taufan99 Posted September 9, 2020 31 minutes ago, plums said: @InDOOMnesia you should just be able to hit the delete key and remove all keyboard/mouse bindings from an action. If it had a mouse button assigned to it, that might change to say MB0 but that basically means "no mouse button". I see now. But when I bind my mouse button to the Use function, the Forward function is assigned to the same button too, which still frustrates me. I have no idea why and how. 0 Share this post Link to post
fabian Posted September 9, 2020 Binding the Use key to a mouse button is somehow special-cased in MBF: https://github.com/fabiangreffrath/woof/blob/18c2167893a1be1db15ff2e397767e0a4fcade77/Source/m_menu.c#L1933 0 Share this post Link to post
M_W Posted September 9, 2020 Shooooooot, Choco MBF? I'm def gonna check this out. Might be one of my new go-to's. 0 Share this post Link to post
thearcaalex Posted September 9, 2020 Could you add that when you attack the weapon is automatically centered like in crispy doom? 0 Share this post Link to post
fabian Posted September 10, 2020 20 hours ago, thearcaalex said: Could you add that when you attack the weapon is automatically centered like in crispy doom? Sounds fair! I didn't even know this feature was that popular, but here you go: https://github.com/fabiangreffrath/woof/commit/b00e9460b40e796deab82469d74e36b882eead7e 3 Share this post Link to post
Catpho Posted September 10, 2020 Hi. I tried to play Survive in Hell (the wad is Boom-compatible per its own testimonial, and runs fine in PrBoom+ and GLBoom+) with this port, but for some reason the executable just won't load the wad or open at all. No reports, no feedback (unless there's a crash log somewhere). I've already checked for typos. I also tried dragging the file, which works fine for other Boom wads such as UAC Ultra and Jenesis but no luck with Survive in hell. Would be grateful if someone can help me out. 0 Share this post Link to post
plums Posted September 10, 2020 (edited) @Catpho Looks like something in the Dehacked patch is causing it to Segfault immediately. edit: Line 686 of the Dehacked file, code pointer table for a monster: Frame 941 = Suicide Suicide isn't a valid action function and Woof's crashing from it. Edited September 10, 2020 by plums 4 Share this post Link to post
BlueThunder Posted September 10, 2020 On 2/29/2020 at 8:08 AM, Redneckerz said: First I want to say Im loving this port, my new goto. I was playing around with the automap settings last night and the "show coordinates of automap pointer" when switched to off the coordinates still show in the auto map. Tried it with 2.1.0 and 2.1.1. 0 Share this post Link to post
fabian Posted September 10, 2020 Automap coordinates are always enabled in MBF. This switch merely affects follow mode. If the latter is disabled, it decides whether the coordinates of the player arrow or of the screen center are displayed. 1 Share this post Link to post
BlueThunder Posted September 10, 2020 On 2/29/2020 at 8:08 AM, Redneckerz said: My mistake, I misunderstood what the option actually did. 0 Share this post Link to post
fabian Posted September 10, 2020 33 minutes ago, BlueThunder said: My mistake, I misunderstood what the option actually did. Granted, it's ambiguous, but it's not my wording. ;) 1 Share this post Link to post
Redneckerz Posted September 10, 2020 2 hours ago, BlueThunder said: My mistake, I misunderstood what the option actually did. I think the first quote didn't go as planned since its not something i wrote haha :P 1 Share this post Link to post
fabian Posted September 11, 2020 I have just released Woof! 2.2.0: Level stats and level time widgets have been added to the automap. The weapon sprites can now be centered during attacks. A crash when a Dehacked patch attempts to assign a non-existent code pointer has been fixed. https://github.com/fabiangreffrath/woof/releases/download/woof_2.2.0/Woof-2.2.0-win32.zip 3 Share this post Link to post
Smite of Disrespect Posted September 11, 2020 pls add integer scaling option like in crispy doom 0 Share this post Link to post
fabian Posted September 11, 2020 40 minutes ago, RonnieColeman said: pls add integer scaling option like in crispy doom Hm, is there a specific reason why you would want this? I don't even interpolate the scaled picture, so sticking to mere integer factors shouldn't make a huge difference anyway. 0 Share this post Link to post
maxmanium Posted September 11, 2020 Minor, but ouch face bug is still present. 0 Share this post Link to post
fabian Posted September 11, 2020 6 minutes ago, maxmanium said: Minor, but ouch face bug is still present. I know and I am not even sure if it should get fixed... 0 Share this post Link to post
