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fabian

This is Woof! 8.1.0 (Nov 26, 2021) [Updated WinMBF]

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18 hours ago, Lila Feuer said:

Super yes, it's such a stupid behavioral flag, I don't recall what it would be most useful for but it completely broke monsters on platforms. I got lucky on Eviternity's last hell level because one of the cyberdemons was pushed halfway off the edge of one and he got stuck and wouldn't do anything anymore.

i've heard that it has to do with boom adding conveyors and wind n stuff, but don't quote me on that

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15 minutes ago, roadworx said:

i've heard that it has to do with boom adding conveyors and wind n stuff, but don't quote me on that

 

Yeah, you're on the nose with that one. For flats that carry things the things needed to be able to have physics that made sense. But for some reason they didn't make the change conditional, so you have monsters falling off of platforms all the time. They either forgot, or didn't get to implement it before TeamTNT fell apart.

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sup dudes I'm back to moan some more

 

Actually, before I do that, let me say congratulations on 6.3.0 -- really enjoying the mirrored death anims, these little things help Doom still feel fresh for me so thanks heaps for putting em in!

 

OK moving on, I believe I've found a bug with stair builders in 6.3.0: if you check MAP08 in DBP38 there is a line at X659 Y-759 that is supposed to raise a bunch of stairs -- four sectors are tagged. In Woof with the default complevel set to MBF21 only one set actually raises (the ones that create the BFG pyramid, if you've played already). If I specify -complevel vanilla everything works fine; I figured this could be an MBF21 thing, but all the stairs raise in DSDA-Doom 0.19.7 just fine using equivalent settings. We are using an OPTIONS lump with the 'Doom 2' settings copied from here if that makes a difference -- as an MBF-derived port I'm assuming you do use OPTIONS.

 

Now I'm thinking about DSDA-Doom, I was going through the patch notes the other day and I noticed this:
 

Quote

Added COMPLVL lump support

text lump "vanilla", "boom", "mbf", or "mbf21"

sets complevel to 2-4 (based on iwad), 9, 11, or 21

the -complevel parameter still has precedence

 

 

this is an excellent idea; could you guys please support this too?

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hey, could you make it so that dragging and dropping a demo file onto woof will load it with -playback instead of with -file?

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Posted (edited)

Not sure if it's a Woof-related question, but why can one only hear a few seconds of the main menu song before it being cut off by the demo? Is it actually possible to hear the midi in its full length?

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Yeah, most (if not all) demo compatible ports autoload built in demos after a few seconds. I don't think anything can be done about that.

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Posted (edited)

Curious if more message colors are somehow planned? Not sure how feasible it would be with the menu system. This is a very inoffensive thing and purely cosmetic so it's by no means something to prioritize!

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Hey just checking in after a bit of a hiatus, glad to see this project picking up more steam! That is all.

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Posted (edited)
On 8/6/2021 at 7:37 AM, roadworx said:

hey, could you make it so that dragging and dropping a demo file onto woof will load it with -playback instead of with -file?

 

Unfortunately, not every file with a .lmp extension is actually a demo.

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On 8/6/2021 at 12:37 AM, game said:

Not sure if it's a Woof-related question, but why can one only hear a few seconds of the main menu song before it being cut off by the demo? Is it actually possible to hear the midi in its full length?

 

On 8/6/2021 at 2:07 AM, Danfun64 said:

Yeah, most (if not all) demo compatible ports autoload built in demos after a few seconds. I don't think anything can be done about that.

If you replace the demos with empty lumps, the demos won't play, leaving the main menu uninterrupted. Or at least that's how PrBoom+/dsda-doom behave, I haven't tried with other source ports.

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So, I can't get the music to play on linux. I checked I had everything installed, and followed @Ar_e_en guide to the letter, but it doesn't seem to work.

Does anyone know what could be wrong?

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9 hours ago, Shepardus said:

 

If you replace the demos with empty lumps, the demos won't play, leaving the main menu uninterrupted. Or at least that's how PrBoom+/dsda-doom behave, I haven't tried with other source ports.

 

Yes, this can be seen with Eviternity and Sunlust I believe. However this does NOT work with vanilla -- it will bomb out with the "Demo is of a different game version!" error. Kinda sucks since you also have to make sure there's no revenants in those internal demos...

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Hello again, I'm stopping by here to ask a few questions regarding woof: 1st things 1st, so doom explorer, right? In the launcher there's a text box for additional command line parameters for one to input whatever. Earlier before people used to type in "-complevel *insert number here*" to get the right compatibility to work with what the wad itself said it required in the .txt file. My question is (and just to double check w/ you fellas) would the names of the complevels run smoothly for woof? (Ex: -complevel vanilla instead of -complevel 2) I wanted to know if typing -complevel mbf21 would work just fine and not yk get borked up and just run it in regular, buggy mbf (as we all know -complevel 11)?

 

I'm also gonna be that guy again asking where's the option for turning on the ability for the endoom screen to display? Yes I know, I'm weird, I like looking at the endoom screens of wads b/c they're neat and I never found them to be a bother :P.

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52 minutes ago, VoanHead said:

My question is (and just to double check w/ you fellas) would the names of the complevels run smoothly for woof?

 

Yes.

 

52 minutes ago, VoanHead said:

I'm also gonna be that guy again asking where's the option for turning on the ability for the endoom screen to display? Yes I know, I'm weird, I like looking at the endoom screens of wads b/c they're neat and I never found them to be a bother :P.

