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fabian

This is Woof! 15.0.0 (Nov 23, 2024)

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I'm very sensitive to input lag so I've wanted to improve mouse (and gamepad) controls for a while now. The input lag reduction method in Woof can be traced back to an earlier, similar concept in Odamex. So I have to thank @hobomaster22 for that early work and also for challenging other source ports to do better.

Edited by ceski

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I have weird small artifacts on right side of my screen when playing in native resolution (somehow in 300% scale nothing happens)

It happens only in Woof, not in my system.

I use latest version, FOV 100, dynamic resolution - enabled (though it still happens when disabled, I think)

MFpQY1z.png

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4 minutes ago, Vanilla+Unicorn said:

I have weird small artifacts on right side of my screen when playing in native resolution (somehow in 300% scale nothing happens)

It happens only in Woof, not in my system.

I use latest version, FOV 100, dynamic resolution - enabled (though it still happens when disabled, I think)

This was reported a few posts back, and a fix for it has been applied already.

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I tested the new git version and it seems that capped mode now works perfectly, thank you very much.

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Was the behavior of the intermission text screens changed? It seems to automatically shift words to the next row now (even when there's space), which then forces the entire next row to move down, making an all new row for the single word which was shifted.

 

EDIT: Actually, working with this behavior some, it sort of solves one of my minor problems, so great thanks to you guys for that.

Edited by ChopBlock223

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I've noticed this in dev snapshots before release already. Lines would have to be much shorter than in vanilla to avoid this. Maybe it has something to do with scaling in resolutions above 400p?

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Are you sure? Do you have an example of a line that would fit in Vanilla but break to the next line in Woof?

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I can't speak for him, but personally I think this behavior is pretty good once you get a feel for it. It lets me get the text formatted to fit both 4:3 and 16:9, which previously wasn't the case. I can't make the lines extra wide with widescreen anymore, but I don't really need to either, and now they won't get cut off in 4:3 resolutions.

 

I forgot, does Woof/DSDA support using a 320x200 background for the text screens instead of a tiling flat?

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3 minutes ago, ChopBlock223 said:

I forgot, does Woof/DSDA support using a 320x200 background for the text screens instead of a tiling flat?

It's supported as part of the UMAPINFO spec: "if interbackdrop does not specify a valid flat, draw it as a patch instead".

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Thanks again. If I make one which is extra wide, will that 'fill out' properly for 16:9 users without causing distortions for 4:3 users, or would I need to have an extra .wad loaded with a widescreen replacement?

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I need to check how long vanilla text can be before the line break. But well, if Doom cluster texts aren't cut, why should anything else that sticks to the limits. Will look if I find a recent example.

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5 hours ago, ChopBlock223 said:

If I make one which is extra wide, will that 'fill out' properly for 16:9 users without causing distortions for 4:3 users

 

Yes it will.

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For some reason, baron's blood and monster gibs are white... I use Cheelo's Voxels in Autoload folder, no mods except Minor Sprite Fixes and Widescreen Statusbar.

UPD:

Lol, I restarted the level and it was fixed, how does it work?

UPD2: It happens absolutely randomly.

KQkRvsb.pngjsGG1Fp.png

Edited by Vanilla+Unicorn

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2 hours ago, Vanilla+Unicorn said:

 

KQkRvsb.png

This photo alone deserved to go to the "cursed images of doom" thread.

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1 hour ago, Ozcar said:

This photo alone deserved to go to the "cursed images of doom" thread.

 

That is one disturbing baron. Jeez.

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2 hours ago, Ozcar said:

This photo alone deserved to go to the "cursed images of doom" thread.

Looks like the Baron had mercury inside its guts

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15 hours ago, Vanilla+Unicorn said:

For some reason, baron's blood and monster gibs are white... I use Cheelo's Voxels in Autoload folder, no mods except Minor Sprite Fixes and Widescreen Statusbar.

 

I can't reproduce it yet. What is this PWAD, maybe it has DEHACKED? Could you please record a demo with this problem?

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7 hours ago, rfomin said:

 

I can't reproduce it yet. What is this PWAD, maybe it has DEHACKED? Could you please record a demo with this problem?

It's my wad, I first noticed this problem there, it only has a .deh with level name string changed.

It would be very difficult to record a demo, cause it happens randomly, =(

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Once this happens, does it only happen to one baron or are other barons on the same map affected as well? If you disable voxel rendering in the menu, are the blood sprites affected as well?

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20 minutes ago, fabian said:

Once this happens, does it only happen to one baron or are other barons on the same map affected as well? If you disable voxel rendering in the menu, are the blood sprites affected as well?

Other barons as well.

Nope, if I disable voxels - then blood turns into normal (green)

 

(I also deleted Minor Sprite Fixes before testing, so I guess they're not the problem)

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Okay, got it. Steps to reproduce: IDBEHOLDV, shoot a Baron, IDBEHOLDO, shoot it again.

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6 minutes ago, fabian said:

Okay, got it. Steps to reproduce: IDBEHOLDV, shoot a Baron, IDBEHOLDO, shoot it again.

Yep, now the blood is white

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Very cool release! I like the additions made to this version, specially the ability to toggle the stats above status bar and the grouping of config options in menu. I got one problem, though. It may be restrict to people who uses linux, but I tried to record some demos with Woof and when I use the '-record' param I got my mouse completely disabled, and this problem occurs with the AppImage and the package compiled from source. The conditions for this problem are a mystery for me, since it happens very randomly, sometimes Woof runs normally and sometimes the mouse doesn't work, even if I restart Woof. Did anyone have a similar problem? 

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You can't switch input modes while recording a demo. So, if you started recording with your gamepad, the mouse will be disabled and vice versa. 

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