Edward850 Posted February 26 (edited) 34 minutes ago, fabian said: 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. This is a very strange thing to read, and not a limitation any other port has. What's the reason for this? 1 Share this post Link to post
rfomin Posted February 26 (edited) 4 hours ago, SilentD00mer said: 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. Just tested this in Windows and Linux with XBox controller, can't replicate this yet. 45 minutes ago, fabian said: 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. 11 minutes ago, Edward850 said: This is a very strange thing to read, and not a limitation any other port has. What's the reason for this? We do allow this now, it seems to have been changed during the recent gamepad controls update. Maybe it was a DSDA rule? I don't remember. 0 Share this post Link to post
ceski Posted February 26 (edited) 16 minutes ago, Edward850 said: This is a very strange thing to read, and not a limitation any other port has. What's the reason for this? 5 minutes ago, rfomin said: We do allow this now, it seems to have been changed during the recent gamepad control update. Maybe it was a DSDA rule? I don't remember. I'm guessing SilentD00mer has "strict mode" enabled with a controller connected and it's picking up some analog stick drift as input. In strict mode mouse and gamepad input can't be used simultaneously when recording demos. DSDA-Doom has the same restriction. Maybe we should bump up the default deadzone a bit. Some controllers have notoriously loose sticks. 0 Share this post Link to post
fabian Posted February 26 (edited) 2 hours ago, Edward850 said: This is a very strange thing to read, and not a limitation any other port has. What's the reason for this? It's a DSDA rule. NB: you'll need to have strict mode enabled and record a demo for this to take effect. https://github.com/kraflab/dsda-doom/commit/3c098c2d13a6919e7c45a1cdbc21862a29732dbe Edited February 26 by fabian 3 Share this post Link to post
SilentD00mer Posted February 26 8 hours ago, fabian said: 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. I don't use the gamepad for playing Doom, but I keep it always connected. 8 hours ago, ceski said: I'm guessing SilentD00mer has "strict mode" enabled with a controller connected and it's picking up some analog stick drift as input. This is probably the case, I'm always with strict mode enabled for DSDA and Woof. 8 hours ago, rfomin said: Just tested this in Windows and Linux with XBox controller, can't replicate this yet. Maybe my controller is not well calibrated, also it's not an original Xbox. It looks like a problem with my controller so I'll try to disconnect it before recording demos and see if the problem persists. Thanks for your answers! 0 Share this post Link to post
ChopBlock223 Posted February 26 11 hours ago, fabian said: 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. I'm a freak who plays with mouse and gamepad at the same time, if I start recording a demo that way, it should be fine, right? 0 Share this post Link to post
rfomin Posted February 26 32 minutes ago, ChopBlock223 said: I'm a freak who plays with mouse and gamepad at the same time, if I start recording a demo that way, it should be fine, right? This seems to be forbidden by DSDA rules. Better to ask in the DSDA Discord/subforum. Woof allows you to record such demo in a non-strict mode. 0 Share this post Link to post
plums Posted February 26 7 hours ago, SilentD00mer said: I don't use the gamepad for playing Doom, but I keep it always connected You should be able to edit woof.cfg and search for joy_enabled and set it to 0. 1 Share this post Link to post
SilentD00mer Posted February 26 11 minutes ago, plums said: You should be able to edit woof.cfg and search for joy_enabled and set it to 0. Oh nice, this seems to be a better solution! Thanks :) 0 Share this post Link to post
ChopBlock223 Posted February 27 9 hours ago, rfomin said: This seems to be forbidden by DSDA rules. Better to ask in the DSDA Discord/subforum. Woof allows you to record such demo in a non-strict mode. So, such a demo would be recordable and playable in Woof, but trying to play it in DSDA would make it break? 0 Share this post Link to post
Alaux Posted February 27 17 minutes ago, ChopBlock223 said: So, such a demo would be recordable and playable in Woof, but trying to play it in DSDA would make it break? I think it means that it wouldn't be allowed by DSDArchive; it'd be considered TAS. The demo itself should play back just fine in either port. 0 Share this post Link to post
