share this post Link to post
El Juancho Posted February 19 (edited) The mouse input lag feels ultra responsive and precise now thanks to the new fast mouse polling feature, it even feels better than dsda-doom mouse in oGL mode for me, thats insane :D! 4 Share this post Link to post