Public Multiplayer Testing

24567

Comments

  • Doom 2 Map02, only played a bit before bed:
    -Some enemies walking on air
  • I also had issues with monsters at the bottom of a lift not waking up until I stepped off the lift. It was almost as if Dday was thinking the lift was still raised and hence there was no path for the sound to travel through.

    To offer another example of a specific issue I posted with a player at the bottom of a ledge jumping up onto it for an instant when shooting, I've also noticed when playing Map20 of Doom2, that a player appeared to drop off the lift in the Cyber/Spider room, but then suddenly appeared on top of the Cyber Demon platform as if they had jumped across from the lift, before going over the other side, at which point there movement returned to normal.
    I’ve also had issues with moving platforms appearing to jump up and down while moving rather than being completely smooth.

    But certainly, the big issue I've noticed when playing is the time it takes for the client to request something be damaged or picked up, from the server. Every single DB shotgun shot I fired, that hit a player was a good bit of time behind (I suppose because the DB Shotgun calls up to 20 damage checks per shot, rather than say 2 max for the Chaingun). Similarly, when I was picking up Crystal Vials during a brief and lonely Heretic run (seems no-one wants to play Heretic), I wasn't picking them until I had passed through the middle of them (in SP, one picks up items when they clip them), again every time.

    Those might be my connection not keeping up though? According to Dday, I was getting a ping of approximately 112, with no loss.
  • I'm thinking a lot of this stuff has to do with the animation issues and some lagg at the same time.
    I'm sure it's known, but there were several times that I'd try to go through a teleport and wouldn't get teleported until I backed up and tried again heh.
    Although considering where the server's located, the lagg is pretty good so the new netcode must actually be doing a good job in terms of world trip and connecting and playing.
  • Vermil wrote:
    Similarly, when I was picking up Crystal Vials during a brief and lonely Heretic run (seems no-one wants to play Heretic), I wasn't picking them until I had passed through the middle of them (in SP, one picks up items when they clip them), again every time.
    Heretic doesn't work for me. Either the "receivereliably failed blah blah" error, or freeze w/the screen filled by gray DE logo.
    Also I think there's sometimes people who want to play, but do not stay on an empty server. I think an IRC channel is needed.
  • In Doom2 It seems that when there are (a lot of objects in the game level), barrels, monsters, etc. other clients have a hard time entering the game even though they have connected, they immediately get disconnected.
    Now I'm not sure if this is completely true but it seems that way.

    Played some Heretic a bit ago, it let me in the game this time. 2 levels to the end, very cool, only saw 1 glitch with a monster walking in mid-air. I'm wondering if when a ground monster and a flying monster get into an infight might cause this?
    Anyway, played Heretic for a little while, noticed verm connected and then immediately was disconnected.
    Played a little longer until the time ran out, then it kicked me to the de splash screen, same as ult-doom yesterday.
    I'm thinking that when this happens it has to do with an intermission time in which no player can spawn, which causes the server to say hey wait a minute, I have to drop the client?
  • Indeed. Just had a little run around Heretic E1M5 and noticed that mobjs that remove themselves (i.e. water splashes), weren’t always doing so and were instead getting stuck there in their last frame.

    Also, maybe not strictly MP related, but I noticed that when I tried to use a health inventory item when I had full health, the inventory didn't scroll to the next item; in Vanilla Heretic and previous versions of Dday, if you can't use an inventory item, pressing use will scroll rightward to the next inventory item in your possession (though won't use it), if you have one. In this MP build, I simply got the use animation in the hud, but nothing happened.

    Also, using an inventory item makes no sound.

    I also observed the "mobj near ledge issue again", this time with Gargoyles. I'm thinking it only occurs with mobjs that can "walk" off edges (i.e the player and flying bad guys).

    Finally, something I've been forgetting to say; a player's corpse before that player respawns is a solid mobj, must be about 16 unit's high (i.e it's a noticible step, but you can climb it). Once the player whose corpse it is has respawned, the solid-ness goes away.
  • Hmm strange, my inventory would scroll to the next to use, but yeah I don't think it had sound.
    However when it scrolled I only used my enter key as use item, I wasn't using my scroll keys..

