Alper002 Posted January 4, 2022 41 minutes ago, ChopBlock223 said: Strife does a lot of odd things, doesn't it? There's also no source code. Source code isn't much of an issue, I believe the reverse engineering that's been done is pretty good. I think the biggest issue is just that Strife didn't bother with proper demo support at all. As far as I'm aware, dialogue breaks when trying to play back any recorded demo. As a result, there's probably very few (if any) demos to claim the game support compatible with, other than the single short one found in the title screen loop of the game. And if dialogues don't work anyway it's worthless for the kind of demos people actually want to record. 3 Share this post Link to post
blackthorn Posted January 4, 2022 @kraflab Just to follow up on those few Hexen bugs I reported earlier, I've done a bit more testing and discovered that the two relating to widescreen assets (improperly displayed extended status bar and glitching to the fighter's punch animation) only occur in software rendering mode. I usually use software mode as I prefer the lighting, but I tried with OpenGL and both bugs disappeared. I also checked the bug with the fighter's fourth weapon graphics on the status bar, but this occurs in both software and OpenGL modes. 1 Share this post Link to post
Dinoaur Posted January 4, 2022 By the way, I think the reason for the FLAC audio not looping might have something to do with DSDA-Doom not supporting metadata loop tags for seamless looping playback, as stated on the "Roland SC-55 Music Packs" website. 0 Share this post Link to post
MechanicalSanity Posted January 6, 2022 So when using higher resolutions in DSDA doom, the scaling for the fuzz for specters get's so high that they become really invisible. Could you guys add an option to scale up the fuzz so we can see them like we would in chocolate doom? 3 Share this post Link to post
GoneAway Posted January 6, 2022 What renderer are you using? Could you provide some screenshots to give an idea what you mean exactly? 1 Share this post Link to post
ChopBlock223 Posted January 7, 2022 Scaling option for spectre fuzz would be interesting, considering those guys are actually hard to see on the original resolution, but very easy to see on higher ones. 0 Share this post Link to post
GoneAway Posted January 7, 2022 It's in the todo list to make spectres in software mode have the same "resolution" of fuzz as vanilla at any window resolution. Elim has it on his plate. 5 Share this post Link to post
MechanicalSanity Posted January 9, 2022 On 1/7/2022 at 10:28 AM, kraflab said: It's in the todo list to make spectres in software mode have the same "resolution" of fuzz as vanilla at any window resolution. Elim has it on his plate. Thanks. I love playing software render mode, but the spectres are barely visible 0 Share this post Link to post
GoneAway Posted January 11, 2022 Updated to v0.23.0 Following a small debate on the speedrunning discord, we've decided to officially allow weapon bobbing to be disabled while recording (formerly there wasn't really an official vote on that). In case you're wondering, weapon bobbing does affect demo sync and does affect the timing of some weapon state changes. This release adds separate options to disable view and weapon bobbing, and additionally separates what you see from the demo-sync-affecting logic. This means you can watch bob demos without bob and vice versa. It also means no configuration has a speed advantage (however small it would be) over another. The other big thing here is that thing tags have been added to the doom-in-hexen support. A bunch of related line specials are now supported, listed below. There were extensive regression tests over the course of 0.22 - I now consider this the stable release. What's New: Removed general bobbing option Added view bobbing option Added weapon bobbing option The weapon alignment option is now enabled for hexen Weapon bobbing is now independent from demo playback / recording Added -no_message_box option (suppress message box popups) Doom-in-Hexen Changes Fixed floor scroll units Teleport specials now support target tags New line specials DamageThing ThrustThing ThrustThingZ Thing_Activate Thing_Deactivate Thing_Remove Thing_Damage Thing_Destroy Thing_Raise Thing_Spawn Thing_SpawnNoFog Thing_SpawnFacing Thing_Projectile Thing_ProjectileGravity Thing_ProjectileAimed Thing_Hate Thing_ChangeTID Thing_Stop Thing_Move Teleport_ZombieChanger TeleportOther Download 24 Share this post Link to post
