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Alaux

Nugget Doom 2.3.1 (updated December 15th, '23)

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52 minutes ago, Alaux said:

Either way, it should be the same issue that's more-or-less randomly affecting Woof 9.0.0, for which a fix was committed.

It depends on the version of Fluidsynth. Newer versions of Fluidsynth work fine. There is a fix for older versions: git

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19 minutes ago, rfomin said:

There is a fix for older versions: git

That was the very fix I was referring to, actually. Thanks for passing by and shedding some light on the issue.

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Nugget Doom 1.9.0 has been released. Get it here!

 

First and foremost, if Extra Gibbing wasn't enough, I present to you Bloodier Gibbing!

Spoiler

BOOM.png.8e5b455ff0ac8a1be68a41dec5f140d2.png

 

Moving on, other highlights:

  • Freeaim from Crispy Doom.
  • Bobbing Styles from Zandronum. It just gets weirder and weirder.
  • 'MDK' cheat from ZDoom, along with the new 'SAITAMA' cheat, which essentially turns your Fist into an MDK sniper.
  • Fixed bobbing during cl9 demos (thanks @xX_Lol6_Xx!).
  • Extra Gibbing now checks for the weapon function instead of the weapon itself, for better mod support.

And plenty of other stuff, really, but these are just the highlights.
Of course, changes from Woof! 10.0.0 and 10.0.3 have been mergedWe don't talk about what happened to 10.0.1 and 10.0.2.

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It's our automatic release system from Woof. @Alaux feel free to PM me about it, or just delete .github/workflows/release.yml

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6 minutes ago, rfomin said:

It's our automatic release system from Woof. @Alaux feel free to PM me about it, or just delete .github/workflows/release.yml

That's what I suspected, but I didn't expect the change to be brought over from the upstream so easily. Thanks for passing by and clarifying, I'll stay in touch.

 

For those wondering, the zip labeled as 1.9.0 is like the ones I provided for previous versions, zipped myself. The rest of builds are probably mislabed as 1.8.0 because it just so happens that for this one release I forgot to push the version bump commit before actually making the release, but I assume they're up-to-date apart from that.

I'll check them out myself later today, but if anyone is eager to test, the latest commit as of releasing is an update of the README, listing new features such as Freeaim. If that's there, I expect the rest to be alright.

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Just curious, how possible is it to tweak the mugshot Crispy HUD to be offset, something like this?

 

 

OffsetHUD.png

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7 hours ago, pantheon said:

Just curious, how possible is it to tweak the mugshot Crispy HUD to be offset, something like this?

OffsetHUD.png

That looks very similar to the currently available widescreen Crispy HUD. It's only a matter of moving the face, its background and the weapon numbers.

I assume you want to see this specific HUD in Nugget, and I'll tell you right away that I won't do it. However, I might try to add another HUD that can be customized through the setup menu. With it, this and other HUD distributions can be replicated. It should be done through a lump, but I really don't feel confident enough to dabble with a parser just yet.

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1 minute ago, Alaux said:

That looks very similar to the currently available widescreen Crispy HUD. It's only a matter of moving the face, its background and the weapon numbers.

I assume you want to see this specific HUD in Nugget, and I'll tell you right away that I won't do it. However, I might try to add another HUD that can be customized through the setup menu. With it, this and other HUD distributions can be replicated. It should be done through a lump, but I really don't feel confident enough to dabble with a parser just yet.

 

That sounds like it could be awesome! My goal making that HUD screenshot was to keep all of the information from the status bar (face and exact ammo counts especially) without the face covering the weapon sprite. Transparency sort of gets you there but it's not ideal. The Arms panel was the most logical thing to change around since it doesn't need the space it gets. Anyways I wanted to also say thanks for your work on this project, it's great that this community has so many talented and passionate people!

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Nugget Doom 1.9.1 has been released. Get it here!

 

The only change is a bugfix regarding the Crosshair menu items.

 

The situation got a bit out of control with the automated builds, the original 1.9.0 got its name and description borked, along with the two unexpected packages. Therefore, I had to re-release 1.9.0, and I disabled the workflow responsible for this mess. As efficient as it might be if I get it working properly, I'm not up to figuring out workflows yet, I'll handle the releases manually.

 

@Delfino Furioso and others looking for 64bit builds:

An automated build, updated with every new commit, is available at the repo's Actions tab. Go to the "build" workflow, then to your desired workflow run, and look for the "Win64" artifact. There's a warning regarding some issue with one of the runs, but the artifact build seems to be running properly from what little testing I did.

