fabian Posted May 4 Woof! 11.0.0 is released on May 4, 2023. 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_11.0.0/Woof-11.0.0-win32.zip https://github.com/fabiangreffrath/woof/releases/download/woof_11.0.0/Woof-11.0.0-win64.zip Have a lot of fun! - Fabian 21 Share this post Link to post
maxmanium Posted May 4 If you're open to putting more stuff in from Crispy Doom, I have two suggestions: - Using palette 0 when the menu is open - Full air control when IDCLIP is activated 0 Share this post Link to post
Trov Posted May 4 (edited) Thank you for smooth pixel scaling! This should make it look better on lower res screens like Steam Deck. EDIT: Sorry to say but it seems that it isn't doing much at lower resolutions (where it should be the most helpful) compared to Crispy Doom. I think maybe what's happening is it is smooth scaling only after it has already been nearest-neighbor scaled to correct the aspect ratio? Which means it's smooth scaling from an already mangled result. Crispy/Chocolate Doom seems to be using the smooth scaling to handle the aspect ratio correction as well so it looks a lot smoother. Woof, smooth scaling on, 640x480 - plenty of doubled up rows Turning off hires and using -1 parameter makes this more apparent, several doubled up rows and no apparent smoothing happening: Crispy Doom, smooth scaling on, 640x480 - looks a lot more even than Woof 480p Edited May 5 by Tarvis 0 Share this post Link to post
VoanHead Posted May 5 God DAMN does this port keep getting better and better on the subsequent releases. It's practically my own go-to now for playing pwads, and it's beginning to overshadow Crispy Doom in my eyes after some of the things that Woof borrows from that port. I'm not saying this to derail the thread and cause a source port fight, no not one is better than the other, but Woof is feeling a lot more like an expansion to Crispy in similar vein to how Crispy is an expansion to Chocolate. 6 Share this post Link to post
rfomin Posted May 5 3 hours ago, Tarvis said: Sorry to say but it seems that it isn't doing much at lower resolutions (where it should be the most helpful) compared to Crispy Doom. I think maybe what's happening is it is smooth scaling only after it has already been nearest-neighbor scaled to correct the aspect ratio? I think Smooth Scaling is a bit of a misleading name. The purpose of this feature is to fix non-square pixel artefacts, see: Turn on: Turn off: I wanted to rename it to "Bilinear Sharpening". It works pretty much the same as it does in Crispy/Choco, maybe it chooses a different size for the scaled image. 1 Share this post Link to post
rfomin Posted May 5 3 hours ago, Tarvis said: I think maybe what's happening is it is smooth scaling only after it has already been nearest-neighbor scaled to correct the aspect ratio? Wait, maybe you're right. I'm checking it out. 0 Share this post Link to post
Trov Posted May 5 Yes, by aspect ratio correction I do mean the square-to-5:6 tall pixels correction 0 Share this post Link to post
mikeday Posted May 5 Just curious. Are you trying to run in a 640x480 window, or are you trying to run fullscreen? 0 Share this post Link to post
Trov Posted May 5 (edited) Oh, good catch, I was testing various window sizes in windowed mode. If I force my monitor into a certain resolution before launching the pixel smoothing looks better. Maybe then it's basing certain scale values off of total monitor size rather than window size? Woof, 800x600, windowed on a 1440p monitor Woof, 800x600, when forcing screen resolution to 800x600 before launching In particular look at the slashes between the ammo numbers. (EDIT: this definitely must be it - directly comparing with crispy doom after forcing monitor resolution makes it a perfect 1 to 1 match) So basically this is only an issue for windowed mode or any situation where the window size is not the full native screen resolution (maybe more prevalent in linux situations) Edited May 5 by Tarvis 2 Share this post Link to post
NightFright Posted May 5 (edited) Don't get me wrong, but I'd never use Smooth Scaling. It makes everything blurry AF. I prefer the raw, pixelated software look in all its glory. Same goes for any sort of filtering, like XBR, HQ2X/3X/etc and so on. But it's a matter of personal preference, I guess. Edited May 6 by NightFright 1 Share this post Link to post
mikeday Posted May 5 The Smooth Scaling in Crispy/Woof/Chocolate is not the same as a pure bilinear upscale, and in action has a pretty subtle effect. (BTW it's always enabled in Chocolate unless you manipulate some obscure options in the config file.) The way it works is: Create an intermediate frame buffer which is an integer-scaled/nearest-neighbor overscaling to the nearest possible resolution greater or equal to the target game window resolution. For example, say you want to play with the Crispy 2x resolution (640 x 400) in the authentic 4x3 aspect ratio pillarboxed on a 1920 x 1080 monitor. The target output resolution is 1440 x 1080, and the intermediate buffer will be 1920 x 1200 (3 x 640 V by 3 x 400 H). Downscale the intermediate buffer into the output buffer using bilinear filtering. At higher display resolutions it's almost imperceptible. (There was even an issue opened against Crispy on this topic!) 1 Share this post Link to post
rfomin Posted May 6 @Tarvis @mikeday Thanks for the investigation, this will be fixed. 2 Share this post Link to post
