wall bugs and other issues:

edited 2009 Oct 5 in Technical Support
I recently got back into Doomsday after a couple years away from the scene. I like the organized direction the program has gone in, however, I noticed some bugs that I don't recall seeing before back in the old days of using jdoom:

First, there seems to be a number of non-solid walls that my character accidentally passes through and then I cannot get back inside the level. I've been playing Ultimate Doom and have had this happen on several stages. I recall back when I was first using jdoom, I could build the stage wads with a separate builder that seemed to not have these problems. Maybe the built-in wad builder needs some improvement. Since we're dealing with the original stage wads, by now all wall clipping bugs should have been anticipated and corrected, one would think.

Second, there seems to be some problems with modding the soundtrack. It took me two days of trial and error to get a working substituted music track into the game, whereas it was quite easy back when I first used jdoom. Even now that I have it working, the program still claims the mp3 tracks were "not found". Obviously some bugs in the detection code.

Finally, I think it would be nice to add into the UI a way to turn off or adjust head-bobbing. The defult is a little extreme for my taste. I know you can set this with a command string, but I really think it should be configurable from the UI.

Comments

  • firebrandx wrote:
    ...there seems to be a number of non-solid walls that my character accidentally passes through...
    This is a known issue. It has nothing to do with the node builder though, these problems have arisen since we switched to floating point math for map thing movement and collision.
    firebrandx wrote:
    Second, there seems to be some problems with modding the soundtrack... ...Even now that I have it working, the program still claims the mp3 tracks were "not found"
    Another known issue. This one I currently have on my todo list for 1.9.0-beta6.8
    firebrandx wrote:
    Finally, I think it would be nice to add into the UI a way to turn off or adjust head-bobbing. The defult is a little extreme for my taste. I know you can set this with a command string, but I really think it should be configurable from the UI.
    The view bobbing default is too extreme but that is because it is not being calculated correctly at present (i.e., it does not take into consideration your movement speed).

    We are presently busy in other areas of the engine, as we are currently under way with a complete architecture overhaul. These rather minor problems will have to wait for now. They will most likely be addressed in a future beta but will most certainly be resolved before the full 2.0 release.
  • Cool! Thanks for the quick reply!

    Not sure if anyone is interested, but I did finish a complete playstation doom soundtrack mod for Ultimate Doom. I ripped the tracks myself using the digital output on my PS2 (the PS3 uses emulated sound of a lower quality, so I used the PS2's superior sound output for PSX games). I use package in conjunction with a soundwad from the PSX doom sound effects for a total PSX Doom experience, which I've always preferred over the rather inappropriate sounds and music of the original PC version.

    Anyway, the only problem is the episode 4 ID pointers don't seem to be working in a logical way. I used "e4m1" ID tag stye as a logical conclusion to the previous episode ID tags, but it didn't work. Instead, the program chose to play the track for e3m4. Any help on this would be greatly appreciated!

    The file is over 100MBs, but if there's interest in it, I can upload it to my web site no problem.
  • firebrandx wrote:
    Anyway, the only problem is the episode 4 ID pointers don't seem to be working in a logical way. I used "e4m1" ID tag stye as a logical conclusion to the previous episode ID tags, but it didn't work. Instead, the program chose to play the track for e3m4. Any help on this would be greatly appreciated!
    Thats the way its set up in the original game. You can freely change this however to an unused ID by editing/creating your own Music definition(s) and/or modifying the MapInfo definition(s) which link them together.
  • Thanks for the tip! I modified the map info files to point to the new music ID tags and it works fine now.
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