    Edit:
    Yeah in ult-Doom there seems to be a lot of z-height mobj issues.
    At one point I was shooting and noticed blood in thin air, looked up and there was a pinky demon in the ceiling.
    All I could see was it's feet and then spawned blood stains on the ceiling when I killed it.
    Here's also a zombie:
    http://home.comcast.net/~mrrocket/etc/mobj_zheight.png

    Edit:
    Hey! I finally got in a Hexen game.
    It's strange trying to connect though, in the server list screen upon connecting the loading dial shows up for about 10 seconds and then nothing happens, you have the server list screen again.
    Tried to connect a few more times with the same outcome, and then finally I was in game!
    Played it for a bit until timelimit map change, and played on the next level for a bit until the timelimit again, and then de splash screen. (game stopped) ~ could there have been an intermission screen issue?
    Though I noticed on the public doomsday server page that the server was still there for a few mins and my player name as well, I guess a packet still holding on for dear life heh.
    I think the server shut down from that point. ~ never the less I was able to get in a hexen multiplayer game for a few. ;)
    Pretty cool considering before today, I haven't been in a Hexen multiplayer game in Doomsday since 2003 heh.
  • Vermil wrote:
    I also had issues with monsters at the bottom of a lift not waking up until I stepped off the lift. It was almost as if Dday was thinking the lift was still raised and hence there was no path for the sound to travel through.
    The problem is latency verm, monster logic runs on server side and that could be 300 ping away.
  • edited 2011 Aug 3
    Heretic:
    Connected and played for a bit, another player joined and:
    Z_Create: New 32.0 MB memory volume.
    Con_Init: Initializing the console.
    Executable: 1.9.7 (#213) (Unstable 32-bit) Aug  1 2011 16:28:43.
    Sys_InitWindowManager: Using Win32 window management.
    Z_Create: New 32.0 MB memory volume.
    createContext: OpenGL.
    OpenGL information:
      Vendor: NVIDIA Corporation
      Renderer: GeForce 9800 GTX+/PCI/SSE2
      Version: 3.3.0
      GLU Version: 1.2.2.0 Microsoft Corporation
      Available Texture units: 4
      Maximum Texture Size: 8192
      Maximum Anisotropy: 16
      Num Texture Formats: 3
      Line Width Granularity: 0.1
      Line Width Range: 0.5...10.0
      Extensions:
        GL_ARB_blend_func_extended     GL_ARB_color_buffer_float     
        GL_ARB_compatibility           GL_ARB_copy_buffer            
        GL_ARB_depth_buffer_float      GL_ARB_depth_clamp            
        GL_ARB_depth_texture           GL_ARB_draw_buffers           
        GL_ARB_draw_elements_base_vert GL_ARB_draw_instanced         
        GL_ARB_ES2_compatibility       GL_ARB_explicit_attrib_locatio
        GL_ARB_fragment_coord_conventi GL_ARB_fragment_program       
        GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
        GL_ARB_framebuffer_object      GL_ARB_framebuffer_sRGB       
        GL_ARB_geometry_shader4        GL_ARB_get_program_binary     
        GL_ARB_half_float_pixel        GL_ARB_half_float_vertex      
        GL_ARB_imaging                 GL_ARB_instanced_arrays       
        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_seamless_cube_map      
        GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding    
        GL_ARB_shader_objects          GL_ARB_shading_language_100   
        GL_ARB_shading_language_includ GL_ARB_shadow                 
        GL_ARB_sync                    GL_ARB_texture_border_clamp   
        GL_ARB_texture_buffer_object   GL_ARB_texture_compression    
        GL_ARB_texture_compression_rgt 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_multisample     GL_ARB_texture_non_power_of_tw
        GL_ARB_texture_rectangle       GL_ARB_texture_rg             
        GL_ARB_texture_rgb10_a2ui      GL_ARB_texture_swizzle        
        GL_ARB_timer_query             GL_ARB_transpose_matrix       
        GL_ARB_uniform_buffer_object   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_vertex_type_2_10_10_10_ GL_ARB_viewport_array         
        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_bindable_uniform        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_buffers2           GL_EXT_draw_instanced         
        GL_EXT_draw_range_elements     GL_EXT_fog_coord              
        GL_EXT_framebuffer_blit        GL_EXT_framebuffer_multisample
        GL_EXTX_framebuffer_mixed_form GL_EXT_framebuffer_object     
        GL_EXT_framebuffer_sRGB        GL_EXT_geometry_shader4       
        GL_EXT_gpu_program_parameters  GL_EXT_gpu_shader4            
        GL_EXT_multi_draw_arrays       GL_EXT_packed_depth_stencil   
        GL_EXT_packed_float            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_array          
        GL_EXT_texture_buffer_object   GL_EXT_texture_compression_dxt
        GL_EXT_texture_compression_lat GL_EXT_texture_compression_rgt
        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_integer        
        GL_EXT_texture_lod             GL_EXT_texture_lod_bias       
        GL_EXT_texture_mirror_clamp    GL_EXT_texture_object         
        GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB           
        GL_EXT_texture_swizzle         GL_EXT_texture_type_2_10_10_10
        GL_EXT_timer_query             GL_EXT_vertex_array           
        GL_EXT_vertex_array_bgra       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_conditional_render       GL_NV_copy_depth_to_color     
        GL_NV_copy_image               GL_NV_depth_buffer_float      
        GL_NV_depth_clamp              GL_NV_explicit_multisample    
        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_geometry_shader4        
        GL_NV_gpu_program4             GL_NV_half_float              
        GL_NV_light_max_exponent       GL_NV_multisample_coverage    
        GL_NV_multisample_filter_hint  GL_NV_occlusion_query         
        GL_NV_packed_depth_stencil     GL_NV_parameter_buffer_object 
        GL_NV_parameter_buffer_object2 GL_NV_path_rendering          
        GL_NV_pixel_data_range         GL_NV_point_sprite            
        GL_NV_primitive_restart        GL_NV_register_combiners      
