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Alaux

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

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12 minutes ago, CacoKnight said:

Hell yeah to the new feature/s incoming ! Don't want to spoil it but thank you @Alaux :)

Spoil all you want. The repo is public, and so is the changelog.

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I've started using this source port yesterday and I'm very pleased with it. I was especially surprised by the fact that in some graphically intensive maps, I can get a better framerate than in DSDA.

 

Question - is support for native resolutions going to be introduced anytime soon? I'm running Doom on a 1366x768 screen (weird I know), and the closest I got was with the 3x (600p) option, which is 1284x720. The game still looks a bit low res to me even with the smooth pixel scaling option set to on, and the 4x mode doesn't seem to make much of a difference because it's beyond my screen's rendering capabilities and it results in huge lags during recording. I would really appreciate a clear explanation on what the internal renderer does in cases like these where my native resolution doesn't conform to the presets.

 

Other than that great job, it's an excellent port.

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1 hour ago, DreadWanderer said:

is support for native resolutions going to be introduced anytime soon?

The Woof devs are working on that. Nugget should inherit the changes later on.

 

1 hour ago, DreadWanderer said:

I'm running Doom on a 1366x768 screen (weird I know)

Not so weird; my screen is the same.

 

1 hour ago, DreadWanderer said:

I would really appreciate a clear explanation on what the internal renderer does in cases like these where my native resolution doesn't conform to the presets.

I guess the game screen is downscaled or upscaled to fit the window size (which, if you're on fullscreen, is your screen size), but I admit I'm not sure. You should still be getting a bit more detail when using 4X -- at least, I think I notice a little blockiness in 3X but not in 4X.

If you want, you can enable integer scaling in the CFG to prevent the uneven scaling, at the cost of getting black borders all around.

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4 minutes ago, Alaux said:

The Woof devs are working on that. Nugget should inherit the changes later on.

 

Not so weird; my screen is the same.

 

I guess the game screen is downscaled or upscaled to fit the window size (which, if you're on fullscreen, is your screen size), but I admit I'm not sure. You should still be getting a bit more detail when using 4X -- at least, I think I notice a little blockiness in 3X but not in 4X.

If you want, you can enable integer scaling in the CFG to prevent the uneven scaling, at the cost of getting black borders all around.


Cool, thank you for your answer. As I said the differences are pretty small but I'll stick to 3X if I ever record with Nugget Doom, or 4X if I'm just playing. Will follow this page closely and Github for updates.

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Here's a lil' vanilla widescreen NUGHUD, it should be semi-compatible with wads that change the HUD.
Posting it here because I think it fits with the other HUDS being posted :)

 

Preview (D64D2):

Spoiler

nugg0005.png.bc9944eb63218c955cb6ee6812a5726f.png

 

le Wad...

 

Edited by Beemer : moved the HUD to github

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That looks... oddly familiar. :) Good job! Didn't know NUGHUD was capable of doing this. However, I guess this one isn't dynamically cutting apart the custom STBAR lump from the PWAD. 

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8 hours ago, NightFright said:

That looks... oddly familiar. :) Good job! Didn't know NUGHUD was capable of doing this. However, I guess this one isn't dynamically cutting apart the custom STBAR lump from the PWAD. 

 

Thanks :)

But nah no cropping here, just a wide custom STBAR with a transparent middle.

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