Doomsday 1.9.0-beta6.6 Released
Version 1.9.0-beta6.6 has been released and will be available to download from SourceForge.net shortly. As usual, release notes are to be found in the wiki: http://dengine.net/dew/index.php?title= ... .0-beta6.6
Comments
But as I said before in the tracker, there is a similar bug as in Hexen in Heretic.
However, it seems to be similar. Well, it is not "available" at any object and also it takes some seconds before the bug appears.
I'll send you a PM with a video link according to that bug, so that you can see how I'm able to produce the bug.
This issue will be resolved in jHeretic for the next release.
However, I appreciate that a mod author might wish to retain the former behavior in their project. Before making the change I did consider implementing something for this but I decided against it, at least for now. Most likely this will be addressed in an upcoming release.
More information can be found here:
https://sourceforge.net/tracker/?func=d ... tid=542099
And it's been just a night or two since the beta 6.6 release, and it's great to see that DaniJ and skyjake have gotten a headstart on beta 6.7.
We may decide to update the release packages given its only been a day or so since we put it out but in the meantime, I have uploaded the fixed versions of these DED files here should you wish to resolve it yourself, now:
To patch jDoom:
Download http://files.dengine.net/hotfixes/jdoom/doom1maps.ded
Open data/jdoom/jDoom.pk3 in (e.g.) WinZip and replace the file defs/jdoom/doom1maps.ded
To patch jHeretic:
Download http://files.dengine.net/hotfixes/jheretic/maps.ded
Open data/jheretic/jHeretic.pk3 in (e.g.) WinZip and replace the file defs/jheretic/maps.ded
No, it is not necessary to run GLBSP on maps before they can be played with Doomsday. Doomsday features its own internal node builder which will automatically run during map load (regardless whether there is node data present in the map because Doomsday requires specially constructed node data).
However, upon loading a game with the playstation Doom Mp3 track, I get no music still. It doesn't matter if I use direct3d, SDL_Mixer, or OpenAL. I get no music with Mp3s. I have all the Mp3s in a WAD file that are named the same as the corresponding Doom tracks that they overwrite. I added the WAD file to Snowberry as an addon in a fresh installation of Beta 6.6. No luck. With the SDL_Mixer, I hear a really fast "click" of the intro song, then the music is cut off and silenced.
My system specs:
Windows XP
Nvidia Geforce 7800 GS
1GB of Ram
Creative Audigy 2 soundcard
What do you mean it isn't supported? I've been playing MP3s through a WAD file since Jdoom first got Mp3 support. It only broke during the first beta version. Do you mean it is no longer supported? So, without reading through a crapload of Readme files or performing hours of forum searches, how DO I get them working now? I can't be bothered looking it up - nor do I feel the obligation to, since I've been using the same MP3 WAD file for years now...
Now that I know that this is a feature regression I'll see what I can do to address it.
It was only when I started to become interested in playing PWADs that I found Doomsday in any way lacking. In truth I begrudgingly ended up "resorting" to using other ports to play them. This was the catalyst which prompted me to get involved in the deng project as a developer because I wanted to be able to play them in Doomsday as they were intended but with all the audio/visual polish I had come to expect =D> I can honestly say that (for me at least) stability has improved considerably over the course of the 1.9.0 betas. Although we have a lot of work remaining to be done to fix the (relatively minor) bugs which have result in the process.
I've always wanted better support of PWADs as well. Have you managed to accomplish this yet? I know there used to be some Megawads I couldn't play in Doomsday very well. This actually reminds me... I remember there being an issue before with high-res textures/3d models and PWADs. If a PWAD replaces a texture or model in Doom, the high-res textures / 3d models have priority over it. For example, if a PWAD replaces the Cyberdemon with its own new boss sprite, and I have the JDRP loaded on top of that, then I will see the Cyberdemon 3d model instead of the new Boss sprite (not even knowing that the PWAD had a new boss). Does Doomsday have an option to bypass this? In other words, if I were playing a PWAD in Doom2, then the loading priority goes like this, with the last one having the highest priority:
Doom2 ---> Add-ons (textures/models) ---> PWAD
Basically, the point of this is to have the add-ons only replace default content, and NOT content modified by the PWAD. I guess the only issue with this is if an author decided to include a lot of duplicates that have the same content as the original iWAD in the PWAD. In that case, you would start seeing original content without the add-ons. But most professionally made PWADs won't have this issue.
This post might be mostly redundant now, because I think I remember Snowberry having some sort of loading priority.
My work thus far on this front has been mostly to establish a stable base to support future work (and by that I mean "rationalized" maps). I think that now with our own internal node builder, new map representation with the isolation of maps within the engine; we have pretty much achieved that.
My work on Doomsday from 1.9.0-beta7 onwards should begin to focus more on the planned in-game editing features and the "nitty gritty" of better PWAD compatibility. As we get closer to the 2.0 release I intend to return to things like the support of DOOM.exe rendering tricks and maybe even BOOM support (though that may be postponed until a future 2.x release provided the required functionality the BOOM feature-set imposes is factored in to the 2.0 architecture). This is precisely the kind of thing which I intend to address but it depends on work yet to be scheduled but which is part of the proposed 2.0 architecture.
I never made any map source-port specific, but I know I pushed JDoom to the limit when I was mapping, long ago, and had slow downs when testing some of my big maps. Typical, "too many dynamic lights" problem. Crimson Canyon did this, but I need to play through and get to the huge open Hell maps where it showed up before I can really comment now.
