Alaux Posted October 2, 2021 I believe automap marking is flawed: as far as I've tested on 7.0.0, marks will only be placed at the player's position if Rotate Mode is enabled. It seems like the player's position stops being tracked upon disabling Rotate Mode, since it will then place marks at the player's last position with the feature enabled. 0 Share this post Link to post
P41R47 Posted October 2, 2021 (edited) On 9/20/2021 at 11:39 AM, rfomin said: Thanks for the report, it will be fixed in the next version. sorry to bring this again, but if one use Freedoom2.wad as an IWAD and loads a pwad that doesn't has any embeded dehacked patch inside and load and external deh patch with the -deh command, the strings are still the ones embeded on Freedoom2.wad. example of this is alien vendetta. 0 Share this post Link to post
rfomin Posted October 3, 2021 9 hours ago, P41R47 said: sorry to bring this again, but if one use Freedoom2.wad as an IWAD and loads a pwad that doesn't has any embeded dehacked patch inside and load and external deh patch with the -deh command, the strings are still the ones embeded on Freedoom2.wad. example of this is alien vendetta. We need to change the load order for DEHACKED lumps inside IWADs. For now, you can put AV.DEH to autoload/av.wad folder. 9 hours ago, Alaux said: I believe automap marking is flawed: as far as I've tested on 7.0.0, marks will only be placed at the player's position if Rotate Mode is enabled. It seems like the player's position stops being tracked upon disabling Rotate Mode, since it will then place marks at the player's last position with the feature enabled. Never used marks, so not sure how it suppose to work, but I will try to fix it :) 1 Share this post Link to post
Ar_e_en Posted October 5, 2021 I know that Woof has UMAPINFO support, but besides SIGIL - can anyone name me a wad that uses UMAPINFO? I wanna test some things out. 0 Share this post Link to post
rfomin Posted October 5, 2021 11 minutes ago, Ar_e_en said: I know that Woof has UMAPINFO support, but besides SIGIL - can anyone name me a wad that uses UMAPINFO? I wanna test some things out. Fork in the Road uses most of the UMAPINFO features: 2 Share this post Link to post
Gibbon Posted October 5, 2021 I also made a mini test wad for features as I had the same problem (and they were all limit removing): https://repo.or.cz/reboom.git/tree/refs/heads/reboom_next:/wads/umapinfo_example In there is a rather minimalistic example of UMAPINFO features. 1 Share this post Link to post
Valboom Posted October 8, 2021 (edited) A last question: Is it possible to add the flashing in the automap for key based switch like Crispy Doom? 0 Share this post Link to post
fran Posted October 11, 2021 Hey, I have a problem to play the beta release of Ray Mohawk 2: DOOM 2: Hell on Earth v2.03 Built on Sep 27 2021 M_LoadDefaults: Load system defaults. V_Init: allocate screens. W_Init: Init WADfiles. adding doom2.wad adding mohawk2p.wad Loading DEH file (WAD) M_Init: Init miscellaneous info. R_Init: Init DOOM refresh daemon - [ ....... ] R_GenerateLookup: Column 63 is without a patch in texture PS15A0 R_GenerateLookup: Column 62 is without a patch in texture PS15A0 R_GenerateLookup: Column 61 is without a patch in texture PS15A0 R_GenerateLookup: Column 60 is without a patch in texture PS15A0 R_GenerateLookup: Column 59 is without a patch in texture PS15A0 R_GenerateLookup: Column 58 is without a patch in texture PS15A0 R_GenerateLookup: Column 57 is without a patch in texture PS15A0 R_GenerateLookup: Column 56 is without a patch in texture PS15A0 R_GenerateLookup: Column 55 is without a patch in texture PS15A0 R_GenerateLookup: Column 54 is without a patch in texture PS15A0 R_GenerateLookup: Column 53 is without a patch in texture PS15A0 R_GenerateLookup: Column 52 is without a patch in texture PS15A0 R_GenerateLookup: Column 51 is without a patch in texture PS15A0 R_GenerateLookup: Column 50 is without a patch in texture PS15A0 R_GenerateLookup: Column 49 is without a patch in texture PS15A0 R_GenerateLookup: Column 48 is without a patch in texture PS15A0 R_GenerateLookup: Column 47 is without a patch in texture PS15A0 R_GenerateLookup: Column 46 is without a patch in texture PS15A0 R_GenerateLookup: Column 45 is without a patch in texture PS15A0 R_GenerateLookup: Column 44 is without a patch in texture PS15A0 R_GenerateLookup: Column 43 is without a patch in texture PS15A0 R_GenerateLookup: Column 42 is without a patch in texture PS15A0 R_GenerateLookup: Column 41 is without a patch in texture PS15A0 R_GenerateLookup: Column 40 is without a patch in texture PS15A0 R_GenerateLookup: Column 39 is without a patch in texture PS15A0 R_GenerateLookup: Column 38 is without a patch in texture PS15A0 R_GenerateLookup: Column 37 is without a patch in texture PS15A0 R_GenerateLookup: Column 36 is without a patch in texture PS15A0 R_GenerateLookup: Column 63 is without a patch in texture PS18A0 R_GenerateLookup: Column 62 is without a patch in texture PS18A0 R_GenerateLookup: Column 63 is without a patch in texture PS20A0 R_GenerateLookup: Column 62 is without a patch in texture PS20A0[1] 79209 segmentation fault woof -file mohawk2p.wad The wad run even on chocolate-doom. Why does this happen on woof? Another problem, unrelated, is that I have not gotten opl emulation to work on macOS (big sur, intel) 0 Share this post Link to post
