Wrapping Up 2011

edited 2012 Jan 4 in News
The year is almost through, so let's take a look back and see what has happened, shall we? All in all, 2011 was quite an eventful year for Doomsday. There were a number of important changes that have had a very beneficial effect on the project.
  • We revised the project's roadmap in the wiki. It had become clear that the best way forward was through evolution of a single codebase, not through a dramatic rewrite.
  • We started the practice of posting weekly developer updates to keep team members and users up to date.
  • The isolated dengDevs blog was shut down in an effort to consolidate team presence on the web.
  • We started distributing biweekly automated releases from the "master" branch. It was no longer acceptable that the codebase regressed into an unreleasable state for long periods of time.
  • We began seriously improving multiplayer support. Public multiplayer servers were set up so anyone could participate. This was one of the biggest undertakings of the year, with numerous bug fixes and enhancements in the engine and all game plugins.
  • CMake was replaced with qmake as the official way to build Doomsday on all supported platforms. It was no longer necessary to handle any single platform as a special case. This helped with setting up the automated build system.
  • Preparation work was started for the next big technology upgrade: switch from SDL to Qt/C++.
  • FMOD was reintroduced as the default audio plugin on all platforms, greatly improving audio quality.
As we are about to enter the new year, we have decided to finally bite the bullet and merge DaniJ's "ringzero" branch to the master so that it becomes part of the weekly releases. This is truly a big change with over a year's worth of work behind it: there are major refactorings of resource and plugin management, UI and graphics subsystems, and the introduction of resource namespaces (to name a few of the changes).

This means that 1.9.7 has become feature complete and we can begin the Candidate phase. However, it is very important to note that due to the magnitude of code changes involved, there are more than a few rough edges, unfinished details, and other regressions that we will fix ASAP while the Candidate phase progresses. So in other words, this does not yet mean we have something traditionally called a "Release Candidate"; instead, it means we are now focusing the work towards producing one, leading to the Stable 1.9.7.

The ending of the ringzero branch will also leave us in the fortunate situation of having only one primary development branch. Both I and DaniJ will be able to contribute more directly to the main codebase, and all the changes will end up in the unstable releases much faster. Development-wise, we will be firing on all cylinders after this.

Thank you for being part of the community! We hope to see you in 2012 as we continue our progress towards the exciting items on our roadmap. We shall see if 2012 becomes the "Year of Doomsday" (and not because of the Mayan calendar :) ).

Happy New Year! <:-P

PS. While Build 365 is now available, it is not recommended at this time for normal gameplay. If you try it out, please install it into an empty directory where it doesn't mess with your existing installation. Also, you are likely to face some issues with Snowberry profiles. We're still working out the post-merge issues and will write a proper news item about the Candidate testing when a suitable build is ready.
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Comments

  • I would like to give a big thank you to Jaakko and Dani for all the work they have done in 2011 to the Doomsday Engine. Users might not realise, but there has been a lot of hard work and time gone into it.

    Happy 2012 Every one.
  • KuriKai wrote:
    I would like to give a big thank you to Jaakko and Dani for all the work they have done in 2011 to the Doomsday Engine. Users might not realise, but there has been a lot of hard work and time gone into it.

    Happy 2012 Every one.

    This.
  • So 1.9.7 is out! Should I install it into a new folder, or can I install it over my previous build, which was 361?

    Edit: Oh, never mind. It already has been 1.9.7. The new build page just tricked me, since it has so many big fixes in the list.
  • Merging the ringzero branch into the master is when the bugfixes in and since beta 6.10 will be applied to the next release, right?
  • Build 365 is very screwy. When I use the JDUI pack, the menu in Doom2 has the Ultimate Doom background, and looks like the screenshot below. Also, the 3d models don't work from the resource pack at all. In fact, I'd say that pretty much all the resource packs are broken in this release. Don't tell me we have to restructure every single resource pack YET AGAIN for them to work in the newest releases? I spent hours getting all my resource packs just the way I wanted...

    http://i6.photobucket.com/albums/y226/l ... 65menu.jpg

    Edit: I can't get Ultimate Doom to run at all, even with all the addons disabled. It shows the loading screen for a second, then it turns black and does nothing. I then have to improperly shut down the game with clever keyboard usage, since alt + tab and the windows key don't work, and the mouse doesn't appear. I'm going back to the old build until all this stuff is sorted out.
  • edited 2011 Dec 31
    I think you may have jumped the gun a bit Lightning Hunter.

