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dsda-dev

dsda-doom v0.27.5 [2023-12-03]

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By the way, if you are an opl enjoyer, let me know. I am fine with adding it back in, but so far I have only ever gotten complaints about it, so I removed it.

 

OPL is back (with opl3) in 0.27.1

Edited by dsda-dev

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it's been a while since the last time I tried out dsda-doom, so I dusted off the .BAT scripts I was using to launch the engine

I used to redirect the program's stdout to a file, to dump the terminal/console log to file

I now notice that doing this ends up dumping the enddoom screen, too

 

is there a way to launch the game, log to file and preserve the endoom presentation?

 

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Great work!

 

Any way to enable Passover for casual play without making a custom MAPINFO for a map? I don't see it in the options anywhere.

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20 minutes ago, liPillON said:

is there a way to launch the game, log to file and preserve the endoom presentation?

You should be able to fetch and print the contents of your log file after you exit, which should give the same result. I don't know .bat commands so I can't speculate what it would be.

 

11 minutes ago, plums said:

Any way to enable Passover for casual play without making a custom MAPINFO for a map?

It's not possible right now. It also might not work properly for old maps (i.e., you might not get physics or interactions you expect) since that feature is designed for udmf maps and not all the code implementing it is shared across formats.

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gotcha

 

 

another thing I've noticed:

 

my script usually generate a command line with a "-file" parameter for each pwad, but this does not seem to be supported

what's strange though is that at first glance this behaviour feels inconsistent:

"dsda-doom.exe -file PWAD.WAD -file ARCHIVE.ZIP" works

"dsda-doom.exe -file PWAD1.WAD -file PWAD2.WAD" does not work

"dsda-doom.exe -file PWAD.WAD -file ARCHIVE1.ZIP -file ARCHIVE2.ZIP" works

"dsda-doom.exe -file PWAD1.WAD -file PWAD2.ZIP -file ARCHIVE.ZIP" does not work

 

I'm assuming that ZIP files can be specified using each with its own -file parameter

WAD files on the other hand should all be concatenated in a single call?

 

 

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9 minutes ago, dsda-dev said:

It's not possible right now. It also might not work properly for old maps (i.e., you might not get physics or interactions you expect) since that feature is designed for udmf maps and not all the code implementing it is shared across formats.

Thanks. I would be interested in this as a feature even if it's at-your-own-risk, for a future release. (I know you've got a long list of things you want to do though.)

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22 minutes ago, liPillON said:

another thing I've noticed

Duplicate command-line arguments override one another and they don't stack. The -file argument takes a list of as many files as you have, so you can simply do "-file pwad.wad archive.zip" (that style is also supported by every port as far as I know). None of those cases should work. Maybe you have redundant files in the zip?

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Speaking about of batch files - I know I pointed this out before, but new versions of DSDA don't capture my mouse cursor on load-up through a batch file and don't my mouse cursor at all in the menu. Is there a way to fix this? I also can't minimize the game window by alt-tabbing. Both of these things worked without issue until 0.24.3, but since then every version has the same problem, which is the sole reason why I haven't upgraded to a higher version, which I otherwise would very much like to do. It's the same behavior with fullscreen mode on or off.

 

Edited by Gregor

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Congrats on the new release!

 

Although, I've already noticed there is something really weird going on with OpenGL.

Whenever I switch to it the screen turns completely white and when I load a map it looks like this, also the colours goes all crazy:

Screenshot 2023-10-27 231752.png

 

This is also with a fresh config file btw. I just loaded up doom2.wad, that's all.

Edited by George90

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guys stand back i'm about to make a lilith.pk3 joke

 

 

 

um

 

 

that screenshot looks like... lilith.pk3

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1 hour ago, Gregor said:

Speaking about of batch files - I know I pointed this out before, but new versions of DSDA don't capture my mouse cursor on load-up through a batch file and don't my mouse cursor at all in the menu. Is there a way to fix this? I also can't minimize the game window by alt-tabbing. Both of these things worked without issue until 0.24.3, but since then every version has the same problem, which is the sole reason why I haven't upgraded to a higher version, which I otherwise would very much like to do. It's the same behavior with fullscreen mode on or off.

 

Unfortunately I can't reproduce these issues so it's hard for me to fix or give advice. What version of windows are you on? How do you execute the batch file? What exactly is in the batch file?

 

25 minutes ago, George90 said:

there is something really weird going on with OpenGL

Only thing I can think of to do is update your graphics drivers. Either that or your graphics card has a problem with some opengl feature in the port.

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36 minutes ago, dsda-dev said:

Unfortunately I can't reproduce these issues so it's hard for me to fix or give advice. What version of windows are you on? How do you execute the batch file? What exactly is in the batch file?

I'm on Win 10 64-bit. Nothing special in terms of how I execute batch files - just double click on them. The contents are also straighforward. Here's an example for Valiant:

start C:\Doom\PrBoom-Plus\dsda-doom-0.27.0\dsda-doom.exe -iwad doom2.wad -file "c:\doom\wads\2015 - Valiant\valiant.wad" -pistolstart -complevel 11

 

Edited by Gregor

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Actually, no. I forgot that I was using the command line for start-up. The problem with the mouse cursor not being captured only happens when I start the wad from the command line. With a batch file the mouse is captured like normal. With 0.24.3 though, the mouse is captured independent of whether I use a batch file or the command line. And I often copy the contents of a batch file to the command line for ease of changing parameters or loading extra files, so this is still an issue for me.

 

The problem with not being able to minimize the game window through alt-tab isn't influenced by whether I use the batch file or the command line.

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12 minutes ago, Gregor said:

The problem with the mouse cursor not being captured only happens when I start the wad from the command line.