Gez Posted October 11, 2021 20 minutes ago, toxic.rat said: R_GenerateLookup: Column 63 is without a patch in texture PS15A0 Those error messages are accurate. PS15A0, PS18A0, and PS20A0 are all defined as 64x64 textures, but they're made from patches (with the same names) that are 36x35 for the former and 62x36 for the latter two. As for why it doesn't happen on Choco, I believe this is because it's not a fatal error at initialization in vanilla: for (x=0 ; x<texture->width ; x++) { if (!patchcount[x]) { printf ("R_GenerateLookup: column without a patch (%s)\n", texture->name); return; } // I_Error ("R_GenerateLookup: column without a patch"); See how the call to I_Error() is commented out and instead there's a simple printf()? It's possible this was reset to an abort error at some point in Boom or MBF or even Woof. But it's definitely a problem in the wad itself. The issue with such textures (that have columns without a patch) is that the renderer can crash on them if they need to render one of said patchless columns. 1 Share this post Link to post
rfomin Posted October 11, 2021 46 minutes ago, toxic.rat said: Another problem, unrelated, is that I have not gotten opl emulation to work on macOS (big sur, intel) Does OPL emulation work in Choco/Crispy? 0 Share this post Link to post
fran Posted October 11, 2021 32 minutes ago, rfomin said: Does OPL emulation work in Choco/Crispy? Yes, work in both. I dunno if it matters, but both choco/crispy and woof were compiled on my pc, but OPL emulation only works on the first. 0 Share this post Link to post
Catoptromancy Posted October 14, 2021 (edited) Binding screenshot to Print Screen key segfaults on game exit. $ git bisect bad 564fe3857547528074eecc20a109ee990ed55d78 is the first bad commit Edited October 14, 2021 by Catoptromancy 0 Share this post Link to post
rfomin Posted October 14, 2021 1 hour ago, Catoptromancy said: Binding screenshot to Print Screen key segfaults. $ git bisect bad 564fe3857547528074eecc20a109ee990ed55d78 is the first bad commit It may be fixed in gamepad PR https://github.com/fabiangreffrath/woof/pull/292, at least I can't reproduce it with it. 0 Share this post Link to post
lisiczka Posted October 14, 2021 Amazing port, love everything about it and how rapidly it progresses and adapts all the bleeding edge features. Just two things I'd like to see: a) 'Secret is revealed' message behavior independent from other messages, just so they appear when messages are off but 'secret message' option is on. b) Gibbing option for SSG/chainsaw. Nugget Doom has it, but would love to see it in the main branch. Thank you for all the work! 0 Share this post Link to post
rfomin Posted October 15, 2021 20 hours ago, lisiczka said: a) 'Secret is revealed' message behavior independent from other messages, just so they appear when messages are off but 'secret message' option is on. b) Gibbing option for SSG/chainsaw. Nugget Doom has it, but would love to see it in the main branch. a) I think we can do it b) The gibbing option has been removed from Crispy Doom due to demo incompatibility. So not sure if this is feasible. 2 Share this post Link to post
Alaux Posted October 16, 2021 (edited) 7 hours ago, rfomin said: b) The gibbing option has been removed from Crispy Doom due to demo incompatibility. So not sure if this is feasible. Couldn't such a thing just be forcefully disabled during demo play? After all, it's pretty much granted that it'll cause incompatibilities, and not all play involves demo recording anyways. 0 Share this post Link to post
lisiczka Posted October 17, 2021 On 10/15/2021 at 8:52 PM, rfomin said: a) I think we can do it b) The gibbing option has been removed from Crispy Doom due to demo incompatibility. So not sure if this is feasible. Appreciate it. As for demo incompatibilities, that's understandable, but unfortunate nevertheless. Sort of wish source ports could move on from supporting demo recording/playback and leave it to ports mainly developed and used for speedrunning, like dsda, prboom, and whatnot. Also, forgot to ask, if option to disable infinite height can be expected too? 0 Share this post Link to post
