Alaux Posted September 2, 2022 On 8/30/2022 at 11:27 PM, Blue Phoenix said: 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. Now I get it; it's not about some sort of special PWADs, it's a matter of being able to merge the PNAMES and TEXTURE# lumps of multiple PWADs. Indeed, Crispy has code to do exactly that, but figuring it out wasn't as simple as I expected. The feature will probably not be coming anytime soon. On 8/24/2022 at 8:04 AM, Heck Yeah said: 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 :) I checked the code, things got confusing, couldn't get it working yet. Might try again in these days. 0 Share this post Link to post
DeletedAccount Posted September 2, 2022 8 hours ago, Alaux said: Now I get it; it's not about some sort of special PWADs, it's a matter of being able to merge the PNAMES and TEXTURE# lumps of multiple PWADs. Indeed, Crispy has code to do exactly that, but figuring it out wasn't as simple as I expected. The feature will probably not be coming anytime soon. I checked the code, things got confusing, couldn't get it working yet. Might try again in these days. Ok.. 0 Share this post Link to post
Alaux Posted September 3, 2022 (edited) On 9/2/2022 at 12:57 PM, Heck Yeah said: Ok.. Took another look at it and managed to get it working apparently, but now I'm doubtful about its core logic (that is, what it does and doesn't count), which turns out all the more problematic with this port since there's quite a few more ways to spawn enemies than in So Doom. I decided to keep the current implementation in a separate branch to come back to it later and see what I do, but for the time being, have this custom build: [Attachment deleted] Edited May 19, 2023 by Alaux 0 Share this post Link to post
DeletedAccount Posted September 3, 2022 19 minutes ago, Alaux said: Took another look at it and managed to get it working apparently, but now I'm doubtful about its core logic (that is, what it does and doesn't count), which turns out all the more problematic with this port since there's quite a few more ways to spawn enemies than in So Doom. I decided to keep the current implementation in a separate branch to come back to it later and see what I do, but for the time being, have this custom build: nugget-doom-smarttotals.zip Core logic about this smart totals is it doesn't count monsters spawned by IOS/ressurected by archvile/nightmare spawned, nor in the original kill count nor in the seperate additional kill count. Also Lost Souls aren't counted at all. 0 Share this post Link to post
Alaux Posted September 3, 2022 9 minutes ago, Heck Yeah said: Core logic about this smart totals is it doesn't count monsters spawned by IOS/ressurected by archvile/nightmare spawned, nor in the original kill count nor in the seperate additional kill count. Also Lost Souls aren't counted at all. I do partially understand its logic. The problem I have is with the feature itself, with what it does. Don't worry about it, as far as I'm concerned in the custom build it should be working as you specified. On 7/1/2022 at 9:38 AM, Walter confetti said: EDIT 2: How the SPAWN cheat works? I have to type some letter, some number digits, what? Very, very late reply, but I had missed the edits to your post since we're not notified about those. I'll take the chance to explain: Spoiler After typing SPAWN or SUMMON, you have to choose between spawning an enemy (SPAWNE) or a friend (SPAWNF), or repeating the last spawn (SPAWNR). In the first two cases, after typing the letter you have to type the number of the mobj type you want to spawn. The cheats support up to 3 digits, so if you want to type a number with less than 3 digits, you need to type zeroes first. For example, let's say we want to spawn a friendly zombieman (its mobj type number is 1): the full cheat for that would be either SPAWNF001 or SUMMONF001. Might be confusing, but I had to get around the lack of a console. 4 Share this post Link to post
s4f3s3x Posted September 13, 2022 (edited) Will it be possible to have updated builds for MacOs? :' )))) @Gibbon ones are great but seem stand-alone... 0 Share this post Link to post
Alaux Posted September 13, 2022 2 hours ago, s4f3s3x said: Will it be possible to have updated builds for MacOs? :' )))) @Gibbon ones are great but seem stand-alone... I never knew how to produce Mac builds myself - or anything other than Windows, really - and Gibbon's not around anymore. As it stands now, it seems we need another volunteer to provide them. I'm truly sorry I can't help. 1 Share this post Link to post
Alaux Posted September 29, 2022 Nugget Doom 1.10.0 has been released. Get it here! Truth be told, it's a relatively small release considering how much time has passed since the last one. Highlights: Variable FOV from Doom Retro (that is, you can change the FOV now) Smart Totals from So Doom Gray Health count flashes when Invulnerability is running out, particularly useful if the Invuln colormap is disabled Once again, changes from Woof! releases up to 10.3.0 have been merged. 6 Share this post Link to post
