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I guess it runs Chocolate Doom source port? ;)
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So Doom 7.0.0 (August 26, 2023) - quadruple resolution, so polished fork of Crispy Doom
SoDOOManiac replied to SoDOOManiac's topic in Source Ports
There are several reasons: 1) I followed the naming pattern of Chocolate Doom and Crispy Doom (So Doom being a fork of the latter); 2) it's short for 'So polished fork of Crispy Doom', 3) the icon, limited to square shape, was easier to design with So and Doom being on different lines. I incorporated what you meant by naming the additional options menu SoDOOMy. -
Thanks a lot!
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Is the spectre fuzz effect scaled with 4x and 8x resolution in Nugget Doom? I received a suggestion for So Doom that with 4x resolution the fuzz effect is too fine-grained, and the fuzz pixels should be at least doubled. I'd like to suggest this feature for Nugget Doom if it's not implemented or ask for permission to use it in So Doom if it's already a thing.
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The Ultimate Doom II : Doom II levels reimagined
SoDOOManiac replied to Gardevoir's topic in WAD Releases & Development
Thank you for holding on to this project for so long! I hope your mental health improves, mental issues are a real rock tied to the neck, especially when working on a long-term project like UD2. I'll be glad to try your work of art in Nugget Doom. -
Nice that you're picking up some Crispy setting values that had been cut from Crispy the way I did in my Crispy fork, So Doom. In So Doom I restored Horizontal setting for weapon attack alignment (is it what you had mentioned?), 50% setting for player view/weapon bobbing, and also the following cut Crispy options: -weapon recoil pitch; -weapon recoil thrust (singleplayer, non-demo only); -squat weapon down on falling from heights (impact). The crispy option for colored blood has an expanded set of options in So Doom, and what I would especially love to see in Nugget Doom is the pixel aspect ratio option (0 for stretched pixels, non-widescreen framebuffer, useful for old 1280x1024 displays with aspect ratio less than 4:3; 1 for classical height/width=1.2 pixels like in Crispy, and 2 for square 1:1 pixels). There is a number of So Doom-exclusive (for the time being) features like force automapping secret sector lines the player had seen even if they have a nevermap flag, and Doom 2-only projectiles not to trigger special lines (singleplayer nondemo only). Feel free to make the Nugget So Spicy :)
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So Doom 7.0.0 (August 26, 2023) - quadruple resolution, so polished fork of Crispy Doom
SoDOOManiac replied to SoDOOManiac's topic in Source Ports
So Doom 7.0.0 has been released on August 26, 2023. The main feature of this release is the enhanced 1280x800 framebuffer resolution, 4 times the original one by each dimension. A number of bugs has also been fixed. So Doom 7.0.0 - Win32 So Doom 7.0.0 - Win64 FluidSynth soundfont So Doom-specific changes New Features and Improvements Enhanced 1280x800 framebuffer resolution, 4x4 of the original framebuffer. Fast framerate with interpolation of all movements with vsync is now the default option. SoDOOMy menu wording improvements. Bug Fixes Recoil thrust and Doom 2-only projectile special line bypass settings are now correctly disabled in demos. Intercepts overflow emulation is correctly forced in netgames regardless of its evasion setting. Vsync setting toggle code has been fixed. The bug of not NULL-checking target player pointer in Arch-vile attack, introduced in So Doom 6.0.1 in ROOM.WAD special handling, has been fixed. Changes pulled from Crispy Doom New Features and Improvements Brightmaps for certain textures and sprites have been improved by @Julia Nechaevskaya. Savegame loading from PWADs with spaces in their file name is now supported. Bug Fixes Freeaim and jump settings are now correctly disabled in demos. Mid-air speed boost bug when using nocleap cheat has been fixed. Complevel 3 in demo footer has been fixed. Door interpolation in Doom 2 MAP19 has been fixed. -
Limit-removing levelsets/large maps not using Boom features?
SoDOOManiac replied to SoDOOManiac's topic in WAD Discussion
@Shepardus, thanks a lot! I'm going to release a new version of So Doom, my Crispy Doom fork, and wanted to inquire for how many WADs my port would be preferable (as it has less tinkering with settings than Boom family ports). -
Limit-removing levelsets/large maps not using Boom features?
SoDOOManiac posted a topic in WAD Discussion
Hello fellow Doomers, I'd like to ask to point me to some limit-removing levelsets/megawads/large maps that are playable in Crispy Doom as intended, i.e. with no Boom features (with the exception of texture scroll right and SMMU swirling flats that Crispy supports). I know Parallels, Remnant and Infested Outpost, would like to try more. -
Can DeHackEd affect the arch-vile attack damage?
SoDOOManiac replied to SoDOOManiac's question in Editing Questions
@andrewj, @Gez, thank you for the explanations! -
I see the arch-vile attack does damage twice: 20 damage points directly and 70 damage points radius damage from the fire position center, like explosion of the fire. Chocolate Doom code: void A_VileAttack (mobj_t* actor) { mobj_t* fire; int an; if (!actor->target) return; A_FaceTarget (actor); if (!P_CheckSight (actor, actor->target) ) return; S_StartSound (actor, sfx_barexp); P_DamageMobj (actor->target, actor, actor, 20); actor->target->momz = 1000*FRACUNIT/actor->target->info->mass; an = actor->angle >> ANGLETOFINESHIFT; fire = actor->tracer; if (!fire) return; // move the fire between the vile and the player fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]); fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]); P_RadiusAttack (fire, actor, 70 ); } But in the unchanged DeHackEd data the Arch-Vile attack damage is 0 (unlike Imp fireball having 3 base damage, Caco fireball having 5...) Where is that DeHackEd value from Arch-Vile damage applied?
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I may be not the first one to ask this question, please excuse me if it's so. Is your nickname a German translation for Arch-vile?
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I'm keen on making minor fixes for WADs and mods because minor flaws bug me so much. I made fixes for fists in Strain and REKKR (the latter made it to Steam version of the game), fixed up Batman Doom to play in Crispy Doom sourceport, as in Crispy it looks like authors intended but plays better, re-released ROOM with edits making a difference in my source port So Doom (that is a perfectionist's fork of Crispy Doom), and made a patch for Overthinked Doom 3. P.S. Recalled this fix for hand shine of Hell Barons/Knights and their blood in dying animations.
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I re-released Room with berserk pack applied to the face punch (due to a special feature in my source port So Doom 6.0.1 that I recommend to play Room with) and small map changes to make it work. Berserk pack punch is now a self-instagib dealing 1000 damage. https://www.moddb.com/mods/room/downloads/room-berserk-edition