dsda-dev Posted October 27, 2023 (edited) dsda-doom v0.27 This update brings UDMF support out of beta with an official dsda UDMF namespace, adds MAPINFO support, and fixes a ton of bugs. Other highlights include a smooth light fade option for opengl (from bkoropoff), improvements to the build mode, and ambient sound support. Ambient sound works retroactively: check out Containment Area, which now has beeping computers and audible conveyor belts. MAPINFO does not work retroactively, as the implementation is more strict and less comprehensive in dsda-doom. If you'd like to use it in your wad, add a DSDAPREF plain text lump with the line use_mapinfo. UDB Support Thanks to a ton of work by @boris, UDB now includes an updated and streamlined dsda-doom udmf config. Update to the latest version to give it a spin. UDMF / MAPINFO Extras I've decided to fill in some gaps in udmf and mapinfo in order to streamline cumbersome boom features and make life easier for mappers. Some of these features are likely to be adopted by other ports, depending on whether or not they are relevant. The basic idea was "if you need a line special to create a static sector feature, just make that a sector property". This includes scrolling, friction, thrust, colormaps, and skies. New MAPINFO Properties Added Passover and NoPassover map flags to disable or enable finite height (default is NoPassover) Added Colormap map property to set the default colormap (i.e., you can now cover an underwater map in mapinfo without messing with any sectors!) New UDMF Properties Added wall texture scrolling properties Split by overall, top, mid, and bottom Added sector scrolling properties Split by floor and ceiling Separate flags for texture, static objects, players, and monsters Added sector thrust properties Separate flags for static objects, players, monsters, projectiles, and WINDTHRUST-flagged actors Separate location flags for affecting the ground, ceiling, or air Added sector sky properties Split by floor and ceiling (you can have separate skies in one sector now) Added sector friction properties Added colormap streamlining Colormap as a sector property (you can set it directly like you would set the floor or ceiling texture) Map_SetColormap special action (change default colormap, still overridden by sector-defined colormaps) Sector_SetColormap special action (change colormap by sector tag) Bug Fixes Fixed a crash caused by an off-by-one error in the sprite count Fixed a crash caused by zero-length ledge linedefs in cl11+ Fixed backspace from skill selection showing the episode menu when there is only one episode (e.g., in kdikdizd) Fixed nightmare skill warning showing up for heretic / hexen skill 5 Fixed issue with reversing build mode in cl7-9 Fixed issue with combining manual key frames with build mode reverse in vanilla complevels Fixed rare crash in line of sight check Fixed various features not working in solo-net mode (next map key, -pistolstart, etc) Fixed opengl not respecting the screen multiply setting (bkoropoff) Fixed some brute force conditions getting ignored depending on the order Fixed some brute force targets displaying a value in the message when there is none Fixed trackers not resetting properly when loading a previous state Fixed player damage tracking reporting the wrong value sometimes when rewinding Fixed an issue that would cause graphical oddities and / or crashes for some players Fixed a crash caused by repeat uses of brute force Fixed mouse buffering while the mouse is disabled Fixed big health / armor exhud components not using the text color config Fixed ammo components not coloring by the ammo percent config Fixed a crash occurring in maps with inconsistent nodes Fixed an automap freeze when dying while using the minimap Fixed position in level table resetting when reopening it Fixed a crash when using the quartz flask hotkey on the title screen Fixed the ammo_text component having the wrong order under alternate alignment Fixed a broken hack related to software midtex clipping Fixed a crash when using -time_use without the associated component Fixed negative coordinate rounding in the console Fixed custom colormaps combined with invulnerability yielding the wrong colormap in opengl Fixed alt-tab causing the wrong palette to appear under certain conditions Fixed reload on use while dead carrying a command over Fixed displayplayer in coop demo playback Check out the full patch notes here. Thanks to @ZeroMaster010 for comprehensive regression testing to ensure demo syncing. Thanks to @almostmatt1 and @RockyGaming4725 for testing and feedback on the build mode improvements. Thanks to @Bytefyre, @GarrettChan, @Maribo, @Master Medi, @Meowgi, @Ravendesk, @Spendoragon, and @Napsalm for beta testing and feedback. Thanks to @Xaser, @Graf Zahl, and @Major Arlene for various degrees of feedback on the extras above. Download the latest release here. This release is incompatible with past save files. Edited December 5, 2023 by Maribo : 0.27.5 62 Share this post Link to post
dsda-dev Posted October 27, 2023 (edited) 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 October 30, 2023 by dsda-dev 3 Share this post Link to post
liPillON Posted October 27, 2023 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? 0 Share this post Link to post
plums Posted October 27, 2023 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. 1 Share this post Link to post
dsda-dev Posted October 27, 2023 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. 0 Share this post Link to post
liPillON Posted October 27, 2023 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? 0 Share this post Link to post
plums Posted October 27, 2023 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.) 0 Share this post Link to post
dsda-dev Posted October 27, 2023 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? 1 Share this post Link to post
Gregor Posted October 27, 2023 (edited) 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 October 27, 2023 by Gregor 0 Share this post Link to post
George90 Posted October 27, 2023 (edited) 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: This is also with a fresh config file btw. I just loaded up doom2.wad, that's all. Edited October 27, 2023 by George90 3 Share this post Link to post
SiFi270 Posted October 27, 2023 guys stand back i'm about to make a lilith.pk3 joke um that screenshot looks like... lilith.pk3 5 Share this post Link to post
dsda-dev Posted October 27, 2023 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. 1 Share this post Link to post
Gregor Posted October 27, 2023 (edited) 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 October 27, 2023 by Gregor 0 Share this post Link to post
Gregor Posted October 27, 2023 (edited) 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. 0 Share this post Link to post
dsda-dev Posted October 27, 2023 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? 0 Share this post Link to post
Gregor Posted October 27, 2023 (edited) 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 0 Share this post Link to post
Gregor Posted October 27, 2023 (edited) 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 0 Share this post Link to post
Moustachio Posted October 27, 2023 I had been thinking lately about how nice it would be to have that colormap feature in mapinfo. Very nice! 0 Share this post Link to post
George90 Posted October 27, 2023 (edited) 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! 1 Share this post Link to post
Spicy tacodemon Posted October 28, 2023 Congrats for the new release and thank you for your hard work maintaining this port! Are there any plans to release a win32/x86 version of this update? 0 Share this post Link to post
Xaser Posted October 28, 2023 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. 1 Share this post Link to post
Nikku4211 Posted October 28, 2023 Oh cool, UDMF format with jumping and proper Z-clipping in DSDA-Doom. Can't wait to make some really weird maps. 0 Share this post Link to post
Thom Wye Posted October 28, 2023 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. 3 Share this post Link to post
dsda-dev Posted October 28, 2023 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. 2 Share this post Link to post
liPillON Posted October 28, 2023 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! 0 Share this post Link to post
rfomin Posted October 28, 2023 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. 0 Share this post Link to post
ScrappyMcDoogerton Posted October 28, 2023 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! 1 Share this post Link to post
Gregor Posted October 28, 2023 (edited) 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 1 Share this post Link to post
Argent Agent Posted October 28, 2023 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. 0 Share this post Link to post