        GL_NV_register_combiners2      GL_NV_shader_buffer_load      
        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_multisample      GL_NV_texture_rectangle       
        GL_NV_texture_shader           GL_NV_texture_shader2         
        GL_NV_texture_shader3          GL_NV_transform_feedback      
        GL_NV_vertex_array_range       GL_NV_vertex_array_range2     
        GL_NV_vertex_buffer_unified_me 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_NVX_gpu_memory_info        
        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_create_context_es2_pro WGL_EXT_extensions_string     
        WGL_EXT_framebuffer_sRGB       WGL_EXT_pixel_format_packed_fl
        WGL_EXT_swap_control           WGL_NVX_DX_interop            
        WGL_NV_DX_interop              WGL_NV_float_buffer           
        WGL_NV_multisample_coverage    WGL_NV_render_depth_texture   
        WGL_NV_render_texture_rectangl
    DGL Configuration:
      NPOT Textures: Disabled
      Texture Compression: Enabled
      Variable Texture Anisotropy: Enabled
      Utilized Texture Units: 2
      Multisampling: Enabled (32)
    createContext: OpenGL.
    GL_Init: Initializing Doomsday Graphics Library.
      Multitexturing enabled (full).
    Sys_Init: Setting up machine state.
    Sys_Init: Initializing keyboard, mouse and joystick.
    I_InitJoystick: Microsoft SideWinder 3D Pro
    Sys_InitTimer.
      Driver: SDLMixer
    SDLMixer Configuration:
      Output: stereo
      Format: 0x8010 (0x8010)
      Frequency: 22050Hz (22050Hz)
      Initial Channels: 8
    Sfx_Init: Initializing...
    Sfx_InitChannels: 16 channels.
    S_Init: OK.
    Parsing configuration files.
    W_Init: Init WADfiles.
    W_AddFile: C:\Doomports\Doomsday197_b213\data\doomsday.pk3
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\jheretic.pk3
    W_AddFile: C:\Doomports\IWADS\HERETIC.WAD
      IWAD identification: 00ea102d
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\e2endpcx.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\fonta00.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\fonta60.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\fonta61.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\fonta62.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\fonta63.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\fontb00.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\fontb59.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\fontb60.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\fontb61.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\fontb62.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\fontb63.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\mapmask.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\menufog.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jheretic\auto\.basedata\pal18to8.lmp
    Reading definition file: C:\Doomports\Doomsday197_b213\defs\doomsday.ded
    Reading definition file: C:\Doomports\Doomsday197_b213\defs\jheretic\jheretic.ded
    Definitions:
      128 sprite names
     1222 states
      161 things
       12 lights
      143 sound effects
       22 songs
      211 text strings
        1 particle generators
        2 animation groups
        4 surface decorations
        8 surface materials
       49 map infos
        3 skies
        6 finales
    B_Init: Init bindings.
    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"...
    R_Init: Init the refresh daemon.
    R_InitModels: Initializing MD2 models.
    R_InitModels: Done in 0.00 seconds.
    Net_InitGame: Initializing game data.
    P_Init: Init Playloop state.
    P_InitPicAnims: Registering default animations...
    P_InitTerrainTypes: Material 'FLTWAWA1' linked to terrain type 'Water'.
    P_InitTerrainTypes: Material 'FLTFLWW1' linked to terrain type 'Water'.
    P_InitTerrainTypes: Material 'FLTLAVA1' linked to terrain type 'Lava'.
    P_InitTerrainTypes: Material 'FLATHUH1' linked to terrain type 'Lava'.
    P_InitTerrainTypes: Material 'FLTSLUD1' linked to terrain type 'Sludge'.
    Hu_LoadData: Setting up heads up display.
    ST_Init: Init status bar.
    Hu_MenuInit: Init miscellaneous info.
    AM_Init: Init automap.
    ----------------------------------------------------------------------
    Heretic: Shadow of the Serpent Riders Startup
    ----------------------------------------------------------------------
    Server deng Team filtered out:
      remote = 10907, local = 10907
      remote = doom2, local = heretic-ext
      can join = 1
    Server deng Team filtered out:
      remote = 10907, local = 10907
      remote = doom1-ultimate, local = heretic-ext
      can join = 1
    Connecting to 50.17.41.22...
    Send INFO query.
    Waiting for response.
    Append to response: BEGIN
    port:13211
    name:deng Team
    info:[TESTING #213] Server may crash or other errors may occur!
    ver:10907
    game:jheretic 1.4.8
    mode:heretic-ext
    setup:skill3 dm jump
    iwad:HERETIC.WAD
    wcrc:15339565
    pwads:
    map:E5M1
    nump:0
    maxp:15
    open:1
    plrn:
    data0:0
    data1:0
    .
    Waiting for response.
    Append to response: data2:0
    END
    .
    1 server has been found.
        Name:                P/M  L Ver:  Game:            Location:
    0 : deng Team            0/15   10907 jheretic 1.4.8   :13211
        E5M1 (HERETIC.WAD:ea102d) p:0ms [TESTING #213] Server may crash or other errors may occur!
        heretic-ext skill3 dm jump
        Name:                P/M  L Ver:  Game:            Location:
    0 : deng Team            0/15   10907 jheretic 1.4.8   :13211
        E5M1 (HERETIC.WAD:ea102d) p:0ms [TESTING #213] Server may crash or other errors may occur!
        heretic-ext skill3 dm jump
    Connected.
    NetCl_UpdatePlayerInfo: pl=1 color=1 class=0
    Cl_AnswerHandshake: myConsole:1, gameTime:705289.
    PE: (client) arrived in netgame.
    Game state: Map=1 Episode=5 Skill=2 Deathmatch
      Respawn=no Monsters=yes Jumping=yes Gravity=1.0
    P_LoadMap: "E5M1"
    convertMap: Attempting conversion of "E5M1".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: DOOM map format.
    BSP_Build: Built 469 Nodes, 470 Subsectors, 2203 Segs, 968 Vertexes
      Balance +0 (l11 - r11).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    Player starting spots:
    - pl1: color 1, spot 1
    