I specifically wrote in the read me for my maps that this could happen because that was what my testers told me. My last mapset I also said to disable all but HUD models in JDoom or you would see funny things. I never made new enemies with XWE, just new graphics. I made new sprite sets, but not models. Probably I could have made new skins if I new how to do that. Black Imp. Green Bull Demon.
Changed some decoration sprites to fit my map, and you would not see them if all models were enabled in Jdoom, just see some things that seem really out of place.
Sorry, Sorry, Sorry. My only real point here is that someone should list in the read-me that old saves are not compatible. Can't install b6.6 over b6.5.
I found that my saves make transparent textures passible (sp= passable?) even when they are tagged not. Uninstall all Doomsday folder and reinstall, then everything works perfectly as much as I play.
It would be nice if we could find GLBSP info and delete that.
This is exactly what I was talking about in my earlier post. It would be great to have a feature where a PWAD such as yours will have priority over the model pack. So basically, you only see 3d models where there is unchanged content. It should be an option that you can toggle on and off, though.
Dani, if I may ask...
About the reaction for running into walls... It looks as though what it does is, if you run into it too hard or too fast, it basically reverses the direction to where you "bounce" off of the walls. Is this how it works?
If that's true, do you think a loop to push it out of the wall without changing the velocity would be taxing on the engine, so long if nothing else was updated during it? Probably not, right?
I had just noticed that I had a few weird effects playing Doom the other day, back when I complained about the map thing!
It's funny, I hadn't played in years, and I had forgotten how to get to the secret level...but in the meanwhile, I noticed the bounce effect and slightly occasionally (once or twice only, not very reproducable) getting a little jammed in the wall.
This was the case with the 1.9.0-beta6.6 release as it was found that saved games produced by the previous release had not stored linedef flags correctly and so they could not be restored. At present Doomsday does not cache node data at all. In DOOM when a player attempts to cross into a wall there is an algorithm which first snaps their position back into the world before then allowing the player to "slide" along the wall.
There is a known issue with this algorithm at present which has come about since the change to floating point precision.
Ah, I guess I missed it. Nice, then.
Here's a screenshot of the position:
http://img44.imageshack.us/img44/2421/d ... 948230.jpg
If you walk along the wall you'll pass a line and a wall will come out and tries to push you down (it may happen that you'll stand in the wall, due to that clipping errors I think).
After that the bridge will come up and you can access the switch in the middle.
That works so far, but if the Afrits are coming up I cannot shot them. All shots will go through them and a bit later I'll get the segmentation violation.
That's the end of the Doomsday.out (but I don't think it gives useful informations):
EDIT:
I found you cannot shot the Afrits even if you haven't passed the line.
Hi Dani,
I'm having a bit of trouble accessing the Heretic maps.ded download link (I'm getting a "Forbidden, perhaps you need to change the file permissions for this document or upload an index page." message)
Just to confirm, this should resolve the map restarting bug I'm currently experiencing, right? (While playing the second episode level "The Crater", the map will constantly restart when I complete the level.)
Thanks!
Doomsday is disappointingly limited with its features. Ironic since it is the year 2009.
Maybe that would fix the texture problem when using the hi-res pack in Eternal. Maybe then I would be able to play Eternal in such a way to where I can see the PWAD textures where they should be and also be able to have the hi-res textures from the pack replace the Doom/Doom II/TNT original textures that may be used in Eternal without the hi-res pack over-writing the PWAD textures in that specific WAD.
Maybe if I experiment, I can still have my wish. I may have to make a texture folder and copy over only the Doom/Doom II/TNT hi-res textures that will replace the Doom/Doom II/TNT original textures that are used in Eternal, and leave out the ones that are replaced by a PWAD texture. That may take some time of trial and error. I may have to exclude most, if not all switch textures since that PWAD has its own textures for switches.
Strange that when I play Eternal, it seems to have some fan-made hi-res textures that probably replaced some old fan-made blurry ones. I don't remember those hi-res fan-made ones when I was using 1.8.6. Maybe those are some hidden ones included in the base Beta file. Probably not from an old file like Eternal. Were there some hi-res fan-made textures, including fan-made sky textures, included and embedded into these Beta releases?
You say that a certain number of dynamic lights or worldy lights slows down the game, but there shouldn't be such an issue, especially with the capabilities of computers these days in the year 2009. Also, to not even be able to correctly display low-res textures in old WADs like Eternal seems odd. I just keep reading about many limitations lately, like you and maybe others saying "Doomsday can't do this; can't do that. Doomsday only allows a number of this, and only allows that". Things like that.
Of course I still like it and play it and at least I have no fatal crashes. That is a saving grace. But it is disappointing that Eternal still displays incorrectly drawn textures; invisible stairs and odd clear areas on some walls and steps and the inability to have the hi-res pack replace only the textures in Eternal that are also used in Doom/Doom II and still be able to have the normal PWAD textures appear where they should. That way, I can play Eternal without being forced to play with almost all textures being low-res just to be able to see the ones made for Eternal.
Maybe I can manually copy the hi-res textures that will replace some low-res Doom/Doom II textures used in Eternal, and therefore not all textures in the texture pack will be used, and that will let me have some hi-res ones present without overlapping Eternal specific ones.