Arsinikk Posted June 16 (edited) Download Nyan Doom (Windows 64-bit) MacOS (arm64 / intel) [MacOS 14.0 or later] Nyan Doom Patch Notes Planned Features Nyan Doom is based off of DSDA Doom. It is called Nyan Doom, because I am a cat - meow! The port aims to support all the features that DSDA Doom does (as well as speedrunning), while also adding new quality-of-life and experimental source port features. Native widescreen and animated background / menu element lump support (TITLEPIC, INTERPIC, M_DOOM, etc) Support for GAMEVERS lump in combination with COMPLVL to further specify Vanilla compatibility. Limit-Removing Support to record/playback demos and/or play casually without overflow errors and emulation under Vanilla compatibility Extended HELP Support (HELP01-HELP99) for Doom 2 / Plutonia / TNT Scaled fuzz effect for Spectres and invisibility effects in the software renderer (Thanks Lovey) Quality-of-life features such as "Skipping IWAD Story text in PWADs" or "Extended Intermission Pause" so you can actually read the next map name Native "berserk" and "armour" Statusbar elements (Options > Status Bar / HUD > Status Indicators) Support for session-based game modifiers (per game session) [pistol start, respawn, fast monsters, etc] Includes some legacy features from PrBoom+ ("Linedefs w/o tags apply locally" and "OpenGL blend animations") Expanded/Improved ENDOOM support and even more! P.S. I will listen to suggestions and feedback, but don't expect me to implement everything you ask for. I tend to implement things that are 1) in my capabilities and 2) I feel won't ruin any other features in the port. P.P.S. I also do NOT plan on adding back the old OpenGL render mode, as this port is based on the latest DSDA Doom, and the amount of work to add that back in would be enormous. Please note that I don't consider myself a proficient C/C++ programmer. I have coded many things with javascript, web code, and even my own interactive programs, examples being the Codex app from RUST, or my infopacks for Hell Revealations and 200 Line Massacre. Anyway, the point is I see that alot of coding languages are very similar in structure, so I can navigate myself around adding / tweaking features, but I would in no way say I'm a program coding expert. So if there's something not working correctly on the DSDA Doom code end of things, I will probably not know how to fix it. :P Latest version: Windows 64-bit MacOS (arm64 / intel) [MacOS 14.0 or later] Nyan Launcher: Windows 64-bit For more, check out the Github repo! If you have any feedback or suggestions, I'd really appreciate it. You can post feedback here on this thread, or on the #nyan-doom channel on the Slotter Sanctum Discord. Edited August 27 by Arsinikk 32 Share this post Link to post
costadevale Posted June 16 (edited) This looks pretty cool! I must say I'm not a fan of the original DSDA-Doom (they're minor nit-picks) but this one is interesting. I like the new, exclusive additions, going to give it a shot sometime! Edited yesterday at 04:49 AM by costadevale 1 Share this post Link to post
Redneckerz Posted June 16 (edited) The more source ports the merrier, but i have to say, its getting crowded in here: Nyan Doom From Doom With Love Nugget Doom Sprinkled Doom And countless others. The GAMEVERS lump seems to be exclusive although chocolate has something similar. @Arsinikk can you confirm this, and is the logo you made okay to use for the Wiki? If so, which license should it hold? 2 Share this post Link to post
Arsinikk Posted June 16 4 minutes ago, Redneckerz said: The GAMEVERS lump seems to be exclusive although chocolate has something similar. The GAMEVERS lump is based off the `-gameversion` parameter from Woof!, Crispy, and chocolate. It does however also include new exclusive features regarding limit-removing, as either by using GAMEVERS or `-limitremoving` / `-lr`, allows for overflow errors and emulation to be turned off, just like how complevels 9+ does. This should make it more convenient for mappers/players who swap between vanilla and limit-removing wads, and don't wanna turn off the overflow settings on and off per wad. 10 minutes ago, Redneckerz said: @Arsinikk can you confirm this, and is the logo you made okay to use for the Wiki? If so, which license should it hold? I would suggest to use this logo for the wiki. It was created solely by me and was technically meant to be a placeholder (but it's probably fine to use at the moment). I'll apologise and say I don't know much about image licenses. :/ I'm thinking it should prob be GNU General Public License v2. 1 Share this post Link to post
s4f3s3x Posted June 16 Is / will this be available for MacOs as well, like DSDA? 0 Share this post Link to post
Arsinikk Posted June 16 3 minutes ago, s4f3s3x said: Is / will this be available for MacOs as well, like DSDA? Well it's based on the DSDA Doom codebase, so it should definitely be possible... I personally don't know how to compile for other platforms. Perhaps someone who is more knowledgeable could help with that. 1 Share this post Link to post
