Redneckerz Posted July 23 On 7/21/2024 at 8:44 PM, toiletisback said: Will you create a 32-bit version? Why would you need one? 64 bit processors are a mainstream thing since almost 20 years, 32 bit apps can only address up 4 GB ram, so what's the need? 0 Share this post Link to post
toiletisback Posted July 23 (edited) Because I have a 32 bit OS, and it's literally a pain to install 64 bit, so much of a pain that I just want to stick to 32 bit until I can actually find a free 64 bit OS I can install on a 32 bit OS. 0 Share this post Link to post
CacoKnight Posted July 23 I wouldn't do it if I was the dev, the time to upgrade to 64bit has long gone. Woof! and Nugget have 32bit builds, just use those no? 0 Share this post Link to post
Arsinikk Posted July 25 (edited) Nyan Doom v1.1.7 This update includes a MacOS binary, Linux support, Nyan-Launcher, and more! ___________________________________________________________________ Before I get to the features, I'd like to address a few things. The goal of Nyan Doom is not to overshadow DSDA-Doom and it's features. Yes, the plan is to keep Nyan Doom up-to-date with DSDA-Doom, but I do not want to take credit for Kraflab's work on DSDA-Doom. I'll admit that I'm pretty new to the source port developer space, and sometimes I can overstep some boundaries without meaning to. While conversating back-and-forth with Kraflab, I've got Nyan Doom in a state that he approves of. Therefore, some minor features have been stripped back, until the next major release of DSDA-Doom. ___________________________________________________________________ Do not fret, however... Nyan Doom itself has it's own exclusive features! And now is MacOS / Linux compliant. Nyan Doom now comes with a MacOS binary, which includes a version of Nyan Launcher (a small launcher based of DSDA-Launcher)! I'd like to thank @PBeGood for his help and guidance for compiling both Nyan Doom and Nyan Launcher for MacOS, as his help was invaluable. While Nyan Launcher is available for Windows, it's not required. Personally I prefer other launchers like Doom Launcher. Note that there's no need to download Nyan Launcher for MacOS, as it's included with the main Nyan Doom MacOS binary. ___________________________________________________________________ New stuffs: MacOS binary includes Nyan-Launcher based off of PBeGood's DSDA-Launcher! Linux is now fully supported (currently manual compile is needed) Added a 'wait for keyboard press' for the terminal ENDOOM output on Windows Added Unity WAD check (BFG Edition and Unity WADs are now detected separately) REKKR and Chex IWADs now have their own autoload folders Nyan Doom is now Kraflab approved (some dev features have been stripped out upon request) Nyan Doom v1.1.7 (win64 / macos) Edited July 25 by Arsinikk 8 Share this post Link to post
CacoKnight Posted July 25 (edited) 16 hours ago, Arsinikk said: Before I get to the features, I'd like to address a few things. The goal of Nyan Doom is not to overshadow DSDA-Doom and it's features. Yes, the plan is to keep Nyan Doom up-to-date with DSDA-Doom, but I do not want to take credit for Kraflab's work on DSDA-Doom. I'll admit that I'm pretty new to the source port developer space, and sometimes I can overstep some boundaries without meaning to. While conversating back-and-forth with Kraflab, I've got Nyan Doom in a state that he approves of. Therefore, some minor features have been stripped back, until the next major release of DSDA-Doom. Thank you for saying this, I will start testing this port again since I have the settings backed up but I stopped when Kraflab expressed his concerns. Also I wanted to add that you're one of my favorite mappers as well. 2 Share this post Link to post
SilverMiner Posted July 28 (edited) On 7/23/2024 at 11:55 AM, Redneckerz said: Why would you need one? 64 bit processors are a mainstream thing since almost 20 years, 32 bit apps can only address up 4 GB ram, so what's the need? Cuz they asked for it, they need it I'd like to have a 32 bit version too Edit: I guess 32 bit os uses twice as less RAM than 64 bit. I had no problem with win7 32 bit with 2 GB ram in 2019 0 Share this post Link to post
