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[bug] interlevel blood splats do not persist across map exits #2031
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I can't replicate it yet. How do you test it, do you use -warp command? Woof stores the player path in save files. What is your UMAPINFO file? I've made intermission screens for Sigil using this recources: |
My testing is to I was actually planning to port all of the intermaps by DevilMyEyes myself, once I'd grokked the format well enough with D1. I've just tested your compilation and it still happening. This one being done on plain EDIT: I should note, all other animations are working fine, it is just the blood splat itself that is not persisting. |
I don't know if this was something that was added to Woof but I believe the interlevel format takes level warping into account. For example, completing the levels sequentially will show blood splatter sprites for all completed levels. But if you IDCLEV to a level and then complete it, the map will only show a splatter for the level you just completed. This is just my observation. If I'm missing anything, let me know. |
Aaaaaaaand even weirder, when just running this PWAD on EDIT: Forgot to be explicit, but yes this is the exact same set of |
Yes, this is intended. With UMAPINFO it's not always possible to determine the player's path (there can be forks in the road), so Woof stores completed levels in save files. Does the KEX port behave differently? Anyway, I don't think this is a problem.
There is only
KEX port crashes with this WAD for me with this error message: "Victory lump |
Sorry, I accidentally sent the wrong version. This is the one I actually ran: |
Duration issue should be fixed here: #2036 I still can't replicate the splats problem, it always works for me. |
I think it may be the fact that they are all I think |
I've tested this branch with my usual local building process https://github.com/rfomin/woof/tree/fix_doom1_anim On my end, the only other issue I see right now is that Cmake complains to me that it can't find
|
I doubt it will help, but can you try AppImage artifact: https://github.com/fabiangreffrath/woof/actions/runs/11914116472/artifacts/2207403010 Are you aware that id1.wad was updated in the last major KEX port patch? The "level number" logic was changed. Otherwise I'm not sure what's wrong. Could you please make a minimal example with the bug? d1_interlevel_splats_arrow.zip works, right? |
Yes, I updated my
Yes it is still having issues to me on the branch from the PR.
Aaaaaaand wouldn't you know it, the AppImage works with the blood splats in But now neither the AppImage or the local build of the PR branch are rendering the "Entering" and I don't know if it'll help but my local |
I suspect there is something wrong with the
Should be fixed now. I recommend using AppImages so you don't have to deal with the build process: https://github.com/fabiangreffrath/woof/actions/runs/11924808188?pr=2036 |
Okay, Ive tested with the newest commit. Here's my setup right now:
My current testing is to load Both 1 and 2 exhibit the non-persistent blood splats on Both 2 and 3 now show the "Entering" and Not sure if it helps, but on a plain Debian Stable system with OS: Debian GNU/Linux 12 (bookworm)
KERNEL: 6.1.0-22-amd64
CPU: Intel Core i5-8350U @ 1.70GHz
GPU: Intel Mesa Intel UHD 620 (KBL GT2)
GPU DRIVER: 4.6 Mesa 22.3.6
RAM: 8 GB |
Don't do that, my fork is very broken. I recommend using the GitHub CLI tool I recommend to delete your local copy of Woof repo and start over. |
I just did |
Antother fix (AppImage): https://github.com/fabiangreffrath/woof/actions/runs/11925764645/artifacts/2210963380 |
Was about to log off when I saw b644b00 on my notifs. Rebuilt the local repo and tested with |
Could this have to do with the way we build and link yyjson? The AppImage embeds the Debian shared library, right? @elf-alchemist Could you try to install the libyyjson* packages from Debian testing (or backports if provided) and build Woof again? |
I can confirm that the arrow is blinking with a very strange rhythm in the fix_doom1_anim branch. |
No, we build it on Ubuntu, which does not have yyjson.
Have you tested d1_interlevel_splats_arrow.zip? I thought the arrow was fixed now. |
Right, it's in Debian just since May. Ubuntu hasn't caught up yet.
Yes. The arrow is visible for about a second and then starts blinking. |
I'm on Stable, It is not provided by |
Please don't do that. What you could do is download the libyyjson0 and libyyjson-dev packages as deb files and install them manually with dpkg. But I don't want to push you into experiments. |
I've rebuilt using Testing's libyyjson0 and libyyjson-dev. This time no |
I overlooked this one ealier. I just tested Although I have just noticed, on my local build of |
Should be fixed in 23a49b5
Where do you run AppImage? Maybe there is a different configuration of environment variables like
|
I'm glad you could fix this. I'll be able to check tomorrow. |
This is normal. Both |
I can confirm that when using IDCLEV17 in E1M1 and hitting the switch that the blood splats for the former levels appear for a split second. This is on the fix_doom1_anim branch with d1_interlevel_splats_arrow.zip loaded. |
Should be fixed in 587a383 |
Dumb me should stop trying to write issues late at night :p |
Splats still not working for you? |
On my local build? yes. I've just quickly tested Plain Short test on my custom IWAD, same Notice, the older blood splats and E2M9 are missing, both of which are defined as condition 2 "map has been visited" and I even tried E2M9 with condition 5 "any secret map visited". Maybe this has something to do with how Woof is tracking visited maps and that particular part of the code has build-reproducibility issues? Just throwing ideas out. I'll have to do some additional, more thorough testing tomorrow still, as E3 is also having some issues. |
Here's an example of weird
Example 1:
Example 2:
|
Should be fixed in 446fe81 |
I have been trying to recreate the intermission screens from Doom 1 and I have noticed that the map completion splats are not persisting across map completion, which is not present in KEX. Both are using the same definition, extracted from LoR's
id1.wad
and having it's coordinates and graphics adapted to E1. The same behavior is also observed on Legacy of Rust, itself.The lump in question:
https://gist.github.com/elf-alchemist/8a3f6e09afc037aa7aa9e3f4266dd737
Currently on Woof:
Currently on KEX:
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