    Yes the files are there, but there are currently about a dozen compile warnings listed for each platform (if you go back to previous builds, you'll see they list 0) that Deng team have yet to work out; fixing those are, essentially, the last stage before the release of a build.

    I'm sure Deng team will make an announcement when the files are ready for downloading.
  • Oh, well I merely downloaded build 365, which appears on my bookmarks list for the latest build. I guess I'll wait. Hehe.
  • Heh, guess I may have jumped the gun too, but I played through E1 of Doom and found a bunch of nitpicks with the current release that weren't there in previous builds.

    There's a couple things I also want to test out before I return.
  • Ok, I want to report back on my findings. This was a great build. Everything looks much more soothing to the eye and the game seems to run a lot more smoothly. Here are some of the bugs I found during my testing:

    1) Is anyone else's status bar stretching off-screen? I run Doomsday at a 1024x768 res, and I still got the same problem when I tried on smaller resolutions, such as 800x600 and 640x480

    http://i.imgur.com/7q4nJ.jpg

    Does anyone else get this problem?

    2) I can't exactly narrow down when this issue occurs and doesn't occur. Sometimes when I start a new level or advance to the next level, the automap is waaaay too zoomed in. This happened going from E1M1 to E1M2, for example.

    http://i.imgur.com/79YrV.jpg

    3) Speaking of the automap, when you turn off follow mode and want to navigate, the navigation speed is incredibly slow, regardless of the zoom level on the automap.

    4) This isn't really a bug, more of a feature request. I noticed that if you enable the kills/items/secrets trackers, they now show up on both the main HUD and the automap. In previous builds in was in the automap only. Could we have an option back to have those trackers display in the automap only?

    5) This is some pretty weird behavior that happens when you finish an episode/game. In Ultimate Doom:

    -After finishing episode 1, when the story text completes, the game immediately takes you back to E1M1, with the inventory you had after finishing E1M8. When finishing E1, you're supposed to see the id Software credits screen after seeing the ending text.

    -After finishing episode 2, the story text goes through its process and you see that picture of Deimos above Hell, and then the game brings you right back to E2M1, again, with the same inventory you had at the end of E2M8.

    You can repeat this for episodes 3 and 4 as well.

    Another thing is that when the story text is typing out, pressing any key will bring up the menu, when I think the original instance was that only pressing the Escape Key would.

    This happens in Doom II as well, with the cast of monsters at the end of the game. As you know, pressing any key kills the monster on screen, but if you press a key when a monster on screen is "dying", it brings up the menu.

    If you need me to put this on sourceforge, I'll do it. Thanks.
  • In fact, I'd say that pretty much all the resource packs are broken in this release. Don't tell me we have to restructure every single resource pack YET AGAIN for them to work in the newest releases? I spent hours getting all my resource packs just the way I wanted...
    No, there is no need to update addons. There is simply a bug in resource loading which prevents addons being loaded fully from the command line.
  • edited 2012 Jan 1
    DaniJ wrote:
    In fact, I'd say that pretty much all the resource packs are broken in this release. Don't tell me we have to restructure every single resource pack YET AGAIN for them to work in the newest releases? I spent hours getting all my resource packs just the way I wanted...
    No, there is no need to update addons. There is simply a bug in resource loading which prevents addons being loaded fully from the command line.

    Ok, so I'll wait for a new fixed version. Any idea why Ultimate Doom doesn't get by the first loading screen for me? It freezes and just shows a black screen before getting to "changing player name".
  • It is good to hear such good progress and changes that will speed up future progress. I didn't expect this topic.
  • Anybody having problems with games not loading from within Snowberry should check that the correct "Game mode" is selected for each game profile; Settings > Game > Game Mode

    I've found that some aren't always configured by default.
  • Yes, everything seems ok in the settings. Game mode is set to "Doom Ultimate", and Game Component to "jDoom". I tried deleting all the configs, doing a fresh install, etc., and it still doesn't work. Doomsday.out ends with "Initializing UI Subsystem" after I end task to the program. I'm not using the JDUI pack or anything.