Smite of Disrespect Posted September 11, 2020 (edited) 10 hours ago, fabian said: is there a specific reason why you would want this? I just love the way it looks. I didn't even know what it was until someone told me, and now I play all old DOS games through the DOSBox fork that uses integer scaling ("DOSBox pixel-perfect") like Blood, Duke 3D, and Doom. Even the Diablo 1 version sold on GOG contains integer scaling and it looks great; I like it so much, I've been playing that instead of Doom recently. Sadly, there is no way for me to play Diablo 2 with integer scaling. I discovered that I can play modern maps through DOSBox using MBF (thanks in part to this thread) but, DOSBox being what it is, some maps run unbearably slow. For example, I was playing Anta_req.wad in DOSBox/MBF and the first map plays flawlessly but the second map runs at an unacceptable framerate. I tried it in PrBoom+, but there is no going back to that now after playing Chocolate/Crispy/DOSBox with integer scaling. Integer scaling is one of those things that you "can't unsee." Woof is currently my preferred port for Antaresian Reliquary; it's just missing those little black bars on the top and bottom of the screen :) Edited September 11, 2020 by RonnieColeman 1 Share this post Link to post
Lila Feuer Posted September 12, 2020 Funny, I thought integer scaling was in Woof! because the default 320x200 doesn't look like a blurry mess on a 1080p monitor. 0 Share this post Link to post
M_W Posted September 12, 2020 What's the benefit of integer scaling when the game is built with non-square pixels? I can see the appeal of horizontal integer scale, but wouldn't having integer scaling on the vertical axis just give you horizontally stretched sprites? Don't get me wrong, I'm all about integer scaling when it comes to 2D games built on square pixel aspect ratios, but that's pretty rare and I find integer scaling one axis, and doing interpolation on the other tends to offer the best results on fixed-pixel displays. 0 Share this post Link to post
Smite of Disrespect Posted September 12, 2020 (edited) Damn, you're right, dude. I never noticed it until you mentioned it: in DOSBox, the image is stretched horizontally, both with and without integer scaling. It seems so obvious now I'm surprised I never noticed. In Chocolate/Crispy there is some sort of magic going on so the aspect ratio is corrected, with and without integer scaling on :) Well, I guess I'm never playing Doom in DOS again... but the Soundblaster MIDIs are so comfy :((very late edit: I found out about this shortly after making this post and I never edited the post but I figured I should mention: you can enable aspect ratio correction in DOSBox) Left is uncorrected (horizontally stretched), right is corrected On 9/11/2020 at 11:46 PM, M_W said: I find integer scaling one axis, and doing interpolation on the other tends to offer the best results on fixed-pixel displays What are some examples of this? Edited October 12, 2020 by RonnieColeman 0 Share this post Link to post
plums Posted September 12, 2020 (edited) 8 hours ago, M_W said: What's the benefit of integer scaling when the game is built with non-square pixels? In theory you could do proper integer scaling to 1600x1200 resolution (320*5=1600, 200*6=1200) and preserve the aspect ratio, so long as you had a display that could show it. It looks like Crispy's integer scaling does what you suggest, scaling the H axis up by an integer and then scaling the V axis up by the same amount proportionally while keeping the non-square pixels. Edited September 12, 2020 by plums 1 Share this post Link to post
drfrag Posted September 12, 2020 Has anyone else noticed that the status bar has wrong aspect ratio in GZDoom unless you use the scale to fullscreen option? In ZDoom it was the same unless you set the stretch option which was the default. But now it looks bad at mid-low resolutions when scaled to fullscreen. 0 Share this post Link to post
BigBoy91 Posted September 12, 2020 (edited) Might be a dumb question, but is there way to unbind the double-click for use? I prefer single click. 0 Share this post Link to post
fabian Posted September 14, 2020 (edited) I have just added an "integer_scaling" option, but I found this feature obscure enough to hide it from the menu. You'll have to edit the config file to enable it. Also, it is now possible to bind the "use" action to a dedicated mouse button. Using by double-click is still available, but needs to get explicitly enabled in the "Input Methods" section of the "General" Options menu. (NB: You might have to rebind your mouse keys.) Edited September 14, 2020 by fabian 3 Share this post Link to post
hawkwind Posted September 15, 2020 Woof seems to have issues with certain masked mid textures. Obvious at the start of this wad with the "clock" texture at the start of map01 ... 0 Share this post Link to post
Lila Feuer Posted September 15, 2020 I really like this port, its basically a strong limit removing port with Boom and MBF compatibility and doesn't feel the need to change anything regarding the gameplay or quirks. Thank you! 4 Share this post Link to post
fabian Posted September 15, 2020 4 hours ago, hawkwind said: Woof seems to have issues with certain masked mid textures. Single-patched masked textures with a different height between the texture and the patch, yes. 0 Share this post Link to post
hawkwind Posted September 15, 2020 4 hours ago, fabian said: Single-patched masked textures with a different height between the texture and the patch, yes. There is no diffference in the height between the texture and the patch. The patches are ZCLOCK01-04, 160x160 pixels, and the textures are exactly the same. So there is still an issue. 0 Share this post Link to post