Which terminal do you use? I tried both powershell and regular cmd and can't reproduce with those at least. To be clear, the dsda-doom window correctly obtains focus, and you can for instance use all your keys, but it specifically doesn't have the mouse?

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23 minutes ago, dsda-dev said:

Which terminal do you use? I tried both powershell and regular cmd and can't reproduce with those at least. To be clear, the dsda-doom window correctly obtains focus, and you can for instance use all your keys, but it specifically doesn't have the mouse?

No, no. I can't use any key when it loads; I'm in-game but none of my keys work and the mouse cursor is still overlaid on top of the game window. I have to click the left mouse button for it to be captured. From there on everything works fine (except minimizing the game window through alt-tabbing).

 

I'm simply using cmd.exe

 

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I recorded a quick video that shows the difference between 0.27 and 0.24.3 for the mouse cursor issue as well as alt-tabbing out of the window  not working properly. You can't see my other inputs but i'm pressing wasd while i'm standing still at the start of level. At the end I load up the same level with DSDA 0.24.3. Note the difference between alt-tabbing in both versions. For 0.27.0, while I can alt-tab out of the window, the window itself does not get minimized but stays on screen - same behavior like with GZDoom but I always liked that DSDA specifically did not do that.

 

Spoiler

 

 

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2 hours ago, dsda-dev said:

Only thing I can think of to do is update your graphics drivers. Either that or your graphics card has a problem with some opengl feature in the port.

 

Alright, that solved the issue. Thanks!

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12 hours ago, dsda-dev said:

By the way, if you are an opl enjoyer, let me know. I am fine with adding it back in, but so far I have only ever gotten complaints about it, so I removed it.

 

Me :P -- Doom's default OPL soundbank is kinda rubbish aside from rose-tinted-nostalgia, but it sounds amazing with DMXOPL, which can even be shipped with a wad for those of us with picky tastes :P. I switch between it and RLNDGM (via FluidSynth) a ton.

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Oh cool, UDMF format with jumping and proper Z-clipping in DSDA-Doom. Can't wait to make some really weird maps.

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22 hours ago, dsda-dev said:

By the way, if you are an opl enjoyer, let me know. I am fine with adding it back in, but so far I have only ever gotten complaints about it, so I removed it.

Hi, OPL enjoyer here, I was born listening to Heretic music in OPL synth and I intend to have it played during my wedding and then die listening to it too and then have it played at my funeral, I would like to have it back please, thx.

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14 hours ago, Gregor said:

No, no. I can't use any key when it loads

Ah ok that's much simpler. The problem is cmd refuses to let the window take focus. Why it refuses I don't know, but most likely it would be fixed by disabling terminal output in the windows build (which is how it is in 0.24.3). I'd rather figure out how to solve the problem without doing that though. @rfomin do you have any idea why cmd won't give up focus, or how to make it do so?

 

12 hours ago, Spicy tacodemon said:

Are there any plans to release a win32/x86 version of this update?

Not from me but I'm sure someone will provide one. Ramon_Demestre often posts builds.

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18 hours ago, dsda-dev said:

None of those cases should work. Maybe you have redundant files in the zip?

 

no issues with the zip but yeah it was an oversight on my side when evaluating the results

 

thanks!

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41 minutes ago, dsda-dev said:

Ah ok that's much simpler. The problem is cmd refuses to let the window take focus. Why it refuses I don't know, but most likely it would be fixed by disabling terminal output in the windows build (which is how it is in 0.24.3). I'd rather figure out how to solve the problem without doing that though. @rfomin do you have any idea why cmd won't give up focus, or how to make it do so?

I don't think the problem is the terminal output. Woof has two executables, woof.com (terminal enabled) and woof.exe (terminal disabled). I tried reproducing the issue using both DSDA-Doom and Woof on Windows 10 cmd.exe. Input was correctly captured, but there were some problems with alt-tabbing in fullscreen mode. My suspicion is that there might be a problem from a more recent version of SDL2.

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Hello, just want to pop in and say that I prefer using OPL and would really appreciate it if this SP continued to support it. Also I would like to take this opportunity to give a big thank you to everyone involved in the development of DSDA, you guys are legends!

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4 hours ago, rfomin said:

I tried reproducing the issue using both DSDA-Doom and Woof on Windows 10 cmd.exe. Input was correctly captured,

Well, certainly not the behavior I'm getting (though I do have the alt-tabbing issue). Check out the video I recorded yesterday.

18 hours ago, Gregor said:

I recorded a quick video that shows the difference between 0.27 and 0.24.3 for the mouse cursor issue as well as alt-tabbing out of the window  not working properly. You can't see my other inputs but i'm pressing wasd while i'm standing still at the start of level. At the end I load up the same level with DSDA 0.24.3. Note the difference between alt-tabbing in both versions.

  Reveal hidden contents

 

 

 

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On 10/27/2023 at 7:22 AM, dsda-dev said:

By the way, if you are an opl enjoyer, let me know. I am fine with adding it back in, but so far I have only ever gotten complaints about it, so I removed it.

I am an OPL enjoyer. There are a couple of small issues with DSDA's OPL emulation which I haven't seen yet on the other ports I play, however, such as skipping notes in some midis (I'm not entirely sure why it does that while other ports' OPL emulation doesn't). It also seems like only one OPL chip is being emulated (I think?) since sometimes notes get cut off early or don't play at all (same behavior as in vanilla basically). Despite those limitations, I still use it and it would be a shame to see it scrapped. I am also intrigued by and want to try out the DMXOPL that Xaser mentioned now that I know that it exists.

Apart from that, the rest of this update looks pretty good and the hard work is appreciated. This makes me want to make some maps in UDMF format at some point.

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