Woolie Wool Posted May 6 (edited) On 5/4/2023 at 12:46 AM, fabian said: Woof! 11.0.0 is released on May 4, 2023. 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_11.0.0/Woof-11.0.0-win32.zip https://github.com/fabiangreffrath/woof/releases/download/woof_11.0.0/Woof-11.0.0-win64.zip Have a lot of fun! - Fabian Building on Arch Linux through either AUR or github results in the following errors: CMake Error in src/CMakeLists.txt: Imported target "SDL2_net::SDL2_net" includes non-existent path "//include/SDL2" in its INTERFACE_INCLUDE_DIRECTORIES. Possible reasons include: * The path was deleted, renamed, or moved to another location. * An install or uninstall procedure did not complete successfully. * The installation package was faulty and references files it does not provide. CMake Error in src/CMakeLists.txt: Imported target "SDL2_net::SDL2_net" includes non-existent path "//include/SDL2" in its INTERFACE_INCLUDE_DIRECTORIES. Possible reasons include: * The path was deleted, renamed, or moved to another location. * An install or uninstall procedure did not complete successfully. * The installation package was faulty and references files it does not provide. I reinstalled SDL2_net and rebuilt another program that uses sdl2_net (ECWolf) to ensure it wasn't SDL2_net's fault. Note that I have built the previous version of Woof from AUR successfully. E: also successfully built DSDA Doom to further test SDL2_net, no issues 0 Share this post Link to post
Shepardus Posted May 6 59 minutes ago, Woolie Wool said: E: also successfully built DSDA Doom to further test SDL2_net, no issues FYI dsda-doom doesn't depend on SDL2_net anymore. 1 Share this post Link to post
rfomin Posted May 7 3 hours ago, Woolie Wool said: Building on Arch Linux through either AUR or github results in the following errors: It works for me on Ubuntu WSL and GitHub CI. Can you try building Chocolate/Crispy Doom? You can also try disabling CMAKE_FIND_PACKAGE_PREFER_CONFIG option: cmake -B build -DCMAKE_FIND_PACKAGE_PREFER_CONFIG=OFF 0 Share this post Link to post
Lila Feuer Posted May 7 I should inform that MAP13 of Number One Kill: The Next Generation crashes upon loading or warping into, this didn't happen in prior releases. P_LoadSegs: linedef 2223 for seg 3761 references a non-existent sidedef 65535 0 Share this post Link to post
rfomin Posted May 7 2 hours ago, Lila Feuer said: I should inform that MAP13 of Number One Kill: The Next Generation crashes upon loading or warping into, this didn't happen in prior releases. It could also crash in previous versions. Here we decided to match the behavior with Choco/PrBoom+/DSDA-Doom, see: https://github.com/fabiangreffrath/woof/issues/917 0 Share this post Link to post
fabian Posted May 7 16 hours ago, Woolie Wool said: Building on Arch Linux through either AUR or github results in the following errors: Cannot reproduce on Debian with cmake 3.25.1-1. Which version of cmake do you use? 0 Share this post Link to post
Woolie Wool Posted May 7 Running pacman -Qs cmake yields: local/cmake 3.26.3-1 0 Share this post Link to post
Lila Feuer Posted May 8 18 hours ago, rfomin said: It could also crash in previous versions. Here we decided to match the behavior with Choco/PrBoom+/DSDA-Doom, see: https://github.com/fabiangreffrath/woof/issues/917 To be fair I last played in 2021 so it most likely started crashing sometime last year once I moved onto other WADs. 0 Share this post Link to post
VoanHead Posted May 10 Alright fellas, I think I might've found another minor bug: anytime you use the IDCLEV cheat to a map that ends with 1, (for example: IDCLEV11, IDCLEV21,etc) Doomguy just switches to his fist immediately upon loading up to that level. I think the port registers the cheat and then the input of 1 that it switches to the fist. It's nothing game breaking but yeah just a weird quirk. 1 Share this post Link to post
rfomin Posted May 10 2 hours ago, VoanHead said: Alright fellas, I think I might've found another minor bug: anytime you use the IDCLEV cheat to a map that ends with 1, (for example: IDCLEV11, IDCLEV21,etc) Doomguy just switches to his fist immediately upon loading up to that level. I think the port registers the cheat and then the input of 1 that it switches to the fist. It's nothing game breaking but yeah just a weird quirk. Thanks for the bug report, fixed in the master branch. 0 Share this post Link to post
Classic SSG Enjoyer Posted May 10 2 hours ago, VoanHead said: Alright fellas, I think I might've found another minor bug: anytime you use the IDCLEV cheat to a map that ends with 1, (for example: IDCLEV11, IDCLEV21,etc) Doomguy just switches to his fist immediately upon loading up to that level. I think the port registers the cheat and then the input of 1 that it switches to the fist. It's nothing game breaking but yeah just a weird quirk. Yeah even I experienced this minor bug lol 0 Share this post Link to post
Classic SSG Enjoyer Posted May 10 Can we have coloured blood in Woof for demo recording purposes ? As far as I know, we can't, but will it break demo compatibilty if Coloured Blood can be used to turn on while recording demos ? 0 Share this post Link to post
fabian Posted May 10 It's disabled in strict mode, which you don't have to enable to watch or record demos. 1 Share this post Link to post
Classic SSG Enjoyer Posted May 10 12 minutes ago, fabian said: It's disabled in strict mode, which you don't have to enable to watch or record demos. If this is not breaking demo compatibilty, will you enable it in strict mode to record/watch demos ? 0 Share this post Link to post
fabian Posted May 10 One didn't have to do with the other. Strict mode has absolutely nothing to do with demo compatibility - as has been told to you before. It is just there to avoid accidently using features which would be considered against the rules of the speed running community when recording demos. 0 Share this post Link to post