    Map 1: Ochre Cliffs
    Author: Raven Software
    
    Cl_HandlePlayerInfo: console:1 name:Player
    PSV_SYNC: gameTime=2468.650
    Doomsday 1.9.7 (#master) Server (R13)
    MAP RULES: 10 MINUTES
    Enchanted Shield
    Dragon Claw
    Ethereal Arrows
    Mace Spheres
    Ethereal Arrows
    Claw Orb
    Wand Crystal
    Wand Crystal
    Crystal Vial
    Lesser Runes
    Crystal Vial
    Wand Crystal
    Ethereal Arrows
    Wand Crystal
    Claw Orb
    Crystal Vial
    Claw Orb
    Gauntlets of the Necromancer
    Wand Crystal
    Ethereal Arrows
    Mace Spheres
    Wand Crystal
    Wand Crystal
    Lesser Runes
    Wand Crystal
    Wand Crystal
    Ethereal Arrows
    NetCl_UpdatePlayerInfo: pl=2 color=2 class=0
    Cl_HandlePlayerInfo: console:2 name:Player
    PE: (client) player 2 has arrived.
    P_RebornPlayer: 2.
    Player joined the game
    Wand Crystal
    Cl_PlayerLeaves: player 2 has left.
    PE: player 2 has left.
    Player left the game
    Ethereal Arrows
    Ethereal Crossbow
    Flame Orb
    Segmentation Violation
    