Redneckerz Posted July 28 On 7/23/2024 at 7:54 PM, toiletisback said: Because I have a 32 bit OS, and it's literally a pain to install 64 bit, so much of a pain that I just want to stick to 32 bit until I can actually find a free 64 bit OS I can install on a 32 bit OS. Unless you are working with 15 year old and older hardware, every processor since 2005 is 64 bit. You are literally hamstringing your hardware by opting to go 32-bit. You can't install a 64-bit OS on a 32-bit OS. 1 minute ago, SilverMiner said: Cuz they asked for it, they need it I'd like to have a 32 bit version too I can only see this make sense for older hardware with CPU's that aren't 64-bit (To put in perspective: Even the Pentium 4 had 64-bit models) 0 Share this post Link to post
Arsinikk Posted July 28 (edited) @toiletisback @SilverMiner Can either of you, or someone else who has 32-bit Windows, let me know if this works for you?:Nyan.Doom.v1.1.7.win32.zip On my computer, the app shows as "nyan-doom.exe (32 bit)" in the Task Manager... However I can't verify if it works on 32-bit machines, as I do not have access to a 32-bit only PC. 0 Share this post Link to post
Devalaous Posted July 30 I'm currently adding the GAMEVERS lump to my patches where needed (Older stuff like Cleimos and NJ Doom) and apparantly NJ Doom 2 requires '1.7'. Im guessing this is a niche level? Never seen another wad to my knowledge that needs 1.7. Didnt know 1.7 existed actually. (also im assuming I just put 1.666 and nothing else in the lump, much like the complevel lumps only needing one word) 0 Share this post Link to post
Arsinikk Posted July 30 25 minutes ago, Devalaous said: I'm currently adding the GAMEVERS lump to my patches where needed (Older stuff like Cleimos and NJ Doom) and apparantly NJ Doom 2 requires '1.7'. Im guessing this is a niche level? Never seen another wad to my knowledge that needs 1.7. Didnt know 1.7 existed actually. (also im assuming I just put 1.666 and nothing else in the lump, much like the complevel lumps only needing one word) GAMEVERS and COMPLVL both have docs in GitHub that explain how they work: GAMEVERS COMPLVL There are actually many versions of Doom... However, only 1.2, 1.666, 1.9, and ultimate are important. Essentially the changes between those versions are inconsequential when it comes to demo-compatibility. You can see full changes here on the wiki! For this specific case of 1.7, I would use version 1.666. So you'd need a COMPLVL lump with "vanilla" and GAMEVERS lump with "1.666". 1 Share this post Link to post
SilverMiner Posted July 31 On 7/29/2024 at 12:25 AM, Arsinikk said: Can either of you, or someone else who has 32-bit Windows, let me know if this works for you?:Nyan.Doom.v1.1.7.win32.zip On my computer, the app shows as "nyan-doom.exe (32 bit)" in the Task Manager... However I can't verify if it works on 32-bit machines, as I do not have access to a 32-bit only PC on winxp 32 bit it said it's not a valid 32 bit application. Alright, maybe somewhen I might try to build it for xp myself, like the way dsda-doom 0.27 on Doom Power was built 1 Share this post Link to post
Arsinikk Posted July 31 12 hours ago, SilverMiner said: on winxp 32 bit it said it's not a valid 32 bit application. Alright, maybe somewhen I might try to build it for xp myself, like the way dsda-doom 0.27 on Doom Power was built Thanks for the test... I was fearing this when I ran into issues on my XP x86 VM... but it's good to hear that the result is the same on an actual XP machine. Interestingly enough, I just tested the app on a Windows 7 x86 VM and it worked fine. I'm guessing that the compiled application is 32-bit, but it just doesn't support Windows XP. I think the "32-bit application isn't valid" error is more along the lines of "executable requires a newer version of Windows", then it not being 32-bit. Sadly I don't really know how to get it 32-bit XP compatible using Visual Studio / VCPKG / CMAKE on my x64 machine. 1 Share this post Link to post
dasho Posted July 31 4 minutes ago, Arsinikk said: Thanks for the test... I was fearing this when I ran into issues on my XP x86 VM... but it's good to hear that the result is the same on an actual XP machine. Interestingly enough, I just tested the app on a Windows 7 x86 VM and it worked fine. I'm guessing that the compiled application is 32-bit, but it just doesn't support Windows XP. I think the "32-bit application isn't valid" error is more along the lines of "executable requires a newer version of Windows", then it not being 32-bit. Sadly I don't really know how to get it 32-bit XP compatible using Visual Studio / VCPKG / CMAKE on my x64 machine. If compilation with MinGW is generally successful for you, you could maybe try a CI workflow that we use for Obsidian XP-compatible builds. Adjust the