Gibbitudinous Posted September 21 So I see that someone much earlier in this thread claimed to be able to play through the first map of Batman Doom in Woof fine by using "complevel boom" but that simply doesn't work for me. Every single time I've attempted to play Batman Doom in Woof, no matter what compatibility settings or version of the wad or deh file I use, it always crashes on the first map at some point, usually right after hitting the switch on the subway train past the blue door. R_ProjectSprite: invalid frame 5 for sprite SMGT 0 Share this post Link to post
Doomer1999 Posted September 21 (edited) 27 minutes ago, Gibbitudinous said: So I see that someone much earlier in this thread claimed to be able to play through the first map of Batman Doom in Woof fine by using "complevel boom" but that simply doesn't work for me. Every single time I've attempted to play Batman Doom in Woof, no matter what compatibility settings or version of the wad or deh file I use, it always crashes on the first map at some point, usually right after hitting the switch on the subway train past the blue door. R_ProjectSprite: invalid frame 5 for sprite SMGT I can't help you with the error, but I can tell you that it Batman Doom works fine in Woof. I use DoomRunner Launcher to launch Woof, the doom2.wad as well as batman.deh and batman.wad. It works with Vanilla comp level in strict mode and in Boom comp level in strict mode. I haven't tested the other comp levels. 1 Share this post Link to post
Trov Posted September 21 (edited) 7 hours ago, Doomer1999 said: Plutonia and TNT wads have no visible par time on their respective intermission screens, can this be fixed for next release please? They are hidden I think intentionally, because the par times are just carried over from Doom 2. EDIT: Just tested TNT Revilution, which does have par times defined in its WAD, and they do show up in Woof. 0 Share this post Link to post
Doomer1999 Posted September 21 1 minute ago, Trov said: They are hidden I think intentionally, because the par times are just carried over from Doom 2. Really? I didn't know that. Do you know how to unhide them, despite them being the same par times from Doom II? 0 Share this post Link to post
Shepardus Posted September 21 32 minutes ago, Doomer1999 said: Really? I didn't know that. Do you know how to unhide them, despite them being the same par times from Doom II? This isn't specific to Plutonia/TNT, it's a Boom behavior that par times are removed from PWADs unless new par times are specified. If you redefine the par times with BEX or UMAPINFO they should show up again. The trick is that you only need to set one par time for it to count, so a BEX patch like this is enough to make par times show up for all levels: [PARS] par 1 30 1 hour ago, Gibbitudinous said: So I see that someone much earlier in this thread claimed to be able to play through the first map of Batman Doom in Woof fine by using "complevel boom" but that simply doesn't work for me. I played through all of Batman Doom in Woof using complevel 2. Make sure you load both batman.wad and batman.deh. You can also load the restored Molotov effect if you want (macmoltv.deh), but don't do so in Boom compatibillity since that works using the lost soul limit. I don't remember if I loaded the bug fix for vanilla Doom (vbatman.deh), but I don't think it makes a difference for Woof. 1 Share this post Link to post
Gibbitudinous Posted September 21 2 minutes ago, Shepardus said: I played through all of Batman Doom in Woof using complevel 2. Make sure you load both batman.wad and batman.deh. You can also load the restored Molotov effect if you want (macmoltv.deh), but don't do so in Boom compatibillity since that works using the lost soul limit. I don't remember if I loaded the bug fix for vanilla Doom (vbatman.deh), but I don't think it makes a difference for Woof. Tried it again following your instructions exactly and nope, it still didn't work. But then I realized that the problem might have something to do with the wad being affected by stuff in my autoload, so I added "noautoload" and that actually worked.🤦 2 Share this post Link to post
Gibbitudinous Posted September 21 (edited) On that note, how do the autoload folders even work anyways? I'm pretty confused by pwads like No Rest for the Living and SIGIL having folders specifically for them and then stuff like "doom-all", "doom2-all", "all", and "all-all" in addition to the proper iwad folders. 0 Share this post Link to post
