xemonix0 / Cherry-Doom

Cherry Doom is a fork of Nugget Doom with more additional features.
GNU General Public License v2.0
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More compatibility levels #6

Open Patrxgt opened 2 months ago

Patrxgt commented 2 months ago

It would be nice, if you could port the compatibility levels from the DSDA-Doom to this source port for better mods and demo support.

PS. Is "Blood amount now scales with the amount of damage dealt" feature exclusive to "Bloodier Gibs" option or does it work all the time? If so, can it be disabled? If not, can you add an option to disable it?

xemonix0 commented 2 months ago

As a descendant of Woof!, Cherry has four complevels, which are vanilla (equivalent to DSDA's complevels 2-4, depending on the value of -gameversion), boom (DSDA's complevel 9), mbf (DSDA's complevel 11), and mbf21 (DSDA's complevel 21). I've never seen a WAD or a demo that required any of the other DSDA complevels that aren't present in Woof!. Most of them are various PrBoom versions anyways, and since PrBoom is a branch of Boom completely separate from Woof!, it's not really viable trying to port those. As for complevels 0 and 1, not even Chocolate Doom has proper Doom 1.2 support. Only PrBoom had somewhat decent 1.2 demo support, thus DSDA has it as well, but for the same reason as before it will be a nightmare trying to implement it here. The other complevels are extremely obscure. Long story short, even if a few of them do get implemented in the future, I don't think I'll be the one to do it.

Regarding the "Blood amount now scales with the amount of damage dealt" change: it is always active, and it works similarly to the blood spawning logic in Doom Retro. It isn't compatibility breaking, though. It is disabled in non-casual play (i.e. during demo recording/playback, etc.) Because of that, and because it's such a minor cosmetic change, I didn't make it optional. I will do that for the next release, though. I'll also make all of this clearer in the README.

Patrxgt commented 2 months ago

I understand. Maybe then you could just implement 17th complevel? After all, PrBoom+ is the second most popular source port of Doom and there are surely mods, that were made only for this port in particular. I mean, there surely aren't that many mods for LxDoom or TASDoom, but PrBoom+? There surely are mods exclusive to that.

As for the second issue, big thank you. It's always nice to have an option to configure even the smallest of things in games.

xemonix0 commented 2 months ago

After a bit of research, I've concluded that most of the PrBoom complevels introduce very minor changes that won't be too difficult to implement (although not entirely sure about that), and that there are indeed a few obscure WADs and demos that require some of them (also, apparently, Eviternity's internal demos are mistakenly recorded in complevel 17, so they can't be played back in Woof!). I'll look into it in more detail in a day or two, this topic is more interesting than I expected.

xemonix0 commented 2 months ago

Made blood amount scaling with damage optional in adbf2ad. As for the complevels, it's probably gonna take a while. Not as trivial as I expected

Patrxgt commented 2 months ago

Again, thank you for your dedication for the Doom community.