below as necessary: Spoiler build-win32: runs-on: windows-latest steps: - uses: actions/checkout@v4 - name: Download w64devkit run: invoke-webrequest https://github.com/skeeto/w64devkit/releases/download/v1.23.0/w64devkit-i686-1.23.0.zip -outfile ${{github.workspace}}\w64devkit.zip - name: Extract w64devkit run: expand-archive -path ${{github.workspace}}\w64devkit.zip -destinationpath ${{github.workspace}} - name: Set environment variables and build run: | $env:Path = "${{github.workspace}}\w64devkit\bin;" + $env:Path cmake -B build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_CXX_FLAGS="-isystem ${{github.workspace}}\w64devkit\include" -DCMAKE_C_FLAGS="-isystem ${{github.workspace}}\w64devkit\include" -G "MinGW Makefiles" cmake --build build --config ${{env.BUILD_TYPE}} strip ${{github.workspace}}\obsidian.exe - uses: actions/upload-artifact@v4 with: name: obsidian-win32 path: | addons data engines games language modules ports presets scripts theme tools obsidian.exe retention-days: ${{env.RETENTION_DAYS}} I don't recommend grabbing w64devkit for your local box as the build tools make Defender flip out (https://github.com/skeeto/w64devkit/issues/79 for details and how to validate that the tools are being built properly), but oddly enough using it in CI seems to have no issues. 2 Share this post Link to post
Arsinikk Posted August 11 (edited) Nyan Doom v1.1.8 This update adds quite a few new features, as well as integrating the new features from the latest DSDA-Doom v0.28 release. ___________________________________________________________________ New Features: Limit-Removing overhaul and documentation Now uses the "-complevel #r" format (complevels 0-4) [Thanks to @Maribo for the idea] COMPLVL now specifies limit-removing, instead of GAMEVERS The console will print if limit-removing is active Example 1: "-complevel 2r" loads a wad in "complevel 2" with limit-removing Example 2: "-complevel 2" loads a wad without limit-removing, and would overwrite a COMPLVL lump with "limit-removing". "Skip IWAD Story Text" config option added (Default: no) When turned on, the default IWAD story text will be skipped in a PWAD if the story text hasn't been replaced. Uses 2 checks to determine the skip. 1) if the story text matches the default text for that current screen, and 2) if the map before the text screen has been replaced by the PWAD. When loading only the IWAD, the default IWAD story text will NOT be skipped Only works for Doom 1, Doom 2, Plutonia, and TNT text screens The skip is completely disabled if UMAPINFO, UDMF / ZDoom, or Heretic / Hexen are detected Disabled when recording / playing demos Game modifiers with "session" functionality These include "pistol start", "respawn", "fast monsters", "no monsters", and "coop spawns" Config options has 3 settings: "off", "session", "always" Using arguments sets config options to "session", allowing them to be turned off in-game Note this is different from how DSDA-Doom's config settings work. If you want them to work like that, set them to "always" Automap zoom / scroll Improvements Now alternates speeds based on the "Always Run" toggle (instead of always faster when pressing the "run" button) Zoom speed is now separate from scroll speed ENDOOM no longer shows after playing or recording a demo Menus have been reorganised / simplified "Demos / Emulation" has changed to "Gameplay / Demos", and now includes easy access to the new game modifier options "General" has been decluttered a bit with some options moving to "Gameplay / Demos" Certain minor changes to Nyan Doom config options "Pistol start" uses "dsda_pistol_start" to match DSDA-Doom (but uses session functionality instead) "ENDOOM Type" ("nyan_config_type_endoom") has been swapped: "Terminal" (0), "Window" (1). The idea is that a "Fullscreen" option (2) may be coming in the future Implemented new features from DSDA-Doom v0.28 ___________________________________________________________________ Nyan Launcher Update (win64 / macos) Added native support for Limit-Removing Squashed a few bugs ___________________________________________________________________ Future Plans Nyan Doom is focused on quality-of-life and new experimental never before seen source port features. Compiling a 32-bit version of Nyan Doom is potentially on the roadmap, but isn't very high on the priority list. The main goal on this was that if it was easy for me to compile, I'd just do it, but it's already being a bit of a hassle... So sadly that'll be further down the road. As always, I have a planned features doc of features that I'd like to implement in the port, but haven't figured out or got around to yet. If anyone wants to help with these, I'd appreciate it. If you're wondering why a feature hasn't been implemented yet... It's most likely because it's not that easy to implement :P ___________________________________________________________________ Nyan Doom v1.1.8 (win64 / macos) Edited August 17 by Arsinikk 4 Share this post Link to post