fabian Posted October 17, 2021 On 10/14/2021 at 11:49 PM, lisiczka said: a) 'Secret is revealed' message behavior independent from other messages, just so they appear when messages are off but 'secret message' option is on. Sure, we can uncouple the "secret revealed" message from the other messages. On 10/14/2021 at 11:49 PM, lisiczka said: b) Gibbing option for SSG/chainsaw. Nugget Doom has it, but would love to see it in the main branch. What is Nugget Doom? Whatever, once you've gone the long and painful way of restoring 99.9% demo compatibility for three different complevels, you are unlikely to introduce new features which put this effort ad absurdum. So, sorry, but we are not going to add any demo breaking features, even if they can be disabled at runtime. This applies to both fancy gibbs for non-gibbing weapons and infinite heights - which no other port that I know of has ever gotten completely bug-free (Crispy included). 0 Share this post Link to post
Redneckerz Posted October 17, 2021 2 minutes ago, fabian said: What is Nugget Doom? This by @Alaux. There is also Nugget Doom LR. 0 Share this post Link to post
lisiczka Posted October 17, 2021 14 minutes ago, fabian said: Whatever, once you've gone the long and painful way of restoring 99.9% demo compatibility for three different complevels, you are unlikely to introduce new features which put this effort ad absurdum. So, sorry, but we are not going to add any demo breaking features, even if they can be disabled at runtime. This applies to both fancy gibbs for non-gibbing weapons and infinite heights - which no other port that I know of has ever gotten completely bug-free (Crispy included). Ok, thanks. I'm new to this and pretty much clueless what breaks demo compatibility and what doesn't. I wouldn't like all my efforts go to waste either. 0 Share this post Link to post
xX_Lol6_Xx Posted October 17, 2021 4 hours ago, lisiczka said: Ok, thanks. I'm new to this and pretty much clueless what breaks demo compatibility and what doesn't. I wouldn't like all my efforts go to waste either. 3 Share this post Link to post
fabian Posted October 18, 2021 13 hours ago, Lol 6 said: This video is pure gold, thanks! 3 Share this post Link to post
xX_Lol6_Xx Posted October 18, 2021 (edited) 6 hours ago, fabian said: This video is pure gold, thanks! Don't thank me, thank decino :) Awesome port btw, very good stuff 1 Share this post Link to post
Xyzzу Posted October 19, 2021 (edited) Greetings. I just downloaded this port to see if this WAD runs in it as someone asked in the release thread and for the most part it went smoothly. However, there's a part in MAP09 where the player must hide from a purple marine shooting at them with a rapid fire BetaSkullAttack dealing 1-8 damage. I noticed it didn't seem to work at all in Woof while it works as intended in DSDA-Doom. I made sure the default complevel was set to MBF21 as well. Is this an oversight? 1 Share this post Link to post
rfomin Posted October 19, 2021 10 minutes ago, Xyzzy01 said: Is this an oversight? Probably. I can't figure out this map, can you please PM me how to get to this purple marine? 1 Share this post Link to post
rfomin Posted October 19, 2021 BetaSkullAttack wasn't exported to BEX in MBF. Thanks for the report, it will be fixed in the next release. 1 Share this post Link to post
Xyzzу Posted October 19, 2021 Thank you for working on this port, I see it still has the compat options menu where I can turn things on or off; I was missing that when trying to play my older WADs that needed it in DSDA-Doom! 0 Share this post Link to post
maxmanium Posted October 19, 2021 7 hours ago, rfomin said: BetaSkullAttack wasn't exported to BEX in MBF. Thanks for the report, it will be fixed in the next release. So BetaSkullAttack only ever worked with .deh files? 0 Share this post Link to post
GoneAway Posted October 19, 2021 10 hours ago, Xyzzy01 said: Thank you for working on this port, I see it still has the compat options menu where I can turn things on or off; I was missing that when trying to play my older WADs that needed it in DSDA-Doom! If you have a list of wads and the adjustments you needed to make, I would appreciate it. I'd like to make these automatically load with the wads so users don't need to think about it. 3 Share this post Link to post
Xyzzу Posted October 19, 2021 Oh, that'd be really cool! It was only a couple WADs now that I think about it: Spoiler Confinement.wad MAP31: In addition to needing to be run in -cl11 in a -cl9 mapset, it also needs ghost monsters turned on for one encounter... It was my first boom-format map so I'm willing to give my early 2018 self some slack, maybe. conf256b.wad MAP07: Needs the lost soul limit turned on. MAP12: Needs ghost monsters turned on. Both maps have text screens before them mentioning as much. 0 Share this post Link to post