Those automated builds have probably been there for a while and I just didn't know about them. Managing the project gets quite confusing for me at times, guess that's what I get for going in blind.

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Hi, I'm using this source port on my laptop (a x86 machine that originally supported Windows 8, then upgraded to 10), works perfectly for now, i don't find any real issues in game so far.

The only real issue i have is with the game control modification, it doesn't let you change it, leaving you with the stock assets. This, personally, is a problem since some keys are "missing" from the physical hardware like the pause key and a few others.

Thinking that i could can change them from the setup, I've got my second surprise seeing that the setup only works for start/joining multiplayer gameplay, WTF? Maybe for the next time, leave the control modification at least for the setup, just as normal setup exe does!

 

EDIT: Sorry I'm dumb, key bindings modification are in the menu options lol

 

EDIT 2: How the SPAWN cheat works? I have to type some letter, some  number digits, what?

Edited by Walter confetti

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I switched over to Nugget Doom today, and I found out that the gibbing effect (which is fantastic btw) somehow applies to barrels in REKKR Sunken Land. The effect is reproduceable there, but it doesn't happen in any of the IWAD/WADs I've fiddled with so far. 

8cdf01c6-83b8-480b-bae1-670e3eb1fb2c.png.b641152da380ea15f8bdfd5846c82879.png

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1 hour ago, Eddie 2077 said:

I switched over to Nugget Doom today, and I found out that the gibbing effect (which is fantastic btw) somehow applies to barrels in REKKR Sunken Land.

When you enable Bloodier Gibbing, the effect will be used when anything is technically gibbed.

With the REKKR PWAD (probably outdated, but I don't have Sunken Land myself), I can indeed reproduce the effect, which means that the barrels have a gibbing state for some reason, although in my case it seems to be using puffs instead of blood splats; the feature checks if the Thing is meant to bleed or puff when hit, and spawns the corresponding particle based on that.

If the barrels are launching blood splats in your version, it probably means that they always bleed (for example, when punching them), with or without Bloodier Gibbing enabled.

Here's what it looks like on my side. Don't mind the barrel being distant from the particles, that's because of the absurd knockback of the MDK attack:

Spoiler

image.png.e7e8060c57a8b87d73e04d5532da15c8.png

 

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4 minutes ago, Alaux said:

When you enable Bloodier Gibbing, the effect will be used when anything is technically gibbed.

With the REKKR PWAD (probably outdated, but I don't have Sunken Land myself), I can indeed reproduce the effect, which means that the barrels have a gibbing state for some reason, although in my case it seems to be using puffs instead of blood splats; the feature checks if the Thing is meant to bleed or puff when hit, and spawns the corresponding particle based on that.

If the barrels are launching blood splats in your version, it probably means that they always bleed (for example, when punching them), with or without Bloodier Gibbing enabled.

 

So if a regular Doom barrel (or a Thing) had a gibbing state and had a bleed/puff effect like the REKKR ones do, Bloodier Gibbing would display the particles shown in the screenshots?

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2 minutes ago, Eddie 2077 said:

So if a regular Doom barrel (or a Thing) had a gibbing state and had a bleed/puff effect like the REKKR ones do, Bloodier Gibbing would display the particles shown in the screenshots?

All shootable Things, whether "alive" or not, either bleed or puff when hit by hitscan attacks (remember that melee attacks are also hitscan). Those are the only two possibilities, unless one were to call a spawn function during Pain states to spawn another particle, although that's less practical. REKKR's vanilla format DEH patch cannot do that as far as I'm concerned, however.

To clarify, the particles shown in my screenshot are REKKR's replacement for Doom's bullet puff, while the ones in your screenshot are, well, the replacement for the blood splat.

Now, to answer your question: assuming Doom's barrel had a gibbing state, even if it were the exact same frames as the normal death state, and without any other changes to the barrel or the rest of the vanilla game, bullet puffs would be hurled around when gibbing it. That's really the only requirement to trigger the Bloodier Gibbing effect, apart from enabling the feature itself. As said, all Things always have a "bleed/puff effect", the only variable is which of the two particles is spawned.

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Just a small remark for myself if I'll forget what the problem was in the future...

