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Alaux

Nugget Doom 3.3.0 (updated October 20th, '24)

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43 minutes ago, CacoKnight said:

@Alaux what do you think about the level table feature in Cherry (merged from DSDA)?

Simply not interested.

 

10 minutes ago, s4f3s3x said:

Doesn't Nugget has 8x res support already?

Yes, why?

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Well, I was reading the latest posts about 4x being generally enough so I felt a bit confused. I might have skipped some passage though  - it's late : )

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15 minutes ago, Alaux said:

Simply not interested.

I figured yeah, still trying to figure out if it can be useful, it's cool you can warp to maps from there but meh, not a big deal at all.

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28 minutes ago, CacoKnight said:

Completely different question here: do you guys keep the Smart Totals option on or off?

I keep it off.

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That's all about extra respawns and Arch-vile/s resurrects correct? I guess it's kind of cool to see how much DAMAGE those fire demons can do :)

Edited by CacoKnight

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1 hour ago, CacoKnight said:

That's all about extra respawns and Arch-vile/s resurrects correct?

Yes, and also Icon of Sin spawns.

 

If Smart Totals are enabled, those extra enemies -- and their potential deaths -- aren't taken into account by the Kill count. This means that, for the most part, the count only cares about enemies spawned at the start of the level (i.e. those explicitly placed in the map).

 

There are, however, many functions that normally spawn non-enemy entities (e.g. projectile functions) but could be modified to spawn enemies; those aren't taken into account. I might revise that at some point.

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On 11/23/2023 at 12:33 AM, CacoKnight said:

I figured yeah, still trying to figure out if it can be useful, it's cool you can warp to maps from there but meh, not a big deal at all.

I mostly use it to keep track of stats. Although I've got to admit the current functionality is a bit lame, warping is probably more useful, lol. I want to overhaul it completely sometime in the future.

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5 minutes ago, CacoKnight said:

One more, is there a way to show the Level Stats only here?

I don't think so. The closest thing is being able to enable it exclusively for the Automap.

 

FWIW, Woof recently implemented a keybind to toggle the Stats display, which should be merged into Nugget later on.

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3 minutes ago, plums said:

Out of curiosity, how often do you merge Woof changes?

As stated in the OP, usually upon new Woof releases, though I've made a few exceptions and might do it again.

 

There's nothing stopping me from merging them right as they're committed to Woof -- I could even do it right now -- but, to me, it just doesn't feel right to make a Nugget release featuring unreleased changes from Woof. Also as stated in the OP, I wait for releases since that implies that the changes are stable, but in hindsight, I don't really know how many people use in-dev Woof builds, and merging the changes right as the releases are out doesn't really give a reasonable amount of time for them to be tested either.

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4 hours ago, CacoKnight said:

One more, is there a way to show the Level Stats only here?

 

You may want to define a minimal HUD using the WOOFHUD lump. 

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10 hours ago, fabian said:

You may want to define a minimal HUD using the WOOFHUD lump. 

Oh nice, kinda like DSDA? Is there a default one so I can play with it, change/add/remove things etc.? Nevermind that, found it inside /docs (and some examples on GitHub). Thank you.

Edited by CacoKnight

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uhmmm, it doesn't seem to load Eviternity 2 at all... maybe it's too big?

Not sure if it would be good to run it without hardware rendering anyway coz these maps get huge.

 

Great Sourceport BTW :)

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1 hour ago, Beemer said:

uhmmm, it doesn't seem to load Eviternity 2 at all... maybe it's too big?

The issue seems to be rooted in Woof. It has to do with the fact that Eviternity 2's DSSAWUP sound has zero length -- in other words, it's intentionally empty to make it silent. Removing that sound fixes the startup crash, but it should optimally be replaced with a "proper" silent sound.

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This file was posted https://www.doomworld.com/forum/topic/142015-rc1-eviternity-ii/?do=findComment&comment=2743524, it's for us or for the wads/source ports devs? If it's for us, where do we copy it? I tried in the autoload/all folder but it's not working. Thank you.

Answered: https://www.doomworld.com/forum/topic/142015-rc1-eviternity-ii/?do=findComment&comment=2743555

Edited by CacoKnight

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(v2.2.1)

The "switch on pickup" option does not work properly when picking up ammunition for a weapon. For example, I pick up the shotgun and I run out of ammo and it automatically switches to the pistol but when I pick up shells it doesn't automatically switch to the shotgun like it normally should, because of this the third demo of Sigil gets out of sync. Automatically switching weapons when you pick up ammo works again if you set "switch on pickup NO"

 

btw is a great port.

 

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HxD_gA1X7aTsjv.png.f2c24623c1a7615615be1decbcdd54e2.png

Hello. I like the port, but the screenshots taken end up being corrupted. Tried fiddling with the screenshot and palette setting, to no avail. I'm using 8x rendering if that makes a difference. Using latest, 2.2.1.

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4 hours ago, Siglev_ said:

(v2.2.1)

The "switch on pickup" option does not work properly when picking up ammunition for a weapon. For example, I pick up the shotgun and I run out of ammo and it automatically switches to the pistol but when I pick up shells it doesn't automatically switch to the shotgun like it normally should, because of this the third demo of Sigil gets out of sync. Automatically switching weapons when you pick up ammo works again if you set "switch on pickup NO"

I'm not sure if I ended up breaking the intended functionality of the feature (i.e. when setting it to NO), but I already fixed the desync.

 

3 hours ago, Jakub Majewski said:

Hello. I like the port, but the screenshots taken end up being corrupted. Tried fiddling with the screenshot and palette setting, to no avail. I'm using 8x rendering if that makes a difference. Using latest, 2.2.1.

Could you send your nugget-doom.cfg? Also, what's your display's resolution?

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Btw, Eviternity RC2 works with Nugget now :)

 

edit:

There is something going on, the screen is kind of flickering, I've noticed the same with other games in the past but I can't remember which one since I probably loaded them for my son. Still testing, will report updates/issues.

Yep, the flickering is not present IN GAME, just in the main screen and menu/s. It's present even in the normal DOOM and DOOM2 main screen. (build #283)

 

edit2:

Tried older builds and the flickering is still present, I remember I didn't see it before so I deleted nugget-doom.cfg and it's gone EVEN in the #283 so it's something in my settings.

 

edit3:

Found the problem, Exclusive Fullscreen, if I disable that the flickering is gone. No big deal really since the actual game doesn't have the issue. This is more like FYI in case you want to check.

Edited by CacoKnight

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@CacoKnight Are you using a FreeSync display? That sounds like the flickering that happens when the framerate in a game falls below the FreeSync range, causing it to disengage. When the menus are active, Woof and Nugget run at 35 fps regardless of "uncapped" option.

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Ohh I see, so it was there since I enabled the exclusive fullscreen? Never noticed before I guess but yeah, no big deal :)

For the FreeSync, I'm not even sure, I know I don't have G-Sync but I have an nVidia card and I know I'm forcing G-Sync on this monitor from the nVidia options to get 144Hz so I guess it's a FreeSync one because of that option availability.

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If you don't mind, go to "NVIDIA Control Panel > Display > Set up G-SYNC" and take a screenshot.

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