Various questions
I thought I'd just start one thread for all my recent questions, rather than starting multiple threads. I have a few questions/bug reports about build 591:
-Is there a way to show the mapname in the automap like in previous versions? I remember this feature was going to be added back in quickly, but I still don't see it. Is this really hard to put back in? I always like looking at the map name and number each time I start it. Having to open the console to see this is irritating.
-I noticed the invisible bridges are still messed up in Final Doom - Plutonia. Was this ever put on the to-do list?
I guess that's it for now. I'll post my small questions here in the future.
-Is there a way to show the mapname in the automap like in previous versions? I remember this feature was going to be added back in quickly, but I still don't see it. Is this really hard to put back in? I always like looking at the map name and number each time I start it. Having to open the console to see this is irritating.
-I noticed the invisible bridges are still messed up in Final Doom - Plutonia. Was this ever put on the to-do list?
I guess that's it for now. I'll post my small questions here in the future.
Comments
Support for rendering hacks, such as the invisible bridge on Plutonia Map02, is slowly being re-added. Though that particuar case and many of the most common rendering hacks have yet to be added.
It is my understanding that support for more rendering hacks is slowly being worked on the in the background of working on other things; in that Deng team are probably not going to annouce, "I'm going to spend the next week on supporting rendering hacks specifically" (obviously things may change). Rather they will be re-implemented slowly, one by one.
The problem I faced with render hack support back during the 1.9.0-beta series, was that the map geometry construction in Doomsday wasn't behaving at all comparatively to doom.exe's software renderer. Despite some initial success I realised that the lengths I was going to with that code should have been unnecessary, given my understanding of the software renderer.
Consequently I decided to abandon that work and take a different "back to basics" approach, removing existing support and then revising the core map renderer geometry construction.
The first part of the process in supporting these renderer hacks is now pretty much completed. A great many of the bugs and map support issues have already been wheedled out and now, the geometry construction is behaving much more predictably with the hacks also. Its now a case of reintroducing support for each hack and addressing any conflicts with things like dynamic lights or Fakeradio as we go.
You can download them here. Two pk3 mods are contained in this zip file, so don't rename it to pk3!
http://www.mediafire.com/?bwj73gu8001arva
To test it, you can load Map1 and find a ZombieMan. He should have like 3,000 health (increased it just to test). The ammo you pick up should be less than normal, too. 3 shotgun shells instead of 4, for example. You'll notice that only one mod works at a time.
That said, I made myself a pair of deds (ok, I extracted one of the deds from your above mentioned add-on) that did what you say your add-ons did and they both loaded fine at the same time.
My mods certainly don't work together...
That said, I extracted the deds out of both pk3's and ran them and they worked fine together. So there seems to be nothing wrong with the deds themselves.
So this is most definitely a bug with build 591. They worked fine together in the past, but something prevents them both from working at the same time, unless they are combined into one file.
MAP [E1M3] X:-1056.75 Y:-1626.14 Z:0
At these coordinates, you'll see a light decoration near you. A secret Door is supposed to open when you click the wall in front of it, but it does not work in Doomsday. I tested in Zdoom, and it worked just fine. The mod was made in '99, and is supposed to work in all ports, so I know it's a Doomsday related issue.
Download the Vengeance megawad here:
http://www.doomworld.com/idgames/?id=10106
I was searching for the secret exit in this map for an hour before I realized I could not access it because of a bug!
Edit: Is there a way to disable the up arrow from opening doors when you double click it? I see no option for it in controls, and it seems to be bound by default.
"Like dude you need that one BOOM engine to play this.
Get it at [url=HTTP://WWW.TEAMTNT.COM]HTTP://WWW.TEAMTNT.COM[/url] if you don't already have it!"
The controls menu doesn't feature half of the options available for configuring the controls. That UI will be completely replaced shortly.
To disable the double click behavior - delete the control binding for it, either directly from your config file, or from the console (do a listbindings to lookup the id of "sym-control-doubleclick-positive-walk" then delete it - delbind <bindid>).
Dani, did you figure out the issue behind my two difficulty mods not working together in separate .pk3 files?
BTW: You don't need to put DED files into a PK3, you can simply load the DED files directly.
You can send maps to me via Gmail: skyjake.code [at] gmail.com.
Edit: I'm also noticing that map#1 takes several minutes to load with build 591. In the very first room, I get 20fps with ALL addons and dynamic lights disabled. In Risen3D, I get 60fps with all addons turned on. I'll definitely send it to you, since something isn't right.
A couple of admittedly Boom maps I've launched in Dday for testing purposes (both extremely detailed maps), start running at full speed, but then as soon as I move, their FPS drops by 30% as soon as I move and I never get it back until I change maps.
One of the two is this mapset: http://www.doomworld.com/idgames/?id=16792
Skipping sector reverb updates unfortunately do not help in Lightning Hunter's map. The initial loading time should be better with "sound-3d 0", though.
It's odd that Doomsday runs at 25fps in large rooms with no addons or dynamic lights, while Risen3d runs at 60fps with models, high-res textures, dynamic lights, and everything else enabled.
But it isn't yet as speed efficient; huge improvements have most certainly been made compared to earlier versions of 1.9, but there is still a long way to go in some areas to match 1.8.6 or Risen3D.
Dynamic lights are one notable case, which I am aware your wad is full of; I have a dlight test case where 1.8.6 comes out over 300-400% faster than 1.9.
Not to say its all dlights mind and 1.9 may never be quite as fast, due to it pushing more visual prowess than either of them (and it's going to be pushing a huge huge amount more post 2.0).
I got a new computer today that is running a dual core processor with Windows 7 64-bit, and a Geforce GTX 550 Ti Video Card. My map runs only a mere 10fps faster than my old computer in Doomsday (35fps instead of 25fps). This isn't a big jump considering every other game has had a massive jump in performance. Heck, with my new computer, I can be looking at 100+ models on the screen in Risen3d with no performance drops. I can run Doom3 on Ultra settings and get full fps in the starting room. Yet, Doomsday lags in a large room with no special graphics enabled whatsoever. I hope this is conclusive evidence that Doomsday simply needs more optimization. Skyjake already seems to know this, but you seem to be skeptical Dani.
Also note that I've not even seen your map.
Skyjake has done some performance profiling of the map renderer using your map and we have located what appears to be the cause of the severe performance degradation. I'm currently working on optimizing that component in fact.