Dheta Posted June 17 5 hours ago, Arsinikk said: P.P.S. I also do NOT plan on adding back the old OpenGL render mode, as this port is based on the latest DSDA Doom, and the amount of work to add that back in would be enormous. Sad but understandable, at this rate ill be maining old 0.25.6 for the rest of eternity. Still I'm very happy to have an DSDA alternative for some software stuff, MBF21 and its future incarnations, so ill definitely be using this going forward as well. 1 Share this post Link to post
NecrumWarrior Posted June 17 Nice! More options is always better imo. I'll keep an eye on this one. 1 Share this post Link to post
Arsinikk Posted June 20 (edited) Nyan Doom v1.1.2 is here! This update includes support for native widescreen lumps, animated menu graphics and backgrounds, and more. New Features: Added support for Boom Extended HELP screens (HELP01-HELP99) for Doom 2 / Plutonia / TNT (previously only accessible via Doom 1) - See an example/overview of the feature Added support for widescreen lumps (no more widescreen asset wads) Added animated backgrounds and menu graphics support (TITLEPIC, INTERPIC, M_DOOM, etc) "Play demos while in menus" (Default: yes) - allows for demos to play under the menu like in Vanilla "Pause after intermission" (Default: yes) - adds an additional pause before "entering" the next map (this is disabled when playing or recording demos to avoid desync) Simplified / Re-organised options menus Nyan Doom v1.1.2: Windows 64-bit Please let me know if you run into any issues. Edited July 30 by Arsinikk 4 Share this post Link to post
dashlet Posted June 20 Hey this looks really cool. I'll try this source port once is updated a bit more, but theres already some misc features added to this that i like. Question: Would it be possible to add the option to have a dark transparent automap background? (Like the one in Woof) 1 Share this post Link to post
Arsinikk Posted June 20 4 hours ago, dashlet said: Question: Would it be possible to add the option to have a dark transparent automap background? (Like the one in Woof) I assume this is the similar to the dark transparent background used on the Woof menus? (which is a planned feature) If that's the case, once I implement the Woof transparent background feature, it should be easy enough to allow for a transparent automap background also. 0 Share this post Link to post
Arsinikk Posted June 20 (edited) As you know Nyan Doom is currently in development... I accidently made an oops-y regarding demo compatibility. I had some bad code regarding the new "Linedefs w/o tags apply locally" option, that ended up breaking maps that used generalized linedef actions. This is what I get for only testing in Vanilla complevels... So for this hotfix, the "Linedefs w/o tags apply locally" option currently doesn't work for generalized actions, resulting in accurate map behaviour and correct demo playback and recording. Sorry about this... I plan on fixing this later on, but for now it's better to have demo compatibility and maps actually working correctly :P Nyan Doom v1.1.3 (hotfix): Windows 64-bit Edited June 25 by Arsinikk 0 Share this post Link to post
Grieferus Posted June 23 Will the "fixed" spectre effect be implemented? 0 Share this post Link to post
Arsinikk Posted June 23 1 hour ago, Grieferus said: Will the "fixed" spectre effect be implemented? It has already been implemented: On 6/16/2024 at 2:17 PM, Arsinikk said: Added new scaled fuzz effect for Spectres and invisibility effects in the software renderer (Thanks Lovey) 0 Share this post Link to post
Grieferus Posted June 24 11 hours ago, Arsinikk said: It has already been implemented: This is what I meant. 2 Share this post Link to post
Arsinikk Posted June 24 (edited) Nyan Doom v1.1.4 is here! This update includes some minor bug fixes as well as some small new features. Bug Fixes Fixed "Linedefs w/o tags apply locally" option to also work with generalized actions Fixed animated M_SKULL# crash (only when in OpenGL for whatever reason) New Features Support for new Statusbar elements (Options > Status Bar / HUD > Status Indicators) - Berserk - shows a cross near doomguy's face when active - Armor - shows a green/blue icon next to doomguy's face indicating the type of armor had Support for 2 new HUD elements (sml_berserk / sml_armor) for DSDAHUD lump Extra support for REKKR loaded as an IWAD (just shows the name in console when booting up) The berserk and armor elements may seem like minor additions, but now it's possible to see if you have berserk and/or your armor type when using the main statusbar. (which I think is a big deal O.O) Planned (WIP) Features I now have a Planned Features Page that serves as a sort of checklist / status of upcoming features I hope to implement. Nyan Doom v1.1.4: Windows 64-bit Edited June 25 by Arsinikk 1 Share this post Link to post