Doomer1999 Posted September 21 32 minutes ago, Shepardus said: This isn't specific to Plutonia/TNT, it's a Boom behavior that par times are removed from PWADs unless new par times are specified. If you redefine the par times with BEX or UMAPINFO they should show up again. The trick is that you only need to set one par time for it to count, so a BEX patch like this is enough to make par times show up for all levels: [PARS] par 1 30 I played through all of Batman Doom in Woof using complevel 2. Make sure you load both batman.wad and batman.deh. You can also load the restored Molotov effect if you want (macmoltv.deh), but don't do so in Boom compatibillity since that works using the lost soul limit. I don't remember if I loaded the bug fix for vanilla Doom (vbatman.deh), but I don't think it makes a difference for Woof. Thank you for such a detailed explanation of the reason of removal of the par times and also for BEX patch instructions. I will try that. Batman doom works fine in Woof I tested it too, the best thing is to load batman.wad and batman.deh using a launcher, well for me at least. 0 Share this post Link to post
rfomin Posted September 21 29 minutes ago, Gibbitudinous said: On that note, how do the autoload folders even work anyways? I'm pretty confused by pwads like No Rest for the Living and SIGIL having folders specifically for them and then stuff like "doom-all", "doom2-all", "all", and "all-all" in addition to the proper iwad folders. There are other IWADs, such as Rekkr or Chex, so “doom-all” and “doom2-all” will work for all IWADs and PWADs that use the Doom 1 or Doom 2 structure, respectively. "all" - this folder does not exist in Woof (Nugget perhaps?). "all-all" - works for all games, useful if you have a mod that fits any Doom WAD, such as a sound pack. 2 Share this post Link to post
liPillON Posted September 21 speaking of autoload folder's structure.. is that kind of "lump filtering" supported only for woof.pk3 or also for zip/pk3 archives loaded using the -file parameter? (I've been snooping around on github lately) 0 Share this post Link to post
rfomin Posted September 21 1 hour ago, liPillON said: is that kind of "lump filtering" supported only for woof.pk3 or also for zip/pk3 archives loaded using the -file parameter? It should work everywhere, including autoload folders and with the "-file folder" parameter. 0 Share this post Link to post
Alaux Posted September 21 1 hour ago, rfomin said: "all" - this folder does not exist in Woof (Nugget perhaps?) Yes, I used that name in Nugget before merging Woof's all-all. It's not used anymore, so it must be a leftover. 1 Share this post Link to post
liPillON Posted September 21 14 hours ago, rfomin said: It should work everywhere, including autoload folders and with the "-file folder" parameter. maybe I'm doing something wrong, but this simple pk3 archive does not seem to work... it contains 2 wads which I'd like to be conditionally loaded testmaps.pk3.zip (the double extension is due to the forum's software accepting only zips) 0 Share this post Link to post
rfomin Posted September 22 3 hours ago, liPillON said: maybe I'm doing something wrong, but this simple pk3 archive does not seem to work... it contains 2 wads which I'd like to be conditionally loaded It is currently assumed to only work with resources such as sprites, voxels, etc. Example: filter.zip 2 Share this post Link to post
liPillON Posted September 22 ok so single/multiple lumps, not entire pwads - gotcha and I see that the archive you provided as an example uses the gzdoom's folder naming scheme, so that's supported as whell as the usual autoload's folder naming scheme? neat! 0 Share this post Link to post
rfomin Posted September 22 7 minutes ago, liPillON said: and I see that the archive you provided as an example uses the gzdoom's folder naming scheme, so that's supported as whell as the usual autoload's folder naming scheme? neat! So far only the GZdoom folder scheme works, “woof.pk3” is an exception. It's not finished, maybe we should enable autoload scheme everywhere. 0 Share this post Link to post
Woolie Wool Posted September 22 Just tried out 14.5.0--really cool to see hardware midi working on Linux! I am confused a bit by the new menu system--where would I go to configure my automap colors? I accidentally selected one of the presets and I have no idea how to change it back to my custom colors. 0 Share this post Link to post