    Here is what Doomsday.out looks like after it freezes:
    Executable: Doomsday Engine 1.9.7 &#91;#365&#93; (Candidate 32-bit) Dec 31 2011 16:51:20.
    Sys_InitWindowManager: Using Win32 window management.
    Initializing plugins...
      jDoom
      jHeretic
      jHexen
      dpdehread
      dpwadmapconverter
    OpenGL information:
      Vendor: NVIDIA Corporation
      Renderer: GeForce 7800 GS/AGP/SSE2
      Version: 2.1.2
      Available Compressed Texture Formats: 3
      Available Texture Units: 4
      Maximum Texture Anisotropy: 16
      Maximum Texture Size: 4096
      Line Width Granularity: 0.1
      Line Width Range: 0.5...10.0
      Extensions:
        GL_ARB_color_buffer_float      GL_ARB_compressed_texture_pixe
        GL_ARB_conservative_depth      GL_ARB_copy_buffer            
        GL_ARB_depth_clamp             GL_ARB_depth_texture          
        GL_ARB_draw_buffers            GL_ARB_ES2_compatibility      
        GL_ARB_explicit_attrib_locatio GL_ARB_fragment_program       
        GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
        GL_ARB_framebuffer_object      GL_ARB_get_program_binary     
        GL_ARB_half_float_pixel        GL_ARB_half_float_vertex      
        GL_ARB_imaging                 GL_ARB_internalformat_query   
        GL_ARB_map_buffer_alignment    GL_ARB_map_buffer_range       
        GL_ARB_multisample             GL_ARB_multitexture           
        GL_ARB_occlusion_query         GL_ARB_occlusion_query2       
        GL_ARB_pixel_buffer_object     GL_ARB_point_parameters       
        GL_ARB_point_sprite            GL_ARB_provoking_vertex       
        GL_ARB_robustness              GL_ARB_sampler_objects        
        GL_ARB_separate_shader_objects GL_ARB_shader_objects         
        GL_ARB_shading_language_100    GL_ARB_shading_language_420pac
        GL_ARB_shading_language_includ GL_ARB_shadow                 
        GL_ARB_sync                    GL_ARB_texture_border_clamp   
        GL_ARB_texture_compression     GL_ARB_texture_cube_map       
        GL_ARB_texture_env_add         GL_ARB_texture_env_combine    
        GL_ARB_texture_env_crossbar    GL_ARB_texture_env_dot3       
        GL_ARB_texture_float           GL_ARB_texture_mirrored_repeat
        GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle      
        GL_ARB_texture_rg              GL_ARB_texture_storage        
        GL_ARB_texture_swizzle         GL_ARB_timer_query            
        GL_ARB_transpose_matrix        GL_ARB_vertex_array_bgra      
        GL_ARB_vertex_array_object     GL_ARB_vertex_buffer_object   
        GL_ARB_vertex_program          GL_ARB_vertex_shader          
        GL_ARB_window_pos              GL_ATI_draw_buffers           
        GL_ATI_texture_float           GL_ATI_texture_mirror_once    
        GL_S3_s3tc                     GL_EXT_texture_env_add        
        GL_EXT_abgr                    GL_EXT_bgra                   
        GL_EXT_blend_color             GL_EXT_blend_equation_separate
        GL_EXT_blend_func_separate     GL_EXT_blend_minmax           
        GL_EXT_blend_subtract          GL_EXT_compiled_vertex_array  
        GL_EXT_Cg_shader               GL_EXT_depth_bounds_test      
        GL_EXT_direct_state_access     GL_EXT_draw_range_elements    
        GL_EXT_fog_coord               GL_EXT_framebuffer_blit       
        GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object     
        GL_EXT_gpu_program_parameters  GL_EXT_multi_draw_arrays      
        GL_EXT_packed_depth_stencil    GL_EXT_packed_pixels          
        GL_EXT_pixel_buffer_object     GL_EXT_point_parameters       
        GL_EXT_provoking_vertex        GL_EXT_rescale_normal         
        GL_EXT_secondary_color         GL_EXT_separate_shader_objects
        GL_EXT_separate_specular_color GL_EXT_shadow_funcs           
        GL_EXT_stencil_two_side        GL_EXT_stencil_wrap           
        GL_EXT_texture3D               GL_EXT_texture_compression_dxt
        GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map       
        GL_EXT_texture_edge_clamp      GL_EXT_texture_env_combine    
        GL_EXT_texture_env_dot3        GL_EXT_texture_filter_anisotro
        GL_EXT_texture_format_BGRA8888 GL_EXT_texture_lod            
        GL_EXT_texture_lod_bias        GL_EXT_texture_mirror_clamp   
        GL_EXT_texture_object          GL_EXT_texture_sRGB           
        GL_EXT_texture_sRGB_decode     GL_EXT_texture_storage        
        GL_EXT_texture_swizzle         GL_EXT_timer_query            
        GL_EXT_vertex_array            GL_EXT_vertex_array_bgra      
        GL_EXT_import_sync_object      GL_IBM_rasterpos_clip         
        GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region          
        GL_NV_alpha_test               GL_NV_blend_minmax            
        GL_NV_blend_square             GL_NV_complex_primitives      
        GL_NV_copy_depth_to_color      GL_NV_depth_clamp             
        GL_NV_fbo_color_attachments    GL_NV_fence                   
        GL_NV_float_buffer             GL_NV_fog_distance            
        GL_NV_fragdepth                GL_NV_fragment_program        
        GL_NV_fragment_program_option  GL_NV_fragment_program2       
        GL_NV_framebuffer_multisample_ GL_NV_half_float              
        GL_NV_light_max_exponent       GL_NV_multisample_filter_hint 
        GL_NV_occlusion_query          GL_NV_packed_depth_stencil    
        GL_NV_pixel_data_range         GL_NV_point_sprite            
        GL_NV_primitive_restart        GL_NV_register_combiners      
        GL_NV_register_combiners2      GL_NV_texgen_reflection       
        GL_NV_texture_barrier          GL_NV_texture_compression_vtc 
        GL_NV_texture_env_combine4     GL_NV_texture_expand_normal   
        GL_NV_texture_lod_clamp        GL_NV_texture_rectangle       
        GL_NV_texture_shader           GL_NV_texture_shader2         
        GL_NV_texture_shader3          GL_NV_vertex_array_range      
        GL_NV_vertex_array_range2      GL_NV_vertex_program          
        GL_NV_vertex_program1_1        GL_NV_vertex_program2         
        GL_NV_vertex_program2_option   GL_NV_vertex_program3         
        GL_NVX_conditional_render      GL_OES_depth24                
        GL_OES_depth32                 GL_OES_depth_texture          
        GL_OES_element_index_uint      GL_OES_fbo_render_mipmap      
        GL_OES_get_program_binary      GL_OES_mapbuffer              
        GL_OES_packed_depth_stencil    GL_OES_rgb8_rgba8             
        GL_OES_standard_derivatives    GL_OES_texture_3D             
        GL_OES_texture_float           GL_OES_texture_float_linear   
        GL_OES_texture_half_float      GL_OES_texture_half_float_line
        GL_OES_texture_npot            GL_OES_vertex_array_object    
        GL_OES_vertex_half_float       GL_SGIS_generate_mipmap       
        GL_SGIS_texture_lod            GL_SGIX_depth_texture         
        GL_SGIX_shadow                 GL_SUN_slice_accum            
        GL_WIN_swap_hint               WGL_EXT_swap_control          
      Extensions (WGL):
        WGL_ARB_buffer_region          WGL_ARB_create_context        
        WGL_ARB_create_context_profile WGL_ARB_create_context_robustn
        WGL_ARB_extensions_string      WGL_ARB_make_current_read     
        WGL_ARB_multisample            WGL_ARB_pbuffer               
        WGL_ARB_pixel_format           WGL_ARB_pixel_format_float    
        WGL_ARB_render_texture         WGL_ATI_pixel_format_float    
        WGL_EXT_extensions_string      WGL_EXT_swap_control          
        WGL_NV_float_buffer            WGL_NV_render_depth_texture   
        WGL_NV_render_texture_rectangl
    Initializing Render subsystem...
    Setting up platform state...
    Sfx_InitChannels: 16 channels.
    S_Init: OK.
    Initializing Resource subsystem...
    Initializing Binding subsystem...
    Initializing InFine subsystem...
    Initializing UI subsystem...
    