El Juancho Posted January 11, 2022 1 minute ago, kraflab said: we've decided to officially allow weapon bobbing to be disabled while recording 2 Share this post Link to post
ChopBlock223 Posted January 11, 2022 Options for bobbing is good for accessability options, but for clarification, does the default values correspond to how bobbing works in Vanilla? Likewise, does bobbing still line up with the original timing in that case? It's not a particularly important point, but I do seem to vaguely recall that an eagle eyed player could theoretically line up their weapon bobbing with the intervals for damaging floors, thus gauging that timing somehow, or something such as that. It was something which I think wasn't actually useful in practice. 0 Share this post Link to post
RHhe82 Posted January 11, 2022 This might be a silly question, but is there a clever way to migrate to new version? When I switched 21.x to 22.3 (or .4) I had to go through immense trouble ensuring all configuration options be the same as in previous version. Can I simply use the old config file with the new one? 0 Share this post Link to post
Maribo Posted January 11, 2022 @RHhe82 You can just copy the config file over, I've used the same config file since 0.19.x and haven't had to generate a new one at all. 5 Share this post Link to post
El Juancho Posted January 11, 2022 14 minutes ago, RHhe82 said: This might be a silly question, but is there a clever way to migrate to new version? When I switched 21.x to 22.3 (or .4) I had to go through immense trouble ensuring all configuration options be the same as in previous version. Can I simply use the old config file with the new one? I do that, I simply copy the files from the new version and paste them into my folder where I have the old version :) 1 Share this post Link to post
RHhe82 Posted January 11, 2022 1 hour ago, Maribo said: @RHhe82 You can just copy the config file over, I've used the same config file since 0.19.x and haven't had to generate a new one at all. I do indeed feel silly now, that's so simple :-D Anyway, I wonder if this has to do my Avast shenanigans as it usually breaks new executables whenever I obtain them, but for some reason DSDA no longer seems to write stats.txt upon exiting the game? Am I right to suspect Avast, or has something changed since 0.22.x? 0 Share this post Link to post
Shepardus Posted January 11, 2022 3 hours ago, ChopBlock223 said: Options for bobbing is good for accessability options, but for clarification, does the default values correspond to how bobbing works in Vanilla? Likewise, does bobbing still line up with the original timing in that case? The default should still be the same as before. 1 Share this post Link to post
Maribo Posted January 11, 2022 (edited) 55 minutes ago, RHhe82 said: Anyway, I wonder if this has to do my Avast shenanigans as it usually breaks new executables whenever I obtain them, but for some reason DSDA no longer seems to write stats.txt upon exiting the game? Am I right to suspect Avast, or has something changed since 0.22.x? Not sure what stats.txt is referring to, the only similar command I'm aware of is -levelstat, and I don't see anything in any of the docs/readmes that mentions a stats.txt. 0 Share this post Link to post
RHhe82 Posted January 11, 2022 (edited) 13 minutes ago, Maribo said: Not sure what stats.txt is referring to, the only similar command I'm aware of is -levelstat, and I don't see anything in any of the docs/readmes that mentions a stats.txt. The previous version of DSDA wrote a file named stats upon completing a map (or maps) and exiting the game. This was useful (to me, not perhaps so much in speedrun point of view) because DoomLauncher I use as a frontend could read that file and record stats to its own database. But but, now that you mention the actual cmdline parameter, it looks like I now have to manually apply -levelstat and DSDA does write a levelstat file! The format has changed a bit from what it used to be (or, what it used to output on my setup?), so I guess it's up to DoomLauncher to read it? (ping @hobomaster22 ?) EDIT: Oh wait, if I preview the launch parameters in DoomLauncher, it's applying a following, which would explain me very clearly remembering the file was named "stats.txt" ("-levelstat" is something I manually put there after reading your message). I wonder if -statdump was some obsolete parameter that was cleaned in v0.23? Edited January 11, 2022 by RHhe82 0 Share this post Link to post
