Beemer Posted June 27 (edited) Edit: found the issue, I was using "nughud_chunk1" instead of "nughud_sbchunk1"... oops Spoiler Anyway, think i got it working, just the 50/50 frag/arms graphic is the oddity. Edited June 27 by Beemer : found the issue 1 Share this post Link to post
Alaux Posted June 28 (edited) 10 hours ago, Beemer said: Anyway, think i got it working, just the 50/50 frag/arms graphic is the oddity. You mean that some status bars show Arms and others show Frag? The latter is what they should show. You can draw STARMS as a patch, on top of the chunks. 0 Share this post Link to post
Beemer Posted June 28 7 hours ago, Alaux said: You mean that some status bars show Arms and others show Frag? The latter is what they should show. You can draw STARMS as a patch, on top of the chunks. Yeah some wads' STBARS have ARMS on the graphic itself and not a separate patch, so I just ended up putting the mugshot where it would've usually have been for compatability Spoiler 0 Share this post Link to post
Dweller Dark Posted July 12 When it comes to the resolution scaling, where on the scale would 400p and 800p be? 0 Share this post Link to post
Alaux Posted July 12 1 hour ago, Dweller Dark said: When it comes to the resolution scaling, where on the scale would 400p and 800p be? 200p is 100%, so the ones you listed are 200% and 400% respectively. 1 Share this post Link to post
Dweller Dark Posted July 12 Just now, Alaux said: 200p is 100%, so the ones you listed are 200% and 400% respectively. Thank you so much! 1 Share this post Link to post
sencuss Posted July 28 (edited) Hello again! Not sure if it's a bug or completely intentional, but switching to the Shotgun from the Pistol will switch to the Super Shotgun instead when using a controller. Can't really upload a video since Doomworld doesn't support mp4s, but I can confirm it doesn't happen with Woof!. Edited July 28 by sencuss : Forgot to say it happens when using a controller (i am smart) 0 Share this post Link to post
Alaux Posted July 28 16 minutes ago, sencuss said: Hello again! Not sure if it's a bug or completely intentional, but switching to the Shotgun from the Pistol will switch to the Super Shotgun instead when using a controller. Can't really upload a video since Doomworld doesn't support mp4s, but I can confirm it doesn't happen with Woof!. Which versions of Woof and Nugget? I believe Woof had the same issue as of 14.5.0, but it has been fixed for the next release. 0 Share this post Link to post
sencuss Posted July 28 14 minutes ago, Alaux said: Which versions of Woof and Nugget? I believe Woof had the same issue as of 14.5.0, but it has been fixed for the next release. I was using the most recent artifact builds for both. 0 Share this post Link to post
Alaux Posted July 28 4 minutes ago, sencuss said: I was using the most recent artifact builds for both. In that case, the fix will be merged into Nugget upon Woof's next release. Next time you want to determine if an issue originates from Woof or Nugget, you should compare your Nugget build with whichever Woof release it is based on -- the current Nugget master is based on Woof 14.5.0, which does have the same issue. 0 Share this post Link to post
sencuss Posted July 28 2 minutes ago, Alaux said: Next time you want to determine if an issue originates from Woof or Nugget, you should compare your Nugget build with whichever Woof release it is based on -- the current Nugget master is based on Woof 14.5.0, which does have the same issue. Got it, will do next time. 1 Share this post Link to post
Alaux Posted July 29 Nugget Doom 3.2.0 has been released! To begin with, we have a customizable skill level: Basically, this allows you to make your own skill out of the various settings of the pre-existing skills, and some others. Even if you don't want to do anything wacky, it lets you toggle some parameters like No Monsters easily, from within the game itself. Current Loadout refers to your loadout at the time of restarting through said option, while Initial Loadout is the loadout you had when entering the level for the first time. I must admit that this feature and the potential consequences of implementing it are largely untested, so look out for any bugs regarding said skill settings in general, whether using the custom skill or not. And forth come other highlights: Freecam. Simple autosaving; not integrated into the menus yet, but still useful for backups. NUGHUD bars. HUD/Menu Shadows setting. Zoom-adjusted Tag Finder radius. Seemingly fixed the occassional crash when exiting levels; I'd like to thank @fabian, @ceski, @Lila Feuer and the rest of testers for essentially being the people who solved it. Fixed another crash related to blocky Selective Fuzz Darkening. DIRECT DOWNLOADS: Windows 32-bit Standalone Windows 64-bit Standalone Linux AppImage See the GitHub release for all details. Have fun! 19 Share this post Link to post