fabian Posted September 22 The presets override all colors at once, so if you want something completely different, you will have to edit the config file (or autoload an OPTIONS lump). 0 Share this post Link to post
Woolie Wool Posted September 22 But why remove the old in-game interface for this? This is absolutely something I want to have access to in-game, along with message colors. 2 Share this post Link to post
maxmanium Posted October 3 Not sure if this is really a bug, but using -noautoload seems to also disable the loading of the supplemental lumps in woof.wad. So this means for example that you won't see the boom hud or automap stats, because it didn't load the font. 0 Share this post Link to post
Woolie Wool Posted October 3 Is there any way or any possibility that a way might be added to customize the appearance of the HUD on a per-user or per-wad basis? I would very much like to make the HUD look closer in its color choices and appearance to MBF 2.03. 0 Share this post Link to post
thelamp Posted October 3 Using clean screenshot on the titlescreen crashes woof with no error message Speed up/slow down game speed breaks midis (using idmus fixes tho) Love the port can't wait for the new version! 0 Share this post Link to post
Alaux Posted October 4 3 hours ago, maxmanium said: Not sure if this is really a bug, but using -noautoload seems to also disable the loading of the supplemental lumps in woof.wad. So this means for example that you won't see the boom hud or automap stats, because it didn't load the font. If you're on the latest release, then there's no woof.wad or anything of the sort, just some lumps in autoload; among those is a WOOFHUD, whose absence is what makes the Boom-style widgets disappear -- the font is built-in and should be loaded regardless. 2 hours ago, thelamp said: Speed up/slow down game speed breaks midis (using idmus fixes tho) Pretty sure this is fixed in the current dev version. 2 Share this post Link to post
Meerschweinmann Posted October 4 (edited) Heyhey, nice to see the square pixel aspect ratio option for the automap in the last dev-build. A nice detail to see the map proportions as they really are. Probably for most players not the big game-changer, but i like such details. 1 Share this post Link to post
maxmanium Posted October 4 17 hours ago, Alaux said: If you're on the latest release, then there's no woof.wad or anything of the sort, just some lumps in autoload; among those is a WOOFHUD, whose absence is what makes the Boom-style widgets disappear -- the font is built-in and should be loaded regardless. Thanks for clarification, I either have woof.wad from an older version or used -dumplumps at some point and named it that. In any case, I feel like -noautoload implies stuff I added, not included features, so I'm not sure if that's intended or not. 1 Share this post Link to post
Alaux Posted October 4 22 minutes ago, maxmanium said: I feel like -noautoload implies stuff I added, not included features, so I'm not sure if that's intended or not. The omission of Woof's own resources wasn't intended, so now they do use a .pk3 to store them, unaffected by -noautoload. 4 Share this post Link to post
Gibbitudinous Posted October 9 So how is customizing map colors via the config file supposed to work anyways? Honestly still pretty strange that the in-game menu for it was removed but I would like to know how to do it properly via file editing at least. 0 Share this post Link to post
maxmanium Posted October 11 Sorry if this has been asked before but what is the purpose of the woof.com program? 0 Share this post Link to post
Woolie Wool Posted October 11 8 minutes ago, maxmanium said: Sorry if this has been asked before but what is the purpose of the woof.com program? I have never seen any such program, and a 16-bit .com executable wouldn't run under modern Windows anyway. 0 Share this post Link to post
Alaux Posted October 11 10 minutes ago, maxmanium said: Sorry if this has been asked before but what is the purpose of the woof.com program? I'll try to explain: at least on Windows (though I guess it shouldn't be present on builds for any other OS), it opens a terminal (CMD) window with some info output if you run it from Explorer, and only enables said output if you run it from an already-open terminal. Basically, it displays some sort of log of what the program is doing. 1 Share this post Link to post