 

ENDOOM is not yet implemented (and you're the first one to ask). ;)

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On 8/6/2021 at 9:23 AM, dmdr said:

OK moving on, I believe I've found a bug with stair builders in 6.3.0: if you check MAP08 in DBP38 there is a line at X659 Y-759 that is supposed to raise a bunch of stairs -- four sectors are tagged. In Woof with the default complevel set to MBF21 only one set actually raises (the ones that create the BFG pyramid, if you've played already).

This will be fixed in the next release, thanks for the report. Also, we added support for COMPLVL lump.

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Would it be possible to add options for a crosshair as well as support for higher resolutions, i.e. 1080p?

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On 8/10/2021 at 12:58 AM, fabian said:

ENDOOM is not yet implemented (and you're the first one to ask). ;)


Funny, I was meaning to ask you this but I'd forgotten! I was however wanting to ask if you were going to port over brightmaps from Crispy Doom?

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Posted (edited)
46 minutes ago, Lila Feuer said:


Funny, I was meaning to ask you this but I'd forgotten! I was however wanting to ask if you were going to port over brightmaps from Crispy Doom?

 

The brightmaps are awesome. I remember I even played Freedoom in Crispy and had those glowing computer stations in the dark.

 

Also, I happened to play a beta version of Woof that had functioning OPL midi in it. I hope Woof won't be stripped of this option forever. The retroer the better!

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On 8/11/2021 at 3:22 AM, Spectre01 said:

Would it be possible to add options for a crosshair as well as support for higher resolutions, i.e. 1080p?

 

A simple crosshair would be possible, sure. Higher resolutions are out of question.

 

13 hours ago, Lila Feuer said:

Funny, I was meaning to ask you this but I'd forgotten! I was however wanting to ask if you were going to port over brightmaps from Crispy Doom?

 

ENDOOM support is somwehere on the TODO list, but needs prior porting over of libtextscreen.

 

Brightmaps are a special beast. There is no canonical reference implementation available and the choice which pixels to highlight in which texture/sprite is very subjective. This is one of the features that you can never get right for everybody - even for IWADs. It will immediately break for PWADs which add custom textures for which other pixels should rather get highlighted.

 

13 hours ago, game said:

Also, I happened to play a beta version of Woof that had functioning OPL midi in it. I hope Woof won't be stripped of this option forever. The retroer the better!

 

@rfomin had a branch which ported the entire sound backend over from Crispy. However, I found this change a bit too intrusive so it never got merged. Anyway, OPL emulation is on the TODO list, it's just going to use a different implementation.

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The Doom Compatibility menu behaves rather strangely when there's an OPTIONS lump loaded -- it looks normal but there's no visible cursor. Perhaps settings set by OPTIONS should be "faded out?"

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Woof! 6.3.1

 

  • SDL's endianness swapping functions are now used.
  • A demo footer is added when recording a demo (@rfomin).
  • The EV_BuildStairs() implementation has been brought in line with PrBoom+ (@rfomin).
  • Support for the COMPLVL lump has been added (@rfomin).
  • The UMAPINFO demo extension header has been deprecated (@rfomin).

https://github.com/fabiangreffrath/woof/releases/download/woof_6.3.1/Woof-6.3.1-win32.zip

 

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20 minutes ago, maxmanium said:

The Doom Compatibility menu behaves rather strangely when there's an OPTIONS lump loaded -- it looks normal but there's no visible cursor. Perhaps settings set by OPTIONS should be "faded out?"

Can't reproduce, it works fine for me. What combination of WADs and complevel are you using?

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Posted (edited)
7 minutes ago, rfomin said:

Can't reproduce, it works fine for me. What combination of WADs and complevel are you using?

 

This can be reproduced using the MBF21 defaults for OPTIONS:

 

Spoiler

# General / AI

weapon_recoil 0

monsters_remember 1

monster_infighting 1

monster_backing 0

monster_avoid_hazards 1

monkeys 0

monster_friction 1

help_friends 0

player_helpers 0

friend_distance 128

dog_jumping 1

 

# Compatibility Flags

comp_telefrag 

comp_dropoff 0

comp_vile 0

comp_pain 0

comp_skull 0

comp_blazing 0

comp_doorlight

comp_model 0

comp_god 0

comp_falloff 0

comp_floors 0

comp_skymap 0

comp_pursuit 1

comp_doorstuck 0

comp_staylift 0

comp_zombie 1

comp_stairs 0

comp_infcheat 0

comp_zerotags 0

comp_respawn 0

comp_soul 0

comp_ledgeblock 1

comp_friendlyspawn 1

 

...and a COMPLVL entry of mbf21. However, I just realized you have to start a new game for it to start happening, not just when the game first starts in the main menu.

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2 minutes ago, maxmanium said:

However, I just realized you have to start a new game for it to start happening, not just when the game first starts in the main menu.

You're right. I tested in Dosbox with the original MBF.exe - this is the vanilla behavior. @fabian should we change this for better clarity?

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Sure, I am all for clarity. If people get confused that's a bug. 

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Posted (edited)

Also, I know this isn't Crispy Doom, but seeing as the statistics counters on the automap are otherwise identical to their implementation there, would you be willing to add in the +X number next to the total kill count for arch-vile resurrections?

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Can we have the "misc sound fixes" like in crispy doom? Playing in vanilla complevel the fast doors makes that horrendous double sound and i really really dislike it

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Brightmaps dont work universally for every single wad out there but they are an extremely appealing additing that can be turned on or off in crispy. I would also recommend porting the crosshair. It's super fun to play with a crosshair in Crispy and the Unity port.

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It is a pretty nice source port, especially how the uncapped framerate is done.  Sometimes it can feel a little janky with vsync but this is buttery smooth, nice work!

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