GoneAway Posted January 11, 2022 I removed an old predecessor to levelstat recently, since it was unmaintained and obsolete. Most likely your launcher was adding an option automatically for you to execute it. 4 Share this post Link to post
RHhe82 Posted January 11, 2022 6 minutes ago, kraflab said: I removed an old predecessor to levelstat recently, since it was unmaintained and obsolete. Most likely your launcher was adding an option automatically for you to execute it. Yeah, that's it. Launcher has been using that old function all along without me realizing it. D'oh. Well, I'm glad that's cleared, then. 0 Share this post Link to post
hobomaster22 Posted January 11, 2022 When I implemented it I probably thought dsda-doom only had statdump because that is how Chocolate Doom specifically did it. I wasn't nearly as familiar with it as I am now. Since it supports levelstat it is an easy update. A dumb way to get around it in Doom Launcher would be to rename dsda-doom.exe to prboom.exe and update the location in Doom Launcher so it will expect the levelstat in the meantime. 4 Share this post Link to post
Ramon_Demestre Posted January 13, 2022 Win32 build of dsda-doom-0.23.0 https://github.com/RamonUnch/dsda-doom/releases/download/v0.23.0/DSDADoom-0.23.0-win32.7z 5 Share this post Link to post
vaa44 Posted January 15, 2022 When trying to run Hexen, the message "W_GetNumForName: BARBACK not found" appears. If you remove Heretic.wad from the folder with the port, then Hexen is launched. (dsda-doom v0.23) 0 Share this post Link to post
Ramon_Demestre Posted January 15, 2022 @vaa44 I guess you are using the launcher on windows, unfortunately it only works for doom, you need to use the command line for Heretic/Hexen. Make for example a .bat file with: dsda-doom.exe -iwad HEXEN.WAD 1 Share this post Link to post
GoneAway Posted January 15, 2022 Please check out the amazing launcher developed by @PBeGood4 here: https://github.com/Pedro-Beirao/dsda-launcher/releases This will replace the built-in launcher soon, and it should work for hexen as well. Let us know if there are any issues. 6 Share this post Link to post
vaa44 Posted January 15, 2022 5 hours ago, kraflab said: Please check out the amazing launcher developed by @PBeGood4 here: https://github.com/Pedro-Beirao/dsda-launcher/releases This will replace the built-in launcher soon, and it should work for hexen as well. Let us know if there are any issues. Thanks! Everything works fine with this launcher. 2 Share this post Link to post
L0l1nd3r Posted January 16, 2022 On 1/11/2022 at 8:40 AM, ChopBlock223 said: Options for bobbing is good for accessability options, but for clarification, does the default values correspond to how bobbing works in Vanilla? Likewise, does bobbing still line up with the original timing in that case? It's not a particularly important point, but I do seem to vaguely recall that an eagle eyed player could theoretically line up their weapon bobbing with the intervals for damaging floors, thus gauging that timing somehow, or something such as that. It was something which I think wasn't actually useful in practice. The peaks of the weapon Bob indicate the floor damage tic. Floor damage procs once every 30 tics. 3 Share this post Link to post
ChopBlock223 Posted January 16, 2022 9 hours ago, L0l1nd3r said: The peaks of the weapon Bob indicate the floor damage tic. Floor damage procs once every 30 tics. Right, that was it! Is that knowledge something which a player could realistically exploit? 0 Share this post Link to post
Maribo Posted January 16, 2022 49 minutes ago, ChopBlock223 said: Right, that was it! Is that knowledge something which a player could realistically exploit? You can, but it's only really relevant for reality runs, in my experience. It can save bits of health in other runs, but it's like... nothing compared to working on your dodging habits. I imagine it would add up to a decent number in a D2ALL with lots of hurt floors that have tight space between safe spots, I guess. 5 Share this post Link to post
RHhe82 Posted January 19, 2022 Has anybody experienced crashes with DSDA-Doom? I'm fairly certain it never happened to me before v0.23, but now it crashes every now and then, usually (but not everytime) when I exit a level and the game loads the next (right after the intermission screen). Once this occurred mid-level, and because I'm talking literally one time so far, I don't know if it has any relevance I was in a middle of a big ambush, which made me think if it was a sound-related issue. 0 Share this post Link to post