ChopBlock223 Posted February 27 1 hour ago, Alaux said: I think it means that it wouldn't be allowed by DSDArchive; it'd be considered TAS. Do they not accept gamepad demos, or do they actually regard it as cheating to use a mouse and gamepad at the same time? Anyway, as long as the included demos in .wads play, that's the important part for me. 0 Share this post Link to post
rfomin Posted February 27 3 minutes ago, ChopBlock223 said: Do they not accept gamepad demos, or do they actually regard it as cheating to use a mouse and gamepad at the same time? They accept gamepad demos, but with some restrictions. Best to ask them for details, I'm not a speedrunner. 2 Share this post Link to post
Bald Cyberdemon Posted February 27 (edited) Been loving this release of Woof so far! I've been using Nugget near-exclusively besides demo recordings, but with the integration of higher resolution scales, I think I'm going to be more even handed with my Woof usageA bit curious how you're supposed to enable brightmaps. Is it like the voxel option where I need to load an external file or is there some other chicanery I need to do to make it togglable? Edit: Seems to be a mac thing: just ran Woof 14.00.0 on my windows desktop and brightmaps seem to be as togglable as ever. I guess I just never tried brightmaps out on any previous mac builds of Woof before@elf-alchemist @pantheon Thanks for the help, I especially didn't think to edit the brightmaps lump to pick-n-choose what I wanted brightmapped Edited February 27 by No-Man Baugh 0 Share this post Link to post
elf-alchemist Posted February 27 4 hours ago, No-Man Baugh said: A bit curious how you're supposed to enable brightmaps. Is it like the voxel option where I need to load an external file or is there some other chicanery I need to do to make it togglable? It's just a config option. With Options > Doom Compatibility > Strict Mode = Off You can go to Options > General > Display > Brightmaps = Both And now you have brightmaps for sprites and textures. 0 Share this post Link to post
pantheon Posted February 27 (edited) On 2/27/2024 at 3:46 PM, elf-alchemist said: It's just a config option. With Options > Doom Compatibility > Strict Mode = Off You can go to Options > General > Display > Brightmaps = Both And now you have brightmaps for sprites and textures. While you can enable them in the menu, I don't think the menu has that granular control over the types of brightmaps (unless something went wrong on my end...) But they can be customized in brghtmps.lmp in autoload\doom-all. For instance I wanted to turn off brightmaps for pickups and barrels, so I put this at the end of my file: SPRITE BON2 NOBRIGHTMAP SPRITE CELL NOBRIGHTMAP SPRITE BAR1 NOBRIGHTMAP SPRITE CELP NOBRIGHTMAP SPRITE BFUG NOBRIGHTMAP SPRITE PLAS NOBRIGHTMAP Edited March 1 by pantheon 1 Share this post Link to post
fabian Posted February 29 Woof! 14.1.0 is released on Feb 29, 2024. A complete list of new features, improvements and bug fixes can be found on the release page: https://github.com/fabiangreffrath/woof/releases/latest Binaries for Windows are available here: https://github.com/fabiangreffrath/woof/releases/download/woof_14.1.0/Woof-14.1.0-win32.zip https://github.com/fabiangreffrath/woof/releases/download/woof_14.1.0/Woof-14.1.0-win64.zip An AppImage for Linux is available here: https://github.com/fabiangreffrath/woof/releases/download/woof_14.1.0/Woof-14.1.0-Linux.appimage Have a lot of fun! - Fabian 27 Share this post Link to post
VoanHead Posted February 29 Hell yeah, time to download and play. Thx for the new features and bug fixes. Good thing tomorrow is my day off :) 0 Share this post Link to post
CacoKnight Posted March 1 (edited) Nice, thanks for the update! Quote Remove SDL renderer option from the config due to poor frame times with Direct3D11. The renderer can still be changed with the SDL_RENDER_DRIVER environment variable (works with any SDL2 application). This means it plays in OpenGL? Direct3D9? by default now? edit: Oh I see, it has to be Direct3D9 because when I set SDL_RENDER_DRIVER to opengl as a system variable I have to alt+tab to Woof like opengl used to do from the settings. The option in the configs was so damn useful, why remove it? Just set it default to something else instead of Direct3D11 no? Edited March 1 by CacoKnight 0 Share this post Link to post