    Ult-Doom:
    Connected and played for a bit, cleared the level, went to get the chainsaw in the secret area.
    Picked it up, but when I used it, it made no sound.
    Then the game crashed with an encountered error dialog.
    Here's the outlog:
    Z_Create: New 32.0 MB memory volume.
    Con_Init: Initializing the console.
    Executable: 1.9.7 (#213) (Unstable 32-bit) Aug  1 2011 16:28:43.
    Sys_InitWindowManager: Using Win32 window management.
    Z_Create: New 32.0 MB memory volume.
    createContext: OpenGL.
    OpenGL information:
      Vendor: NVIDIA Corporation
      Renderer: GeForce 9800 GTX+/PCI/SSE2
      Version: 3.3.0
      GLU Version: 1.2.2.0 Microsoft Corporation
      Available Texture units: 4
      Maximum Texture Size: 8192
      Maximum Anisotropy: 16
      Num Texture Formats: 3
      Line Width Granularity: 0.1
      Line Width Range: 0.5...10.0
      Extensions:
        GL_ARB_blend_func_extended     GL_ARB_color_buffer_float     
        GL_ARB_compatibility           GL_ARB_copy_buffer            
        GL_ARB_depth_buffer_float      GL_ARB_depth_clamp            
        GL_ARB_depth_texture           GL_ARB_draw_buffers           
        GL_ARB_draw_elements_base_vert GL_ARB_draw_instanced         
        GL_ARB_ES2_compatibility       GL_ARB_explicit_attrib_locatio
        GL_ARB_fragment_coord_conventi GL_ARB_fragment_program       
        GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
        GL_ARB_framebuffer_object      GL_ARB_framebuffer_sRGB       
        GL_ARB_geometry_shader4        GL_ARB_get_program_binary     
        GL_ARB_half_float_pixel        GL_ARB_half_float_vertex      
        GL_ARB_imaging                 GL_ARB_instanced_arrays       
        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_seamless_cube_map      
        GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding    
        GL_ARB_shader_objects          GL_ARB_shading_language_100   
        GL_ARB_shading_language_includ GL_ARB_shadow                 
        GL_ARB_sync                    GL_ARB_texture_border_clamp   
        GL_ARB_texture_buffer_object   GL_ARB_texture_compression    
        GL_ARB_texture_compression_rgt 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_multisample     GL_ARB_texture_non_power_of_tw
        GL_ARB_texture_rectangle       GL_ARB_texture_rg             
        GL_ARB_texture_rgb10_a2ui      GL_ARB_texture_swizzle        
        GL_ARB_timer_query             GL_ARB_transpose_matrix       
        GL_ARB_uniform_buffer_object   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_vertex_type_2_10_10_10_ GL_ARB_viewport_array         
        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_bindable_uniform        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_buffers2           GL_EXT_draw_instanced         
        GL_EXT_draw_range_elements     GL_EXT_fog_coord              
        GL_EXT_framebuffer_blit        GL_EXT_framebuffer_multisample
        GL_EXTX_framebuffer_mixed_form GL_EXT_framebuffer_object     
        GL_EXT_framebuffer_sRGB        GL_EXT_geometry_shader4       
        GL_EXT_gpu_program_parameters  GL_EXT_gpu_shader4            
        GL_EXT_multi_draw_arrays       GL_EXT_packed_depth_stencil   
        GL_EXT_packed_float            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_array          
        GL_EXT_texture_buffer_object   GL_EXT_texture_compression_dxt
        GL_EXT_texture_compression_lat GL_EXT_texture_compression_rgt
        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_integer        
        GL_EXT_texture_lod             GL_EXT_texture_lod_bias       
        GL_EXT_texture_mirror_clamp    GL_EXT_texture_object         
        GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB           
        GL_EXT_texture_swizzle         GL_EXT_texture_type_2_10_10_10
        GL_EXT_timer_query             GL_EXT_vertex_array           
        GL_EXT_vertex_array_bgra       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_conditional_render       GL_NV_copy_depth_to_color     
        GL_NV_copy_image               GL_NV_depth_buffer_float      
        GL_NV_depth_clamp              GL_NV_explicit_multisample    
        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_geometry_shader4        
        GL_NV_gpu_program4             GL_NV_half_float              
        GL_NV_light_max_exponent       GL_NV_multisample_coverage    
        GL_NV_multisample_filter_hint  GL_NV_occlusion_query         
        GL_NV_packed_depth_stencil     GL_NV_parameter_buffer_object 
        GL_NV_parameter_buffer_object2 GL_NV_path_rendering          
        GL_NV_pixel_data_range         GL_NV_point_sprite            
        GL_NV_primitive_restart        GL_NV_register_combiners      
        GL_NV_register_combiners2      GL_NV_shader_buffer_load      
        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_multisample      GL_NV_texture_rectangle       
        GL_NV_texture_shader           GL_NV_texture_shader2         
        GL_NV_texture_shader3          GL_NV_transform_feedback      
        GL_NV_vertex_array_range       GL_NV_vertex_array_range2     
        GL_NV_vertex_buffer_unified_me 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_NVX_gpu_memory_info        
        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_create_context_es2_pro WGL_EXT_extensions_string     
        WGL_EXT_framebuffer_sRGB       WGL_EXT_pixel_format_packed_fl
        WGL_EXT_swap_control           WGL_NVX_DX_interop            
        WGL_NV_DX_interop              WGL_NV_float_buffer           
        WGL_NV_multisample_coverage    WGL_NV_render_depth_texture   
        WGL_NV_render_texture_rectangl
    DGL Configuration:
      NPOT Textures: Disabled
      Texture Compression: Enabled
      Variable Texture Anisotropy: Enabled
      Utilized Texture Units: 2
      Multisampling: Enabled (32)
    createContext: OpenGL.
    GL_Init: Initializing Doomsday Graphics Library.
      Multitexturing enabled (full).
    Sys_Init: Setting up machine state.
    Sys_Init: Initializing keyboard, mouse and joystick.
    I_InitJoystick: Microsoft SideWinder 3D Pro
    Sys_InitTimer.
      Driver: SDLMixer
    SDLMixer Configuration:
      Output: stereo
      Format: 0x8010 (0x8010)
      Frequency: 22050Hz (22050Hz)
      Initial Channels: 8
    Sfx_Init: Initializing...
    Sfx_InitChannels: 16 channels.
    S_Init: OK.
    Parsing configuration files.
    W_Init: Init WADfiles.
    W_AddFile: C:\Doomports\Doomsday197_b213\data\doomsday.pk3
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\jdoom.pk3
    W_AddFile: C:\Doomports\IWADS\DOOM.wad
      IWAD identification: 00cdce4c