PKr Posted September 29, 2022 Hey @Alaux! Regarding my previous suggestion to add bullet puffs fix... I noticed that Crispy Doom does a few things to fix demo desyncs caused by the mentioned change. Not sure how important demo-compatibility is for Nugget Doom, but just in case: https://github.com/fabiangreffrath/woof/commit/1acf5bca993027cf733c6eaf8371f912a91b7476 This will fix bullet-puffs/bullet puff eaters and won't desync demos anymore. 0 Share this post Link to post
Alaux Posted September 29, 2022 1 hour ago, PKr said: Regarding my previous suggestion to add bullet puffs fix... I noticed that Crispy Doom does a few things to fix demo desyncs caused by the mentioned change. This will fix bullet-puffs/bullet puff eaters and won't desync demos anymore. I'm a bit confused... are we speaking about the fix for misplaced puffs that's already merged, or is this something else? If it is the former fix, it shouldn't be causing issues anyways, since it's not applied during demos. 0 Share this post Link to post
PKr Posted September 29, 2022 6 minutes ago, Alaux said: I'm a bit confused... are we speaking about the fix for misplaced puffs that's already merged, or is this something else? If it is the former fix, it shouldn't be causing issues anyways, since it's not applied during demos. Yeah, it's about an already merged fix. I mean, you could allow it during demo recording/playback as well, just like Crispy Doom does, but then you'd need to apply those changes mentioned in my previous post. Just in case... 0 Share this post Link to post
Alaux Posted September 30, 2022 3 hours ago, PKr said: Yeah, it's about an already merged fix. I mean, you could allow it during demo recording/playback as well, just like Crispy Doom does, but then you'd need to apply those changes mentioned in my previous post. Just in case... Makes sense, I'll look into it later. Thanks! 0 Share this post Link to post
Dweller Dark Posted October 14, 2022 (edited) I don't know for what reason it's happening, but Microsoft Defender seems to think the latest Nugget Doom download has a Trojan virus in it. I'd assume it's a false flag, but it never did this the 1000 other times I tried downloading the zip file. EDIT: Unless GitHub had some kind of hack or something, it might just be Defender. I got a virus warning trying to download International Doom as well. Edited October 14, 2022 by Dweller : Added info 0 Share this post Link to post
Alaux Posted October 14, 2022 1 minute ago, Dweller said: I don't know for what reason it's happening, but Microsoft Defender seems to think the latest Nugget Doom download has a Trojan virus in it. I'd assume it's a false flag, but it never did this the 1000 other times I tried downloading the zip file. Those false positives are a common occurrence among ports apparently, don't worry. I haven't changed my building procedure and don't think I've changed anything in the code that could trigger that, might be related to Woof's changes (which I'd say is unlikely too) or maybe MS Defender got its "Virus and Spyware definitions" updated and now it thinks something's bad. Might want to try the latest release of Woof and see if it triggers the same warning. Trying to explain it is probably futile though, it ought to keep happening. I'd say that you just ignore it. 1 Share this post Link to post
Dweller Dark Posted October 14, 2022 1 minute ago, Alaux said: Those false positives are a common occurrence among ports apparently, don't worry. I haven't changed my building procedure and don't think I've changed anything in the code that could trigger that, might be related to Woof's changes (which I'd say is unlikely too) or maybe MS Defender got its "Virus and Spyware definitions" updated and now it thinks something's bad. Might want to try the latest release of Woof and see if it triggers the same warning. Trying to explain it is probably futile though, it ought to keep happening. I'd say that you just ignore it. Woof was fine when I tried to download the latest release, so maybe it's MS Defender (which I think got an update recently). It'd make the most sense considering I was using Nugget like a few days ago and didn't get any warnings from downloading it. 0 Share this post Link to post
s4f3s3x Posted November 7, 2022 (edited) I'm trying to play Foursite but when I load any save from that WAD I got a crash and the following message: No such problems with Crispy tho. I can't understand why...? 0 Share this post Link to post
Alaux Posted November 7, 2022 5 hours ago, s4f3s3x said: I'm trying to play Foursite but when I load any save from that WAD I got a crash Did you update Nugget Doom as you were playing the WAD, or does it happen with saves from the same version? Worth mentioning that saves from other ports, even Woof, will most likely not work on Nugget. 0 Share this post Link to post
s4f3s3x Posted November 7, 2022 (edited) 14 minutes ago, Alaux said: Did you update Nugget Doom as you were playing the WAD, or does it happen with saves from the same version? No, both saves and load were from Nugget 1.8.0 0 Share this post Link to post
Genericretroplayer Posted November 8, 2022 Hi, Iv'e been trying to use nugget doom 1.10.0 with Doom Mod Loader 2.5 and i seem to always get this error message. It didn't use to happen with previous versions and +fullscreen isn't in the launch command line. If i open it without the launcher it works fine. Spoiler 0 Share this post Link to post
