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fabian

This is Woof! 2.3.2 (Oct 19, 2020) [Updated WinMBF]

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Posted (edited)

Also, in valiant, in some places appear a magenta line but I think someone had already talk about this problem. 

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On 9/10/2020 at 10:59 AM, fabian said:

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. 

Is there some reason for this? I'd nearly forgotten about this port and have been enjoying it recently, although I wish those automap coordinates could be switched off.

 

[EDIT] When playing Doom II for some reason I got a crash when I finished up MAP11. I've no idea how I triggered it but this was the error report:

 

xt0AZdb.png

 

[EDIT] Another error this time on MAP27 of Doom II - the stairs won't build after flipping the switch by the yellow door (the sector 8 switch specifically).

Edited by valkiriforce

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Can you please add an option for bobbing weapons while firing? I'd hate to bother you but you added an option for centered weapons while firing so I thought it wouldn't hurt to ask.

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Can you add the option to play sounds in full length? I noticed this while messing with custom shotgun and rocket launcher sounds: the rocket/barrel explosion sound, DSBAREXP, does not play in full when a rocket explodes, and the SSG sound effect cuts off if it's too long

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On 10/10/2020 at 11:08 PM, valkiriforce said:

Is there some reason for this? I'd nearly forgotten about this port and have been enjoying it recently, although I wish those automap coordinates could be switched off.

 

The automap coordinates are always-on in MBF. I never found them distracting enough to have them optional, though.

 

On 10/10/2020 at 11:08 PM, valkiriforce said:

[EDIT] When playing Doom II for some reason I got a crash when I finished up MAP11. I've no idea how I triggered it but this was the error report:

 

Thanks for noticing! This is the second time I introduced this same kind of crash due to the rather non-intuitive way MBF aliased the memory allocation functions. You reported the same bug last time, so thanks again for your attention! :D

 

On 10/10/2020 at 11:08 PM, valkiriforce said:

[EDIT] Another error this time on MAP27 of Doom II - the stairs won't build after flipping the switch by the yellow door (the sector 8 switch specifically).

 

This is probably due to Boom's own stair building function being the default in Boom and later, though I would be surprised if this breaks an IWAD map.

 

On 10/12/2020 at 3:03 AM, RonnieColeman said:

Can you please add an option for bobbing weapons while firing? I'd hate to bother you but you added an option for centered weapons while firing so I thought it wouldn't hurt to ask.

 

I didn't even know this feature is so popular. The problem is that there are no multiple choice menu items in MBF for e.g. "off" / "centered" / "bobbing". Do you really miss this or did you suggest it for completeness?

 

On 10/13/2020 at 3:58 AM, RonnieColeman said:

Can you add the option to play sounds in full length? I noticed this while messing with custom shotgun and rocket launcher sounds: the rocket/barrel explosion sound, DSBAREXP, does not play in full when a rocket explodes, and the SSG sound effect cuts off if it's too long

 

I could add this, sure. Thanks for the suggestion.

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4 hours ago, fabian said:

Do you really miss this or did you suggest it for completeness?

I think it looks great. For example, try playing with Vanilla Doom Smooth Weapons in Crispy Doom with weapon-bobbing-while-firing turned on, and run around while holding fire on the chaingun. It looks super cool

 

4 hours ago, fabian said:

I could add this, sure. Thanks for the suggestion

:DDDD

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I downloaded the latest version. For some reason the custom shotgun and chaingun sounds for this wad aren't working, instead it's complete silence for the shotgun while the chaingun reverts back to stock sounds. You can play it in another boom compatible port to hear what the original sounds sound like.

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@Catpho the sounds in that wad are in wav format instead of Doom's soundfile format. I don't know if that's a feature @fabian will want to support, so here's a wad with those sounds converted, load it after the main wad. (I didn't see any new chaingun/pistol sounds, btw.)

 

idmqwcon_sfx.zip

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I'm interested. Has anyone gotten this to work on Linux? I might try it!

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4 hours ago, Ar_e_en said:

I'm interested. Has anyone gotten this to work on Linux? I might try it!

 

The github link on the first page has build instructions, looks pretty straightforward compared to some others to build

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On 10/10/2020 at 11:08 PM, valkiriforce said:

Is there some reason for this? I'd nearly forgotten about this port and have been enjoying it recently, although I wish those automap coordinates could be switched off.

 

I have just committed the change to make this optional, thanks to your own and @OpenRift's suggestion. However, please keep in mind that this port's aim is not to mimic Vanilla Doom, but MBF. ;)

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I keep the coordinates on, as I'd imagine that would help the author for reporting map related issues.