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb032.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb033.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb034.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb035.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb036.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb037.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb038.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb039.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb040.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb041.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb042.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb043.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb044.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb045.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb046.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb047.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb048.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb049.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb050.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb051.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb052.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb053.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb054.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb055.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb056.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb057.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb058.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb059.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb060.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb061.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb062.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb063.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb064.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb065.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb066.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb067.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb068.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb069.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb070.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb071.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb072.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb073.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb074.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb075.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb076.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb077.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb078.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb079.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb080.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb081.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb082.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb083.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb084.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb085.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb086.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb087.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb088.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb089.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\fontb090.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\m_therm2.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\mapmask.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\menufog.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\pal18to8.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\sndcurve.lmp
    W_AddFile: C:\Doomports\Doomsday197_b213\data\jdoom\auto\.basedata\stcfn032.lmp
    Reading definition file: C:\Doomports\Doomsday197_b213\defs\doomsday.ded
    Reading definition file: C:\Doomports\Doomsday197_b213\defs\jdoom\jdoom.ded
    Definitions:
      138 sprite names
      974 states
      140 things
        8 lights
      110 sound effects
       33 songs
      366 text strings
       27 particle generators
       28 animation groups
       49 surface decorations
       23 surface materials
       38 map infos
        4 skies
        6 finales
    B_Init: Init bindings.
    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"...
    R_Init: Init the refresh daemon.
    R_InitModels: Initializing MD2 models.
    R_InitModels: Done in 0.00 seconds.
    Net_InitGame: Initializing game data.
    P_Init: Init Playloop state.
    P_InitPicAnims: Registering default animations...
    P_InitTerrainTypes: Material 'FWATER1' linked to terrain type 'Water'.
    P_InitTerrainTypes: Material 'LAVA1' linked to terrain type 'Lava'.
    P_InitTerrainTypes: Material 'BLOOD1' linked to terrain type 'Blood'.
    P_InitTerrainTypes: Material 'NUKAGE1' linked to terrain type 'Nukage'.
    Hu_LoadData: Setting up heads up display.
    ST_Init: Init status bar.
    Hu_MenuInit: Init miscellaneous info.
    AM_Init: Init automap.
    ----------------------------------------------------------------------
    The Ultimate DOOM Startup
    ----------------------------------------------------------------------
    Game state parameters:
    Server deng Team filtered out:
      remote = 10907, local = 10907
      remote = heretic-ext, local = doom1-ultimate
      can join = 1
    Server deng Team filtered out:
      remote = 10907, local = 10907
      remote = doom2, local = doom1-ultimate
      can join = 1
    Connecting to 50.17.41.22...
    Send INFO query.
    Waiting for response.
    Append to response: BEGIN
    port:13209
    name:deng Team
    info:[TESTING #213] Server may crash or other errors may occur!
    ver:10907
    game:jdoom 1.15.9
    mode:doom1-ultimate
    setup:skill3 dm jump
    iwad:DOOM.WAD
    wcrc:13487692
    pwads:
    map:E1M2
    nump:0
    maxp:15
    open:1
    plrn:
    data0:0
    data1:0
    da.
    Waiting for response.
    Append to response: ta2:0
    END
    .
    1 server has been found.
        Name:                P/M  L Ver:  Game:            Location:
    0 : deng Team            0/15   10907 jdoom 1.15.9     :13209
        E1M2 (DOOM.WAD:cdce4c) p:0ms [TESTING #213] Server may crash or other errors may occur!
        doom1-ultimate skill3 dm jump
        Name:                P/M  L Ver:  Game:            Location:
    0 : deng Team            0/15   10907 jdoom 1.15.9     :13209
        E1M2 (DOOM.WAD:cdce4c) p:0ms [TESTING #213] Server may crash or other errors may occur!
        doom1-ultimate skill3 dm jump
    Connected.
    NetCl_UpdatePlayerInfo: pl=1 color=3
    Cl_AnswerHandshake: myConsole:1, gameTime:1978016.
    PE: (client) arrived in netgame.
    Game state: Map=2 Episode=1 Skill=2 Deathmatch
      Respawn=no Monsters=yes Jumping=yes Gravity=1.0
    P_LoadMap: "E1M2"
    convertMap: Attempting conversion of "E1M2".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: DOOM map format.
    BSP_Build: Built 458 Nodes, 459 Subsectors, 2221 Segs, 1179 Vertexes
      Balance -2 (l13 - r15).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    Player starting spots:
    - pl1: color 3, spot 1
    