  • Sorry for double post, but Doom2 suddenly doesn't work either. It crashes with the error "failed to load doom2.ded". This is the Doomsday.out file:
    Executable: Doomsday Engine 1.9.7 &#91;#365&#93; (Candidate 32-bit) Dec 31 2011 16:51:20.
    Sys_InitWindowManager: Using Win32 window management.
    Initializing plugins...
      jDoom
      jHeretic
      jHexen
      dpdehread
      dpwadmapconverter
    OpenGL information:
      Vendor: NVIDIA Corporation
      Renderer: GeForce 7800 GS/AGP/SSE2
      Version: 2.1.2
      Available Compressed Texture Formats: 3
      Available Texture Units: 4
      Maximum Texture Anisotropy: 16
      Maximum Texture Size: 4096
      Line Width Granularity: 0.1
      Line Width Range: 0.5...10.0
      Extensions:
        GL_ARB_color_buffer_float      GL_ARB_compressed_texture_pixe
        GL_ARB_conservative_depth      GL_ARB_copy_buffer            
        GL_ARB_depth_clamp             GL_ARB_depth_texture          
        GL_ARB_draw_buffers            GL_ARB_ES2_compatibility      
        GL_ARB_explicit_attrib_locatio GL_ARB_fragment_program       
        GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
        GL_ARB_framebuffer_object      GL_ARB_get_program_binary     
        GL_ARB_half_float_pixel        GL_ARB_half_float_vertex      
        GL_ARB_imaging                 GL_ARB_internalformat_query   
        GL_ARB_map_buffer_alignment    GL_ARB_map_buffer_range       
        GL_ARB_multisample             GL_ARB_multitexture           
        GL_ARB_occlusion_query         GL_ARB_occlusion_query2       
        GL_ARB_pixel_buffer_object     GL_ARB_point_parameters       
        GL_ARB_point_sprite            GL_ARB_provoking_vertex       
        GL_ARB_robustness              GL_ARB_sampler_objects        
        GL_ARB_separate_shader_objects GL_ARB_shader_objects         
        GL_ARB_shading_language_100    GL_ARB_shading_language_420pac
        GL_ARB_shading_language_includ GL_ARB_shadow                 
        GL_ARB_sync                    GL_ARB_texture_border_clamp   
        GL_ARB_texture_compression     GL_ARB_texture_cube_map       
        GL_ARB_texture_env_add         GL_ARB_texture_env_combine    
        GL_ARB_texture_env_crossbar    GL_ARB_texture_env_dot3       
        GL_ARB_texture_float           GL_ARB_texture_mirrored_repeat
        GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle      
        GL_ARB_texture_rg              GL_ARB_texture_storage        
        GL_ARB_texture_swizzle         GL_ARB_timer_query            
        GL_ARB_transpose_matrix        GL_ARB_vertex_array_bgra      
        GL_ARB_vertex_array_object     GL_ARB_vertex_buffer_object   
        GL_ARB_vertex_program          GL_ARB_vertex_shader          
        GL_ARB_window_pos              GL_ATI_draw_buffers           
        GL_ATI_texture_float           GL_ATI_texture_mirror_once    
        GL_S3_s3tc                     GL_EXT_texture_env_add        
        GL_EXT_abgr                    GL_EXT_bgra                   
        GL_EXT_blend_color             GL_EXT_blend_equation_separate
        GL_EXT_blend_func_separate     GL_EXT_blend_minmax           
        GL_EXT_blend_subtract          GL_EXT_compiled_vertex_array  
        GL_EXT_Cg_shader               GL_EXT_depth_bounds_test      
        GL_EXT_direct_state_access     GL_EXT_draw_range_elements    
        GL_EXT_fog_coord               GL_EXT_framebuffer_blit       
        GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object     
        GL_EXT_gpu_program_parameters  GL_EXT_multi_draw_arrays      
        GL_EXT_packed_depth_stencil    GL_EXT_packed_pixels          
        GL_EXT_pixel_buffer_object     GL_EXT_point_parameters       
        GL_EXT_provoking_vertex        GL_EXT_rescale_normal         
        GL_EXT_secondary_color         GL_EXT_separate_shader_objects
        GL_EXT_separate_specular_color GL_EXT_shadow_funcs           
        GL_EXT_stencil_two_side        GL_EXT_stencil_wrap           
        GL_EXT_texture3D               GL_EXT_texture_compression_dxt
        GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map       
        GL_EXT_texture_edge_clamp      GL_EXT_texture_env_combine    
        GL_EXT_texture_env_dot3        GL_EXT_texture_filter_anisotro
        GL_EXT_texture_format_BGRA8888 GL_EXT_texture_lod            
        GL_EXT_texture_lod_bias        GL_EXT_texture_mirror_clamp   
        GL_EXT_texture_object          GL_EXT_texture_sRGB           
        GL_EXT_texture_sRGB_decode     GL_EXT_texture_storage        
        GL_EXT_texture_swizzle         GL_EXT_timer_query            
        GL_EXT_vertex_array            GL_EXT_vertex_array_bgra      
        GL_EXT_import_sync_object      GL_IBM_rasterpos_clip         
        GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region          