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Welp, I tried compiling it on Linux, but no luck. I got an error:

/home/ren/woof/Source/i_sound.c: In function ‘I_InitSound’:
/home/ren/woof/Source/i_sound.c:605:10: error: implicit declaration of function ‘Mix_OpenAudioDevice’ [-Werror=implicit-function-declaration]
       if(Mix_OpenAudioDevice(snd_samplerate, MIX_DEFAULT_FORMAT, 2, audio_buffers, NULL, SDL_AUDIO_
          ^
cc1: some warnings being treated as errors
Source/CMakeFiles/woof.dir/build.make:289: recipe for target 'Source/CMakeFiles/woof.dir/i_sound.c.o' failed
make[2]: *** [Source/CMakeFiles/woof.dir/i_sound.c.o] Error 1
CMakeFiles/Makefile2:225: recipe for target 'Source/CMakeFiles/woof.dir/all' failed
make[1]: *** [Source/CMakeFiles/woof.dir/all] Error 2
Makefile:170: recipe for target 'all' failed
make: *** [all] Error 2

Should I try an earlier version or something else? I downloaded the 2.3.2 version.

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From what I can gather it's "2.0.1+dfsg1-1"

I'm guessing it's an outdated library and I should look for the newer version? Should I also get the newest image, net and standard SDL2 libraries?

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Bit of a problem - while I can get a newer version of SDL2, I can't find anyway to get a newer version of SDL2-dev. I did compile a newer version of SDL2 (at least I think I did, the command "sdl2-config --version" tells me that now I have version "2.0.12" which is the newest version from what I can tell), but there doesn't seem to be any place from where I can get the "-dev" versions of SDL2. The only other option I can think of is to change distros (currently using Linux Mint, might change to Manjaro or Artix), and that is gonna take some time.

 

._.

 

Oh, well... another time then.

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13 hours ago, Ar_e_en said:

Bit of a problem - while I can get a newer version of SDL2, I can't find anyway to get a newer version of SDL2-dev.

 

Even Debian stable has SDL2_Mixer 2.0.4 and SDL2 2.0.9. Maybe you can take the packages from there.

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You mean get the debian packages from the debian website? That might actually work!

I briefly checked the website and it seems to have the regular and the "-dev" variants, so I guess I'll try this later. 

 

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Welp, I added the newest Debian (Buster) repository to my sources.list (I also have a copy of the old list as a backup just in case) and I managed to download the various SDL2 libraries.

Now I went back to the "woof" folder to try again, but now I got a different error:

fatal error: SDL_net.h: No such file or directory
compilation terminated.
Source/CMakeFiles/woof.dir/build.make:276: recipe for target 'Source/CMakeFiles/woof.dir/i_net.c.o' failed
make[2]: *** [Source/CMakeFiles/woof.dir/i_net.c.o] Error 1
CMakeFiles/Makefile2:225: recipe for target 'Source/CMakeFiles/woof.dir/all' failed
make[1]: *** [Source/CMakeFiles/woof.dir/all] Error 2
Makefile:170: recipe for target 'all' failed
make: *** [all] Error 2

It tells me that there is no "SDL_net.h" library. Either I screwed up in getting the SDL2 libraries again or there really is a missing file from the sources directory.

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@Ar_e_en you're probably missing SDL2_Net or have an outdated version of that as well. (I can compile Woof just fine on my system, there's definitely nothing missing from it.)

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I did it! It works now!

 

works.png.0e89946e2bdde2f14beb83c406028a33.png

 

You know what the final problem was?

Spoiler

Broken dependencies :)

But I fixed it! And now it works!

Thank you all for the help!

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Actually, I think a better reaction video from me should have been this one:

 

"It's like losing your virginity, there's a sense that I've unlocked a treasure chest of possibilities!" - Ar_e_en 2020

 

Right, enough messing around. Now I get to mess around with this port in all it's glory... wait doesn't make any...

Forget about it!

 

Anyway! I see that there are some example wads included in the .zip file and that the terminal syntax is the same as all the other ports (basic "SourcePort -iwad DOOM.WAD/DOOM2.WAD -file PWAD.WAD" stuff). I'm gonna go and mess around with the examples, but I would also like some other MBF wads to try out. Any suggestions? I know that Valiant and Eviternity are MBF wads, but I have also heard that they are kinda incompatible with pure MBF ports (but I haven't heard if they are incompatible with Woof tho).

 

Also, I would like to know where is the .ini file for woof (does it even have one?), I would like to change and mess around with a few settings.

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I just remembered that someone made this:

If anyone is interested in messing around with some mbf wads - this one might interest you.

I tested it out in Woof - it works! Do be warned - if the Scythe 2 evil marines gave you nightmares, you might want to ignore this wad.

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