xX_Lol6_Xx Posted November 8, 2022 1 hour ago, Genericretroplayer said: Hi, Iv'e been trying to use nugget doom 1.10.0 with Doom Mod Loader 2.5 and i seem to always get this error message. It didn't use to happen with previous versions and +fullscreen isn't in the launch command line. If i open it without the launcher it works fine. Hide contents Have you tried -fullscreen? I don't think Nugget Doom supports "+" arguments. I may be wrong though 0 Share this post Link to post
Alaux Posted November 8, 2022 5 hours ago, s4f3s3x said: No, both saves and load were from Nugget 1.8.0 Odd... I really don't know what might be going on. By that logic, it should also happen with newer versions, but you can try those if you want. 1 hour ago, Genericretroplayer said: Hi, Iv'e been trying to use nugget doom 1.10.0 with Doom Mod Loader 2.5 and i seem to always get this error message. It didn't use to happen with previous versions and +fullscreen isn't in the launch command line. If i open it without the launcher it works fine. As said by Lol6: 21 minutes ago, xX_Lol6_Xx said: Have you tried -fullscreen? I don't think Nugget Doom supports "+" arguments. I may be wrong though Even then, if it really did work in earlier versions then it'd make no sense for it to have stopped working. Maybe you're somehow accidentally using a configuration for another source port on Nugget? On another note, I've no idea of how "Doom Mod Loader" works, but I see a lot of files to the left, including PK3s. I repeat, I don't know how the launcher works, but if you're trying to load those files, be aware that they won't work in Nugget. 0 Share this post Link to post
rfomin Posted November 8, 2022 22 minutes ago, Alaux said: Even then, if it really did work in earlier versions then it'd make no sense for it to have stopped working. Maybe you're somehow accidentally using a configuration for another source port on Nugget? Most Doom source ports simply ignore unknown/incorrect command line options. We've added strict command line checking to Woof, which is convenient for console users, but might break some launchers. The user can disable it with the -devparm option. 1 Share this post Link to post
Genericretroplayer Posted November 8, 2022 19 hours ago, rfomin said: Most Doom source ports simply ignore unknown/incorrect command line options. We've added strict command line checking to Woof, which is convenient for console users, but might break some launchers. The user can disable it with the -devparm option. Yup, that worked, thank you. 0 Share this post Link to post
Alaux Posted November 10, 2022 (edited) Nugget Doom 1.11.0 has been released. Get it here! First and foremost, I'd like to introduce the NUGHUD lump! Image courtesy of @liPillON on GitHub. That's not International Doom, but a legitimately custom HUD distribution made through means of this new lump, which allows you to customize the minimalistic HUD (as I'd like to call it now, the Nugget HUD). You can even draw custom patches! Reveal the spoiler for more examples: Spoiler Make sure to read the NUGHUD guide for more info and instructions on how to use it. Now, other few highlights: Crispy Doom's "Squat Weapon Down On Impact" Crispy Doom's drawing of Berserk in place of the Ammo count when the Fist is equipped Crosshair lock-on Yeah, that's it for now, the Nugget HUD really is the biggest thing in this update. Hope you have fun! Edited January 4, 2023 by Alaux : Accidentally typed "NUGHUG" 8 Share this post Link to post
liPillON Posted November 10, 2022 woof with even more qol features.. sweet! 0 Share this post Link to post
Dweller Dark Posted November 10, 2022 With the new HUD, would it be possible to configure a custom one similar to DSDA's or GZDoom's? 0 Share this post Link to post
Alaux Posted November 10, 2022 31 minutes ago, Dweller said: With the new HUD, would it be possible to configure a custom one similar to DSDA's or GZDoom's? As long as you don't have to draw new widgets (i.e. a count like the Health count but for something else), it should be possible. The example screenshots should give you a good idea of what can be done. 1 Share this post Link to post
Dweller Dark Posted November 10, 2022 The HUD in the screenshot you put first (the one without the spoiler tag) looks pretty good, is there any way to get or make that one? 0 Share this post Link to post
Alaux Posted November 10, 2022 (edited) 43 minutes ago, Dweller said: The HUD in the screenshot you put first (the one without the spoiler tag) looks pretty good, is there any way to get or make that one? Look in this page. One of the three ZIPs you should find should have the HUD you want. 1 Share this post Link to post
Dweller Dark Posted November 10, 2022 2 hours ago, Alaux said: Look in this page. One of the three ZIPs you should find should have the HUD you want. Thanks! I ended up going with NugHud Modern since it looked the most organized and consistent at the bottom of the screen. The last ZIP has all of them, NugHud Classic, NugHud Crispy, NugHud Modern, and NugHud Stacked. As for loading them, DoomLauncher appears to load them just fine (extract the WAD files somewhere and add *those* to DoomLauncher). (Figured it'd be nice to add this info in case anyone wanted to try them out) 0 Share this post Link to post