Arsinikk Posted June 24 2 hours ago, Grieferus said: This is what I meant. I don't exactly know what you mean... I consider the current implementation in Nyan Doom to be "fixed" and/or leagues better than whatever DSDA Doom currently has for Spectres in software mode. The code was adapted from Lovey who actually did all the hard work to scale the shifting pixels effect based on the resolution. I have no idea why this hasn't been implemented into DSDA Doom as of this moment. I don't plan to make any changes to the spectre rendering code as 1) I didn't write it, and 2) I don't see anything wrong with its current implementation. 0 Share this post Link to post
Shepardus Posted June 24 17 minutes ago, Arsinikk said: I don't exactly know what you mean... He's referring to this, which is available as an option in Nugget Doom. 1 Share this post Link to post
Arsinikk Posted June 24 43 minutes ago, Shepardus said: He's referring to this, which is available as an option in Nugget Doom. Ah I see. I didn't realise this was a thing. Well, I'm not exactly sure how I'd implement this because alot of the spectre code has been rewritten by Lovey to be scaled up. This results in the code being a bit more complex than what's used in the OG source code. Apparently it was designed to emulate vanilla invisibility rendering, but it's definitely not as simple. I don't know if I'd be able to figure out how to implement this via the new code. I realise this may be semantics, but I feel weird that it's being called a "fixed" algorithm. With source ports being based on doom itself, I don't know if I'd feel comfortable fixing something, that I wouldn't consider "broken" in the first place. Sure, maybe it was developed incorrectly... But that's how Doom's spectre rendering has been since it's release. The main goal of adding the new spectre rendering feature was to get spectre rendering closer to vanilla. Either way, I think if the "fixed" invisibility rendering does get added to Nyan Doom, it'd probably need to be by someone else other than me. 0 Share this post Link to post
dsda-dev Posted June 24 You have unreleased dev commits from dsda-doom in this port rather than basing it on the release tags. It's important to note that a) there are undocumented features in dev commits (bad especially because they may change before actual release), b) there are definitely bugs in between releases as many things are not deeply tested until the beta period, c) there's no guarantee of demo compatibility outside release tags, and d) the port is currently known to be demo incompatible in the dev branch right now, meaning Nyan doom is also incompatible. I suggest to keep your port built on top of the release tags only, or alternatively to drop the expectation of compatibility. 3 Share this post Link to post
Arsinikk Posted June 24 (edited) 3 hours ago, dsda-dev said: You have unreleased dev commits from dsda-doom in this port rather than basing it on the release tags. It's important to note that a) there are undocumented features in dev commits (bad especially because they may change before actual release), b) there are definitely bugs in between releases as many things are not deeply tested until the beta period, c) there's no guarantee of demo compatibility outside release tags, and d) the port is currently known to be demo incompatible in the dev branch right now, meaning Nyan doom is also incompatible. I suggest to keep your port built on top of the release tags only, or alternatively to drop the expectation of compatibility. This is a fair point. What I think I'll do is add a "dev-branch" that keeps Nyan Doom up-to-date with the main DSDA Doom repo, and then revert the "master" branch to the stable release. However it's worth noting that I do plan on adding back a few minor features to the "master" that are currently missing in the release branch (scaled flat backgrounds, previous map key, OpenGL fixes, etc). Is there a specific commit or commits that are currently causing incompatibility? (I plan on reverting a few relating to freelook, MapInfo, and stuff regarding the cl11 friendly bug) 0 Share this post Link to post
dsda-dev Posted June 24 1 hour ago, Arsinikk said: Is there a specific commit or commits that are currently causing incompatibility? (I plan on reverting a few relating to freelook, MapInfo, and stuff regarding the cl11 friendly bug) It could be anything - if I knew which one it was then I wouldn't have made the mistake. I don't do regression testing until I'm done with all the "big" changes planned for a release but in this case I happened to run into a desync while checking other things. As far as development features, I would ask that you don't scoop my dsda features before they're in a stable release into your own stable releases. I can't speak for features contributed by others though. 0 Share this post Link to post
