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Posts posted by fabian
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18 hours ago, Meerschweinmann said:The 4K display is another story. But i think the problem here is the big difference between highest possible resolution and the resolution my PC can handle.
It would probably make sense to cap the vertical resolution at 1080p or 1200p in "high" resolution mode.
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2 hours ago, maxmanium said:BTW, I don't know if you care about these but I know from extensive testing the palette indices used for the vanilla automap. Looking at am_map.c, for vanilla, am_backcolor should be 0; am_yourcolor is actually 209 instead of 208; and am_xhaircolor should be 96. You can verify these in linuxdoom source as well, obviously.
Thanks for checking, I'll adjust them.
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Ah, you must have been using a development snapshot formerly. This feature isn't in the 12.x release branch.
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The option is called "Organize save files" and can be found in the General setup menu. It doesn't have any effect, though, if you use the `-save` parameter.
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12 hours ago, andrewj said:ZDoom allowed it at some point.
The enemy of all mapping discipline. ;)
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29 minutes ago, fabian said:Looks like the SECTORS lump for that map isn't located where it's supposed to be. Is that possible?
Indeed! And PrBoom+ even warns about this:
QuoteP_SetupLevel: Level wad structure is incomplete. There is no ML_SSECTORS lump.
Loading the map in Eureka and saving it again fixes the lump structure and now the map loads with the internal NanoBSP, and this surprisingly fast! Thanks again for your work on this.
4 hours ago, andrewj said:Another BTW, you probably don't need to call the slimetrail fixing function for the XNOD family of nodes, since their vertices (for splits) are already in 16.16 precision.
Right, but since other demo compatible source ports also call this function unconditionally, and since it may potentially move vertexes, I'd rather keep it as it is.
4 hours ago, andrewj said:PPS, I get collision problems in planisf2.wad in the NE area of the map, around X=6000 Y=8800 (over quite a large area actually), which must be the blockmap builder, since I tested with the wad built with ajbsp (with XNOD format) and the same thing occurred at that location.
Yes, and yet again PrBoom+ has a hint for us:
QuoteP_LoadBlockMap: This map uses a large blockmap which may cause no-clipping bugs. Toggle the "Fix clipping problems in large levels" option in the "Compatibility with common mapping errors" menu in order to activate a fix. That fix won't be applied during demo playback or recording.
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Looks like the SECTORS lump for that map isn't located where it's supposed to be. Is that possible?
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That's awesome, thank you! However, even with the latest version that you posted here, loading planisf2.wad still crashes the engine on my system.
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Make sure to rename the file extension from `.iwad` to `.wad`, else the whole thing will be loaded as a single lump.
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You may want to try my Woof branch for that. The WAD breaks about any vanilla map limit:
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I've got it working with only minimal changes required, thank you!
It seems to work well for IWAD levels, but crashes for monster maps such as planisf2.wad due to a stack overflow caused by too many recurve calls to `BSP_SubdivideSegs()`. Any ideas?
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55 minutes ago, CacoKnight said:Remove the kills percentage? < I think you can actually do this with WOOFHUD, I have to check.
Nope, it's part of the "stats" widget. Not sure if we should just remove it unconditionally, though.
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I'll see if I can tune the build system to build two separate binaries for truecolor Crispy Doom and Heretic.
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Awesome, thank you very much! I'll look into this soon.
One question, though: is this able to handle the trivial "one subsector, no nodes" case yet?
Edit: For example, if you save the dummy map from Eureka, it will be a single concave subsector without any nodes.
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Guys, everything is still there. You may still modify each line color by means of an OPTIONS lump or by editing the config file. It is just that I removed two pages of menu where you had to adjust each color with a picker and replaced it with a choice of presets.
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3 minutes ago, maxmanium said:WRT custom palettes: is Woof using color presets irrespective of the PLAYPAL? I don't know how that would work, but otherwise I'd think it'd be using the wrong colors.
It's still using palette indices. That is, if you load a PWAD that changes the PLAYPAL lump and e.g. you select the "Boom" automap color preset, then the colors will be changed as they would be in Boom, actually.
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Yep, we are trying to trim them down to the bare necessary. Inspirational source: https://github.com/fragglet/DietBoom/blob/master/README.md
Edit: However, we are going to be a lot less radical than this.
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2 hours ago, maxmanium said:Looking at the commits I see you removed the automap color settings -- why? Will it still work properly with custom palettes e.g. Ancient Aliens?
Yes, of course, it's just not possible to set colors one by one in the menu anymore.
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Most maps will be playable, but some probably play different than intended:
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I'm more active in developing Woof than Crispy nowadays, but for sure this code could help. We already support a variety of node formats (most prominently DeepSea and XNOD/ZNOD) but fall flat on the face for maps which do not contain any nodes themselves. It would be nice to be able to load them without any further steps required.
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Woof! 12.0.2 is released on Dec 13, 2023.
A complete list of new features, improvements and bug fixes can be found on the release page:
https://github.com/fabiangreffrath/woof/releases/latest
Binaries for Windows are available here:
https://github.com/fabiangreffrath/woof/releases/download/woof_12.0.2/Woof-12.0.2-win32.zip
https://github.com/fabiangreffrath/woof/releases/download/woof_12.0.2/Woof-12.0.2-win64.zip
An AppImage for Linux is available here:
https://github.com/fabiangreffrath/woof/releases/download/woof_12.0.2/Woof-12.0.2-Linux.appimage
Have a lot of fun!
- Fabian
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