plums Posted July 29 Sorry, I totally forgot to get back to you about the custom skill thing!! It works as expected for as much as I played with it, which was some. I couldn't find any weird bugs by trying unusual settings. I did find it was a bit weird to be in the "New Game" menu, since part of the draw is that you can adjust skill settings without exactly starting a new game, depending on how you define that. I'm not sure where a better place for it to be is, admittedly. 1 Share this post Link to post
Average Posted July 29 @Alaux, the Appimage doesn't seem to run on Linux Mint 21.03. It crashes with a "glibc_2.38 not found" error. I don't think that's installed in 21.03 (or Ubuntu 20.04). Just thought I'd let you know. :) 0 Share this post Link to post
Alaux Posted July 29 28 minutes ago, Average said: the Appimage doesn't seem to run on Linux Mint 21.03. It crashes with a "glibc_2.38 not found" error. I don't think that's installed in 21.03 (or Ubuntu 20.04). Dependencies and AppImages aren't things I've dealt with nor understand at all. Could you try the AppImages for Woof 14.5.0 and its latest master? Either Nugget's build scripts are outdated, or Woof was/is affected too. 0 Share this post Link to post
Average Posted July 29 13 minutes ago, Alaux said: Dependencies and AppImages aren't things I've dealt with nor understand at all. Could you try the AppImages for Woof 14.5.0 and its latest master? Either Nugget's build scripts are outdated, or Woof was/is affected too. I just tested them and both work fine. I'm very new to Linux so I'm lacking in understanding, too. Sorry I can't be more informative. 0 Share this post Link to post
Alaux Posted July 29 22 minutes ago, Average said: I just tested them and both work fine. I'm very new to Linux so I'm lacking in understanding, too. Sorry I can't be more informative. Don't worry. I'm guessing that Nugget's scripts are outdated. Can you fix it on your end, e.g. by installing the missing dependency? Believe me when I say that I know less about Linux than you do. 0 Share this post Link to post
Dweller Dark Posted July 29 7 hours ago, Alaux said: Simple autosaving; not integrated into the menus yet, but still useful for backups. Is this already enabled or does it have to be set by the user? 0 Share this post Link to post
Alaux Posted July 29 3 hours ago, Dweller Dark said: Is this already enabled or does it have to be set by the user? It needs to be set, by changing autosave_interval in the CFG. However, do beware of the occassional stutter when the game autosaves. 1 Share this post Link to post
Dweller Dark Posted July 29 (edited) 1 hour ago, Alaux said: It needs to be set, by changing autosave_interval in the CFG. However, do beware of the occassional stutter when the game autosaves. I have another question or two about the autosave system: How do I tell when it autosaves, and how do I use the autosave? I set it for 600 seconds and played through a fair bit of Knee-Deep in the Dead to test, but it never appeared in the load/save menu and I never noticed any message or the stutter you mentioned. But I also never made any manual saves or quicksaves either, so I wonder if you have to save for it to work. EDIT: There are 3 "nuggaut#.dsg" files in the savegame folder, are these the autosave files? 0 Share this post Link to post
Alaux Posted July 29 8 minutes ago, Dweller Dark said: There are 3 "nuggaut#.dsg" files in the savegame folder, are these the autosave files? Yes. As I said, they're not accessible in the menus yet, so you have to rename them to use them; that's why I presented them as "useful for backups". There's nothing to tell that the game did an autosave, other than seeing if the autosave files appear. However, you should see a warning in-game if the autosave failed. Making manual saves is completely independent, and shouldn't affect autosaves other than resetting the time until the next autosave, since it doesn't make sense to make an autosave right after you saved manually. If you want automatic periodic saves that you can use in-game as soon as they're made, try the rewind feature: it's practically that. Autosaves are meant to work alongside rewind, since the rewind key-frames are stripped-down saves stored in memory and are lost as soon as you close the game, while autosaves are permanent, nearly complete saves, just missing the preview snapshots which I omitted because they take a bit too long to save. 1 Share this post Link to post