rfomin Posted March 1 1 hour ago, CacoKnight said: The option in the configs was so damn useful, why remove it? Just set it default to something else instead of Direct3D11 no? Because we wanted to reset SDL render back to Direct3D9 for all users, even those who didn't know or care about this option. It seems that the SDL2 developers set this default for a reason, there are subtle differences between renderers, and Direct3D9 is the most stable. It's also quite fast, so what's so useful about this option? 0 Share this post Link to post
CacoKnight Posted March 1 (edited) I like to keep all my software portable or at least the settings, once set opengl in the file it will run the same on Win, Linux etc.. I guess it's not a big deal? but most people don't look inside the .cfg file anyway, IMO it was better to leave it "direct3d" as default instead of removing the option. 0 Share this post Link to post
rfomin Posted March 1 8 minutes ago, CacoKnight said: I like to keep all my software portable or at least the settings, once set opengl in the file it will run the same on Win, Linux etc.. I guess it's not a big deal? OpenGL works slightly differently in various OSes and drivers anyway. Direct3D works better for most Windows users these days. Yes, it's not a big deal. 1 Share this post Link to post
CacoKnight Posted March 1 (edited) Fair enough, I just like to see all the settings there as an option but I am sure you did all the tests you needed to and know more about all these things. Edited March 1 by CacoKnight 0 Share this post Link to post
invictius Posted March 1 Any way to increase the number of helper dogs past three? 0 Share this post Link to post
rfomin Posted March 1 15 minutes ago, invictius said: Any way to increase the number of helper dogs past three? No, it's a limitation of the original MBF. It's basically a joke option. 0 Share this post Link to post
fabian Posted March 1 4 hours ago, CacoKnight said: I like to keep all my software portable or at least the settings, once set opengl in the file it will run the same on Win, Linux etc.. I guess it's not a big deal? but most people don't look inside the .cfg file anyway, IMO it was better to leave it "direct3d" as default instead of removing the option. So, in your book, if a software uses Direct3D on Windows and OpenGL on Linux, because these are the best supported backends on these respective platforms, then it isn't portable? This is a very strange, not to say wrong, definition of portability. 3 Share this post Link to post
Zaratul Posted March 1 When i set up mouse accelleration to 1.0 i got minimal accelleration or i turn it off? 0 Share this post Link to post
rfomin Posted March 1 12 minutes ago, Zaratul said: When i set up mouse accelleration to 1.0 i got minimal accelleration or i turn it off? It will turn it off. 1 Share this post Link to post
CacoKnight Posted March 1 (edited) 9 hours ago, fabian said: So, in your book, if a software uses Direct3D on Windows and OpenGL on Linux, because these are the best supported backends on these respective platforms, then it isn't portable? This is a very strange, not to say wrong, definition of portability. At first I thought we had to set the variable in the system as the only option and that was going to defeat the portable meaning but this changes things. A standalone software has great portability but it's not necessarily portable because it may leave stuff in the %appdata% or registry after you open it (I had this very same argument with the creator of another software because the dictionary library creates a folder inside %appdata%). There is another argument to make also, I've used computers for A LONG time and every time I am forced to use something Microsoft things start to get "weird", I liked that option because I was able to use hardware OpenGL with the change of a word in the config file. I like OpenGL, it feels great, smooth, it's FOSS and I have zero issues with it on GZDoom (I switched it to Vulkan now) and DSDA. I will keep testing Direct3D9 because of your judgement right now but again, I like that option and at first I thought it was removed. Edited March 1 by CacoKnight 0 Share this post Link to post
DreadWanderer Posted March 1 24 minutes ago, Zaratul said: When i set up mouse accelleration to 1.0 i got minimal accelleration or i turn it off? I recommend playing with acceleration off anyway, it gives you more control. Just fiddle with the sensitivity until you get one that's comfortable for you. I play with 12 or 13 but that's just me. 0 Share this post Link to post