Arsinikk Posted June 24 58 minutes ago, dsda-dev said: It could be anything - if I knew which one it was then I wouldn't have made the mistake. I don't do regression testing until I'm done with all the "big" changes planned for a release but in this case I happened to run into a desync while checking other things. As far as development features, I would ask that you don't scoop my dsda features before they're in a stable release into your own stable releases. I can't speak for features contributed by others though. Ah I'm not blaming you or anything. After all, it probably wasn't the smartest idea of me to pull from the dev release anyway. It is worth mentioning that I do test for demo incompatibilities on my own, and so from what I tested, it seemed fine. However my list of test wads may not be vast enough. Of course, I have to test for demo incompatibilities for my own additions. 1 hour ago, dsda-dev said: As far as development features, I would ask that you don't scoop my dsda features before they're in a stable release into your own stable releases. I can't speak for features contributed by others though. For this, I'll abide by this if it's a considerable change. Something simple like "scaling flat backgrounds" is something I'd probably implement myself if it wasn't done so already. I'll be more careful with stuff like this in the future. 0 Share this post Link to post
dsda-dev Posted June 24 41 minutes ago, Arsinikk said: It is worth mentioning that I do test for demo incompatibilities on my own, and so from what I tested, it seemed fine. However my list of test wads may not be vast enough. Of course, I have to test for demo incompatibilities for my own additions. Ya I think the built in test suite is passing for instance, but there are too many edge cases to cover in a short run. We run release candidates against the entire demo archive and there are sometimes only a couple desyncs out of 100k demos. 0 Share this post Link to post
Arsinikk Posted June 25 (edited) Nyan Doom v1.1.5 This update reverts a few stuff back to the stable release version of DSDA Doom, but also adds a few of the dev features back. Also the overall widescreen and animate backgrounds/menu graphic code has been optimised. For example, if you have the "end" animate lump before the "start" animate lump, Nyan Doom no longer crashes :P DSDA Doom Revert Reverted back to DSDA Doom v0.27 release base Re-implemented some features from DSDA Doom Dev Branch: Added `-playlump X` for playing internal demo lumps (e.g., DEMO1) Added previous level key (default bind is `PGUP`) Added level table shortcut keybinding Fixed flat tile scaling Minor OpenGL fixes (Pedro-Beirao) A few more stuff Animated Background / Menu Fixes and Optimisations Fixed some animated backgrounds not animating with the menu up with the "Play Demos in Menu" disabled All animated backgrounds now use the `S_` and `E_` prefixes (some of these have changed, so take a look here Animation sequences will no longer be used (i.e. crash) if lump order is incorrect (`start` lumps must come before `end` lumps) Note that if animation sequence is incorrect, widescreen / original lumps will be displayed instead Nyan Doom v1.1.5: Windows 64-bit Edited July 30 by Arsinikk 4 Share this post Link to post
costadevale Posted June 27 (edited) Hello, just to be sure: is it safe to record demos with this port? Edited yesterday at 05:17 AM by costadevale 0 Share this post Link to post
Arsinikk Posted June 27 2 hours ago, costadevale said: Hello, just to be sure: is it safe to record demos with this port? Yes, it is essentially the same as DSDA Doom. Before release I always test quite a few different demos for wads to make sure they sync up. (some examples being: Vanilla - BTSX1 MAP24, Boom - Sunlust MAP29/MAP30, MBF - Valiant, MBF21 - Corruption) However in some edge cases, it's extremely rare but possible that a demo may desync. DSDA Doom uses a much larger array of testing against the entire demo archive, which is something I don't know how to do. I stay away from implementing things that could affect actual demo-compatibility, but to be clear literally anything a port changes in the backend has the potential to be demo-breaking. 1 Share this post Link to post
Arsinikk Posted July 16 (edited) Nyan Doom v1.1.6 This update adds some ENDOOM improvements, a new "Pistol Start" menu option / functionality, Additional native animated lumps, and more! New Stuffs: ENDOOM Added option to switch between DSDA Doom "Terminal" or PrBoom's classic "window" ENDOOM style. Added option to view 'only PWAD' ENDOOM "Pistol Start" Menu Option Config option has 3 settings: "off", "session", "always" "session" only sets pistol start for that current play session. Quitting will reset to "off" "-pistolstart" argument now sets config to "session" (This means it's possible to turn the argument off while in-game) Animated widescreen / background revamp Added support for animated "STBAR" and "STARMS". See here! Added support for animated extended help screens ("HELP01-HELP99") All background / menu animations now run at the same speed as the menu selector ("M_SKULL1/2") Lots of backend code optimisations for Background / Animation code Added new `icon` option for Armour hud element (Status Bar / HUD > Status Indicators) This option may look nicer on custom statusbars Nyan Doom v1.1.6 (win64) Edited July 30 by Arsinikk 10 Share this post Link to post
Arsinikk Posted July 22 On 7/21/2024 at 11:44 AM, toiletisback said: Will you create a 32-bit version? I'm not that familiar with what creating a 32-bit version entails... but I will take a look 0 Share this post Link to post