 

To compile the project in Visual Studio change (m_menu.c):

extern void ST_createWidgets(); > extern void ST_createWidgets(void);

static void M_UpdateFreeaimItem(); > static void M_UpdateFreeaimItem(void);

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14 hours ago, PKr said:

extern void ST_createWidgets(void);

static void M_UpdateFreeaimItem(void);

That's exactly what the lines are like in the latest master. I assume you were using an older one.

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7 hours ago, Alaux said:

That's exactly what the lines are like in the latest master. I assume you were using an older one.

Oh, I see, I was trying to check v 1.9.1. The master branch doesn't have that problem.

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@Alaux

A very good port :).

 

Sir, just a request:

 

In PrBoom plus's, 'Advanced HUD settings', there is an option of 'Smart Totals'. If we enable this option to Yes, the monsters spawned by the Icon of Sin and ressercuted by archvile don't count towards the kill count nor the extra kill count.

 

So, my request was to optionally add this feature to this port.. 

 

Thank you..

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16 hours ago, Heck Yeah said:

In PrBoom plus's, 'Advanced HUD settings', there is an option of 'Smart Totals'. If we enable this option to Yes, the monsters spawned by the Icon of Sin and ressercuted by archvile don't count towards the kill count nor the extra kill count.

 

So, my request was to optionally add this feature to this port..

I noticed you requested the same feature for SoDoom. I might check how the implementation is done there and see if I can add it myself.

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5 hours ago, Alaux said:

I noticed you requested the same feature for SoDoom. I might check how the implementation is done there and see if I can add it myself.

Sir, PrBoom plus, Nugget Doom, Woof, and SoDoom, are my most favourite of all ports..

 

I use SoDoom for playing large limit removing slaughter maps like Holy Hell.wad.

 

I use Nugget Doom, PrBoom plus and Woof  for playing large Boom slaughter maps e.g Okuplok, Holy Hell Revealed etc..

 

These 4 are great ports.. no doubt. :)

Edited by Heck Yeah

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There was a minor issue with Smart Totals in that port..

 

I have requested the author to fixed it.

 

 

Edited by Heck Yeah

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On 8/12/2022 at 6:35 AM, Alaux said:

I noticed you requested the same feature for SoDoom. I might check how the implementation is done there and see if I can add it myself.

https://github.com/SoDOOManiac/So-Doom/releases/tag/so-doom-5.10.0

 

The latest version of SoDoom port has been launched. Hope you enable this feature in this port as well, coz I use this port to play Boom and MBF maps.

 

Let me know :)

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I've tried Nugget Doom recently and I've liked it so far but there are 2 features I really would like:

 

1.Set FOV

I set it to 75 as I find the default 90 makes the sides overly distorted on widescreen.  (make sure to test on 1024 width skys)

 

2.Save management

Heaving saves from different pwads in different folders is so convenient and the main thing preventing me from letting go of DSDA doom.

 

3.loading multiple texture pack

this could be well out of scope but lots of features from crispy have already been implemented so I might as well ask,  I haven't found Boom compatble port that does this other than gzdoom.

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5 hours ago, Blue Phoenix said:

1.Set FOV

Do you know of any ports that allow to change FOV in the software renderer? I'm not well versed at all when it comes to the renderer so I'd really need to see it done elsewhere.

 

5 hours ago, Blue Phoenix said:

3.loading multiple texture pack

What's a "texture pack"? I'd suggest you provide me with links to some so I can figure out.

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1 hour ago, Alaux said:

Do you know of any ports that allow to change FOV in the software renderer? I'm not well versed at all when it comes to the renderer so I'd really need to see it done elsewhere.

PrBoom+, DSDA Doom, Doom Retro and Gzdoom

 

1 hour ago, Alaux said:

What's a "texture pack"? I'd suggest you provide me with links to some so I can figure out.

https://www.realm667.com/en/texture-stock-mainmenu-152-97360/doom-style-mainmenu-153-87237

https://www.doomworld.com/afterglow/textures/

 

texture packs are wad files that contain textures that map makers use for more varied look. The most popular are OTEX and 32in24-15_tex.

the feature request is for testing maps under development.

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On 10/19/2021 at 3:59 AM, Alaux said:

'SAITAMA' for an MDK Fist!;


Top 10 Cheat Codes names.

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Hey @Alaux!

 

I wanted to make a pull request on Github, but I accidentally closed it while trying to change the name of this PR: https://github.com/MrAlaux/Nugget-Doom/pull/11

 

Could you possibly reopen it and evaluate changes?

Never mind, I found how to reopen a pull request... 😅

Edited by PKr

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