![](https://static.doomworld.com/set_resources_10/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://static.doomworld.com/monthly_2018_02/R_member_9623.png)
Ramon_Demestre
Members-
Content count
135 -
Joined
-
Last visited
About Ramon_Demestre
-
Rank
Junior Member
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Win32 build of dsda-doom-0.28.1 for (32 bit Windows versions), I skipped version 0.28.0. https://github.com/RamonUnch/dsda-doom/releases/download/v0.28.1/DSDADoom-0.28.1-win32.7z
-
Fluidsynth may be more complex and resources hungry than the internal Windows Synth that will be used via portmidi. However I would not expect a significant difference on a modern-ish CPU, expect maybe if you try to use a huge soundfont (100MB range)? Look at CPU usage of dsda-doom. Personally I do not see a big difference of CPU usage between Fluidsynth and portmidi on an old Core2Duo. If you are unsure about input lag, you can try a blind test to be sure.
-
DSDA handles widescreen just fine but you need to select a resolution that will work nicely with your wide screen. I just assumed you liked Woof's way of rendering things. If you want wide-screen I guess you could also try 584x400 854x400 in for a woof/crispy look but in 16:9. EDIT: 854x400 for 16:9, 768x400 for 16:10 and 1120x400 would be for 7:3 ie 21:9 or 2.33:1 (super wide screen).
-
You can try 640x400 that is the "crispy doom" resolution (twice vanilla width and height) I think this is also what Woof uses. It was designed for 4:3 monitors though. Be sure not to activate exclusive full-screen if you want this resolution to look correct.
-
> Yeah, but that only works when you're not playing in native resolution, doesn't it? It seems indeed, but in my case with native resolution I get no trouble Alt-Tabbing. I usually use low exclusive-fullscreen resolutions.
-
I have the same issue when alt-tabbing , the solution I use is to hit Alt+Return to go in windowed mode, then go back in full-screen with Alt+Return again.
-
Win32 build of dsda-doom v0.27.5 (to be used wit 32-bit Windows only) https://github.com/RamonUnch/dsda-doom/releases/download/v0.27.5/DSDADoom-0.27.5-win32.7z
-
DSDA FPS question. I'd love some insight
Ramon_Demestre replied to Bubbabooie's topic in Source Ports
I suggest you try with the *Exclusive Fullscreen* set to Yes, might help. -
Win32 build of dsda-doom 0.27.4 https://github.com/RamonUnch/dsda-doom/releases/download/v0.27.4/DSDADoom-0.27.4-win32.7z
-
Win32 build of dsda-doom v0.27.3 https://github.com/RamonUnch/dsda-doom/releases/download/v0.27.3/DSDADoom-0.27.3-win32.7z
-
Win32 build of dsda-doom 0.27.2 https://github.com/RamonUnch/dsda-doom/releases/download/v0.27.2/DSDADoom-0.27.2-win32.7z I skipped version 0.27.1
-
Win32 build of dsda-doom v0.27.0 for those that have a 32 bit Windows version. https://github.com/RamonUnch/dsda-doom/releases/download/v0.27.0/DSDADoom-0.27.0-win32.7z
-
dsda-doom v0.26.2 UDMF [2023-06-04]
Ramon_Demestre replied to dsda-dev's topic in Speed Demo Submissions
I do not think auto-aim can be disabled, it would desync in all complevels except maybe with the latest prboom+ mode? -
Prboom-plus supported the +map parameter to which you could give ExMy or MAPxx string, like in ZDoom and some other ports, it seems it has been removed in dsda-doom unfortunately, probably part of the command line cleanup and refactoring. Might be a good idea to have it back because it can be helpful to warp to maps that have non-standard names.
-
dsda-doom v0.26.2 UDMF [2023-06-04]
Ramon_Demestre replied to dsda-dev's topic in Speed Demo Submissions
I guess it must have been removed just for the armor then :( Maybe it's a mistake? because it would be strange to remove the option just for the armor when it is still present for health and ammo.