s4f3s3x Posted August 12 Limit-removing option at launch is interesting, but wasn't -cl2 always automatically limit-removing? If not ticked, I assume vanilla WADs will behave strictly like Choco or something? And if that's the case, what would be the main differences? 1 Share this post Link to post
nickxcom Posted August 14 I am an absolute mad man about source ports and a digital hoarder so I am absolutely downloading this when I get home from work. I'll give it a go for sure! I'm probably sticking with the night dive port on my steam deck because of ease of controller support and wad loading, but I rotate source ports on my laptop like five times a day lol 0 Share this post Link to post
Arsinikk Posted August 14 On 8/12/2024 at 11:24 AM, s4f3s3x said: Limit-removing option at launch is interesting, but wasn't -cl2 always automatically limit-removing? If not ticked, I assume vanilla WADs will behave strictly like Choco or something? And if that's the case, what would be the main differences? During casual play, it prob doesn't change very much... But if you do have emulation and/or emulation errors turned on (say in my case, since I work on so many vanilla wads), it does disable those. However this makes a bigger difference when recording / playing demos, as dsda-doom will enable these emulations by default to ensure demo compatibility. So playing / recording demos in limit-removing mode actually removes the emulations from ever happening. Thus it's almost like a new demo compatibility. 0 Share this post Link to post
Arsinikk Posted August 17 (edited) Nyan Doom v1.1.9 This is a minor hotfix that fixes ENDOOM compatibility with Nyan-Launcher. ___________________________________________________________________ More Details: Added better Nyan Launcher ENDOOM support When using the launcher with ENDOOM enabled in Nyan Doom, the ENDOOM is now displayed in the Launcher Fixed a bug with the launcher where a background instance of Nyan Doom may not close after quitting (was ENDOOM related) Note that Nyan-Launcher does not have an ENDOOM setting (unlike DSDA-Launcher). Instead the ENDOOM is auto-detected by the launcher and will be shown in the launcher if "show ENDOOM" is set in Nyan Doom. ___________________________________________________________________ Nyan Doom v1.1.9 (win64 / macos) 5 Share this post Link to post
Arsinikk Posted August 27 (edited) Nyan Doom v1.1.9.1 Just a few minor quality-of-life additions as well as some bug fixes. Oh yeah, and added the bug fixes from DSDA-Doom v0.28.1 ___________________________________________________________________ More Details: Completely reworked "Game Modifier" behaviour Simplified how "Game Modifiers" work (either "yes" or "no") All "Game Modifiers" are now temporarily (similar to how "session" worked) "Pistol Start" has a new separate "Always Pistol Start" permanent option Using arguments like "-pistolstart" or "-fast" will toggle the modifiers on in the menu, and can be turned off in-game While recording or playing demos, only arguments are read (example: "-fast", "-nomo") Added "Use Dehacked Cheats" config option in-game (if not demo playing / recording) Added "Play SFX on Quicksave" config option (Inspired by Nightdive port not having a SFX) Fixed "Now Entering" not showing before MAP31 Old code was put in place to prevent "Now Entering" after MAP30... But also caused any map going to MAP31 to also not show "Now Entering" (ex: Eviternity II MAP03->MAP31) Some more menu reorganisation with some options added to the menu Added "Play SFX on Quit" and "Boom Translucent Sprites" to the menu Changed defaults for "Play SFX on Quit" and "Skip IWAD Story Text" (default: yes) Added "DSDA-Doom Options Order" option to switch back to DSDA-Doom format menu ("Level Table" on bottom, instead of "Sound Volume") Updated to include DSDA-Doom v0.28.1 Fixes ___________________________________________________________________ Nyan Doom v1.1.9.1 (win64 / macos) 6 Share this post Link to post