        GL_NV_alpha_test               GL_NV_blend_minmax            
        GL_NV_blend_square             GL_NV_complex_primitives      
        GL_NV_copy_depth_to_color      GL_NV_depth_clamp             
        GL_NV_fbo_color_attachments    GL_NV_fence                   
        GL_NV_float_buffer             GL_NV_fog_distance            
        GL_NV_fragdepth                GL_NV_fragment_program        
        GL_NV_fragment_program_option  GL_NV_fragment_program2       
        GL_NV_framebuffer_multisample_ GL_NV_half_float              
        GL_NV_light_max_exponent       GL_NV_multisample_filter_hint 
        GL_NV_occlusion_query          GL_NV_packed_depth_stencil    
        GL_NV_pixel_data_range         GL_NV_point_sprite            
        GL_NV_primitive_restart        GL_NV_register_combiners      
        GL_NV_register_combiners2      GL_NV_texgen_reflection       
        GL_NV_texture_barrier          GL_NV_texture_compression_vtc 
        GL_NV_texture_env_combine4     GL_NV_texture_expand_normal   
        GL_NV_texture_lod_clamp        GL_NV_texture_rectangle       
        GL_NV_texture_shader           GL_NV_texture_shader2         
        GL_NV_texture_shader3          GL_NV_vertex_array_range      
        GL_NV_vertex_array_range2      GL_NV_vertex_program          
        GL_NV_vertex_program1_1        GL_NV_vertex_program2         
        GL_NV_vertex_program2_option   GL_NV_vertex_program3         
        GL_NVX_conditional_render      GL_OES_depth24                
        GL_OES_depth32                 GL_OES_depth_texture          
        GL_OES_element_index_uint      GL_OES_fbo_render_mipmap      
        GL_OES_get_program_binary      GL_OES_mapbuffer              
        GL_OES_packed_depth_stencil    GL_OES_rgb8_rgba8             
        GL_OES_standard_derivatives    GL_OES_texture_3D             
        GL_OES_texture_float           GL_OES_texture_float_linear   
        GL_OES_texture_half_float      GL_OES_texture_half_float_line
        GL_OES_texture_npot            GL_OES_vertex_array_object    
        GL_OES_vertex_half_float       GL_SGIS_generate_mipmap       
        GL_SGIS_texture_lod            GL_SGIX_depth_texture         
        GL_SGIX_shadow                 GL_SUN_slice_accum            
        GL_WIN_swap_hint               WGL_EXT_swap_control          
      Extensions (WGL):
        WGL_ARB_buffer_region          WGL_ARB_create_context        
        WGL_ARB_create_context_profile WGL_ARB_create_context_robustn
        WGL_ARB_extensions_string      WGL_ARB_make_current_read     
        WGL_ARB_multisample            WGL_ARB_pbuffer               
        WGL_ARB_pixel_format           WGL_ARB_pixel_format_float    
        WGL_ARB_render_texture         WGL_ATI_pixel_format_float    
        WGL_EXT_extensions_string      WGL_EXT_swap_control          
        WGL_NV_float_buffer            WGL_NV_render_depth_texture   
        WGL_NV_render_texture_rectangl
    Initializing Render subsystem...
    Setting up platform state...
    Sfx_InitChannels: 16 channels.
    S_Init: OK.
    Initializing Resource subsystem...
    Initializing Binding subsystem...
    Initializing InFine subsystem...
    Initializing UI subsystem...
    Loading game resources...
      IWAD identification: 00f36acb
    "data\jdoom\auto\.basedata\fontb032.lmp" already loaded.
    "data\jdoom\auto\.basedata\fontb033.lmp" already loaded.
    "data\jdoom\auto\.basedata\fontb034.lmp" already loaded.
    "data\jdoom\auto\.basedata\fontb035.lmp" already loaded.
    "data\jdoom\auto\.basedata\fontb036.lmp" already loaded.
    "data\jdoom\auto\.basedata\fontb037.lmp" already loaded.
    "data\jdoom\auto\.basedata\fontb038.lmp" already loaded.
    "data\jdoom\auto\.basedata\fontb039.lmp" already loaded.
    "data\jdoom\auto\.basedata\fontb040.lmp" already loaded.
    "data\jdoom\auto\.basedata\fontb041.lmp" already loaded.
    "data\jdoom\auto\.basedata\fontb042.lmp" already loaded.
    "data\jdoom\auto\.basedata\fontb043.lmp" already loaded.
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    Parsing primary config "jdoom.cfg"...
    Clearing binding context 'deui'...
    Clearing binding context 'console'...
    Clearing binding context 'message'...
    Clearing binding context 'chat'...
    Clearing binding context 'shortcut'...
    Clearing binding context 'gameui'...
    Clearing binding context 'menu'...
    Clearing binding context 'map-freepan'...
    Clearing binding context 'map'...
    Clearing binding context 'game'...
    Parsing definition files...
    readAllDefinitions: Error, failed to locate required game definition "doom2.ded".
    Parsing primary config "doomsday.cfg"...
    Parsing definition files...
    Definitions:
        1 finales
        4 materials
    Shuting down the console...
    
