Bugs in Doomsday v1.9.0-beta6.8
As I could not agree with the Privacy Statement of SourceForge I post my findings here in the hopes that the developers notice.
Games: DOOM, DOOM II, Heretic (without add-ons)
OS: Windows XP64 sp2
A note on aliases: it might be recommendable to mention the possibility of using (escaped) quotes inside of aliases and bindings in the console help. Here's an example from my config that actually works fine:
Games: DOOM, DOOM II, Heretic (without add-ons)
OS: Windows XP64 sp2
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In order to switch weapons in Heretic one has to press the assigned buttons twice every other time.
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When entering 'add' in the console without parameters Doomsday crashes.
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When in the console switching to another process via alt-tab silently closes Doomsday after an idle time of about a quarter of an hour.
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Deleting the key assignments for 'show/hide menu' in the 'controls' menu and reassigning the default 'Esc'-key binds the key to the 'game:' instead of the 'shortcut:' context; as a consequence, one cannot exit menus with a single key stroke.
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Only the right 'control'-key is bound to 'key-ctrl'. The left 'control'-key is treated as 'sqbracketleft'.
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When the content of the console is cleared subsequent strings are printed from top to bottom instead of vice versa, the top two rows being hidden by the Doomsday-bar.
A note on aliases: it might be recommendable to mention the possibility of using (escaped) quotes inside of aliases and bindings in the console help. Here's an example from my config that actually works fine:
bindevent "game:key-end-down" "if view-size < 13 \"if view-size = 12 \\\"sub hud-scale 0.1\\\" \\\"dec hud-status-size\\\"\""
Comments
Edit: Re - silently closes Doomsday after an idle time of about a quarter of an hour.
I've just tried this myself in Windows7 and was unable to replicate it. I will retry in XP when I get around to setting it up again.
Following your advice I can confirm that switching weapons using the default bindings indeed requires only a single key stroke. However, if bindings are reassigned (in my case to 'q' and 'a' through 'g' for weapons 2 through 7 respectively) the above stated effect reoccurs. It's probably related to the 'impulse'-handling as the same behaviour applies to remapped items as well - which I forgot to mention.
By the way, a listing of all valid permutations of the 'impulse' and 'cheat' commands similar to 'give' in the context help would be nice.
In Heretic's chicken mode (using 'cheat cockadoodledoo') the player's beak isn't attached to the lower edge of the screen.
I have bound 'quit!' and 'clear' to function keys F10 and F12; pressing them when the console is active doesn't trigger the respective action; so I changed the context from shortcut: to console: and verified the assignment with 'listbindings', but to no avail.
It only happens sporadically and without restoring the original desktop resolution and gamma; DrWatson isn't activated; seldom does it happen during game play as well - so it might not be associated to the console being active at all.
http://sourceforge.net/tracker/?func=de ... tid=542099 I have submitted the following RFEs on your behalf:
http://sourceforge.net/tracker/?func=de ... tid=542102
http://sourceforge.net/tracker/?func=de ... tid=542102
http://sourceforge.net/tracker/?func=de ... tid=542102 I have submitted the following bug report on your behalf:
http://sourceforge.net/tracker/?func=de ... tid=542099 The "console" binding context is not yet a true binding context. Although the engine registers it, it is not yet evaluated for bindings. Doomsday 1.9.0-beta6 saw a complete rewrite of the binding/control system and much of it was never finished. We will address this in a future release.
Btw: At present there is a hard-wired shortcut to clear the console log: f5
For a full list of the default console shortcuts enter "help" with no arguments. I think I know what this is - by default we use SDL_mixer for music playback in Windows. Unfortunately, it seems to be very unstable and I have encountered the "random crash" problem myself on occasion. When disabling audio I've not experienced the problem but for obvious reasons, this is not a real solution. Short of SDL_mixer finding and fixing these problems the only thing we can do is to look at using an alternative audio library in future. We currently plan to implement support for the new FMOD in a future release.