Dweller Dark Posted July 29 4 minutes ago, Alaux said: Yes. As I said, they're not accessible in the menus yet, so you have to rename them to use them; that's why I presented them as "useful for backups". There's nothing to tell that the game did an autosave, other than seeing if the autosave files appear. However, you should see a warning in-game if the autosave failed. Making manual saves is completely independent, and shouldn't affect autosaves other than resetting the time until the next autosave, since it doesn't make sense to make an autosave right after you saved manually. If you want automatic periodic saves that you can use in-game as soon as they're made, try the rewind feature: it's practically that. Autosaves are meant to work alongside rewind, since the rewind key-frames are stripped-down saves stored in memory and are lost as soon as you close the game, while autosaves are permanent, nearly complete saves, just missing the preview snapshots which I omitted because they take a bit too long to save. I gotcha. Does it matter what you rename the autosaves to, as long as they're still the same filetype? 0 Share this post Link to post
Alaux Posted July 29 7 minutes ago, Dweller Dark said: Does it matter what you rename the autosaves to, as long as they're still the same filetype? They need to be named like normal saves to be detected by the port, so nuggsav#.dsg. 1 Share this post Link to post
Average Posted July 29 7 hours ago, Alaux said: Don't worry. I'm guessing that Nugget's scripts are outdated. Can you fix it on your end, e.g. by installing the missing dependency? Believe me when I say that I know less about Linux than you do. Reading around it was advised not to manually update that dependency as it could have dire consequences with other software. I updated my Mint installation to the very recently released version 22. The good news is that the latest Nugget Doom works without a hitch now... the bad news is that it's broken pretty much everything else that I use! 0 Share this post Link to post
Alaux Posted July 29 (edited) 2 hours ago, Average said: The good news is that the latest Nugget Doom works without a hitch now The latest master artifact? 2 hours ago, Average said: the bad news is that it's broken pretty much everything else that I use! How exactly? EDIT: I just realized that you're most likely talking about your OS and not Nugget, my bad. Dismiss these questions. Edited July 29 by Alaux 1 Share this post Link to post
Dweller Dark Posted July 29 I forgot about it for a little bit, but I tried running THATCHER.wad (or Thatcher's Techbase) with Nugget recently and it just crashes before the title screen appears. Even does it on the latest release too. 1 Share this post Link to post
Shepardus Posted July 30 What is the "improved powerup run-out effect" supposed to do? I couldn't tell the difference myself. 0 Share this post Link to post
Alaux Posted July 30 (edited) 39 minutes ago, Shepardus said: What is the "improved powerup run-out effect" supposed to do? I couldn't tell the difference myself. Not too sure how to explain it, but I'll try: When a powerup is running out, its palette/colormap effect starts "blinking" (lacking a better term here), we know that. While most of the blinking occurs every 8 tics, at the very beginning of the run-out effect there's a sudden single-tic blink. The setting gets rid of that singular blink when enabled. A very-ery small detail, I must admit. 3 Share this post Link to post
Shepardus Posted July 30 4 minutes ago, Alaux said: Not too sure how to explain it, but I'll try: When a powerup is running out, its palette/colormap effect starts "blinking" (lacking a better term here), we know that. While most of the blinking occurs every 8 tics, at the very beginning of the run-out effect there's a sudden single-tic blink. The setting gets rid of that singular blink when enabled. A very-ery small detail, I must admit. TIL, thanks for pointing out another detail about this game that I never noticed before but which I'll never be able to unsee. 3 Share this post Link to post
Alaux Posted July 30 9 hours ago, Dweller Dark said: I forgot about it for a little bit, but I tried running THATCHER.wad (or Thatcher's Techbase) with Nugget recently and it just crashes before the title screen appears. Even does it on the latest release too. This should fix it. Could you try it yourself, just in case? Windows autobuilds here. By the way, I got the crash with THATCHERCADE.wad, not with THATCHER.wad. Were you actually talking about the former? 1 Share this post Link to post