  • After reading some people's problems and addons not loading, I'm wondering if I should download #365 or wait a few days until something less buggy comes along. So if I use it, I won't be able to use the models or the jdhp textures? I don't want to uninstall #364 and revert back to #364 for nothing.
  • gary wrote:
    After reading some people's problems and addons not loading, I'm wondering if I should download #365 or wait a few days until something less buggy comes along. So if I use it, I won't be able to use the models or the jdhp textures? I don't want to uninstall #364 and revert back to #364 for nothing.

    Actually, the textures work if you are lucky enough to get the game to load. Nothing else seems to work, however. I would wait. I'm sure it will be more stable soon.
  • Good to know ;)
  • The -file command line option is largely broken in the this new build (how Snowberry applies add-ons); hence you have to stick add-on's in the auto folder or use the improved load console command.

    But the bi-weeky builds allows much much quicker bug fixing than before.
  • All I can say is "Yuppie!", as my all-time favorite port is being developed actively again! <:-P
    So yeah, lots of brownie points to you guys, it's nice to see that multiplayer was (is?) worked on a lot.
  • While Build 365 is now available, it is not recommended at this time for normal gameplay. If you try it out, please install it into an empty directory where it doesn't mess with your existing installation. Also, you are likely to face some issues with Snowberry profiles. We're still working out the post-merge issues and will write a proper news item about the Candidate testing when a suitable build is ready.
  • edited 2012 Jan 1
    Hm, seems like we have some more texture bugs.
    Might be an issue with the package though, but I thought I'd still point it out.
    http://img444.imageshack.us/img444/442/texturebug.png

    Let me see if it happens without the 2011 DHTP, because it's kinda bizarre that a TNT texture appears there.
    Edit: Fine without. But wait, what do we see here. It's also messed up with the previous 2010 pack.
    So yeah, it's not the DHTP's fault. Since it worked fine before.

    As for FMOD, both the MIDI (MUS) and the resampling quality are superior in SDL_Mixer.
    Mixing sounds is nice and all, but that's also where FMOD's superiority more or less ends.
  • It is probably the dhtp's fault. Can you give details about where I can find the texture problem and on what level.
  • You can easily find it in the nukage room in E1M2, the one with an imp in it. (Right after the red door, that is.)
    Edit: I doubt it's the DHTP, because as I pointed out in my edits, the 2010 version is broken too. (And it wasn't previously.)
  • Looks similar to that bloodfalls issue I had in Plutonia II where you see repetitive quick flashes of 5 or so different textures instead of playing just the fluid frames. I noticed a problem like it with another texture in Plutonia II when I had the texture pack installed, but by de-selecting the pack in snowberry, installing the textures into Doomsday folders, and removing the texture that interfered with the wad texture, I fixed that issue and could still use most of the hi-res textures in the custom wad. However, no matter what I did, I couldn't fix the texture problem with the bloodfalls.

    Dani said it was a known bug in Doomsday that was fixed in the ringzero branch (or something) but hasn't been released yet (released into the wild). You will also see my post on the problem 2 posts above his in this link:

    viewtopic.php?f=24&t=835&p=5120#p5122
  • It is an issue exclusivly with loading external replacement textures (i.e like the hi-res texture pack; run without the hi-res texture pack and there is no issue). Seems there may be another bug in Build 365's external resource loading; it's incorrectly lifting a hi-res texture out of the TNT folder instead of the main folder.

    Another seeming example of this bug, is coincidently on Map08 of TNT, right before the final arena. Though in that case it seems to be incorrectly displaying a switch hi-res texture from somewhere, in the middle of the animation...
  • Yep, I can confirm that there is a path matching issue presently which is the cause of the flashing Plutonia/TNT textures in the aforementioned animations. Specifically, its an old relative path evaluator which allows any subdirectory bellow the specified depth to pass the test, e.g.,: when searching for .\a\* both .\a\something and .\a\b\c\d\something-else both pass.

    Edit: I've figured out how to solve this but the fix sadly won't be ready in time for today's build.
  • Capslock which activates/disables auto-run, doesn't appear to toggle it. Rather if Capslock is on, autorun is always on, and if it's off, autorun is always off. This confuses the menu option as well.

    The player arrow on the automap doesn't rotate when the player turns until a forward or backwards command has been entered while the map is open.

    Might not be the most game affecting bugs. But I notice that in HeXen:

    1. Korax's ghosts don't circle his corpse like they should; they simply fly outward and vanish.

    2. There doesn't appear to be a shatter sound for pottery (i.e. like the pot you start the game in front of).
  • So the status bar issue I mentioned earlier was fixed in the latest build, but there is one nagging issue.

    I remember in prior versions of Doomsday, the HUD weapon was offset vertically by 4 pixels down, which meant you saw too little of your HUD weapon compared to the original Doom. Now, it seems like you see a little too much of the HUD weapon in the latest build. I'm at school, so I'm not able to show a comparison at the moment.

    Also, something is wrong with the automap in the latest build. It comes up blank and you need to press a zoom key to be able to see the automap. And it seems like the screen doesn't fade completely when going to the automap, it looks as if the bottom part of the screen doesn't fade.

    And as I mentioned, when you finish an episode in Ultimate Doom, it immediately brings you back to the first map of said episode after you see the end of the text screen/ending image.
  • We have compiled a todo list for the 1.9.7 stable release. Please consult this list before reporting any issue, as it may already be known and in-hand.
    Bloax wrote:
    As for FMOD, both the MIDI (MUS) and the resampling quality are superior in SDL_Mixer.
    Mixing sounds is nice and all, but that's also where FMOD's superiority more or less ends.
    I'll respectfully disagree. To my ears FMOD is far higher quality.
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