    Map 2: Nuclear Plant
    Author: id Software
    
    Cl_HandlePlayerInfo: console:1 name:mr.rocket
    PSV_SYNC: gameTime=6923.250
    Doomsday 1.9.7 (#master) Server (R13)
    mr.rocket: hey
    MAP RULES: 10 MINUTES
    Picked up the armor.
    Picked up a backpack full of ammo!
    Picked up an armor bonus.
    You've found a secret area!
    You've found a secret area!
    Picked up a clip.
    Picked up a clip.
    Picked up a clip.
    Picked up a clip.
    Picked up a stimpack.
    You've found a secret area!
    You've found a secret area!
    Supercharge!
    Picked up a box of bullets.
    Picked up a box of bullets.
    Picked up an armor bonus.
    Picked up a clip.
    Picked up a clip.
    Picked up a clip.
    Picked up an armor bonus.
    Picked up a health bonus.
    Picked up an armor bonus.
    Picked up a clip.
    Picked up a clip.
    Picked up a clip.
    Picked up 4 shotgun shells.
    Picked up a clip.
    Picked up a box of bullets.
    Picked up a clip.
    Picked up a clip.
    Picked up a box of bullets.
    Picked up a clip.
    Picked up a clip.
    Picked up a clip.
    Picked up a clip.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a box of shotgun shells.
    Picked up a clip.
    Picked up a clip.
    Picked up 4 shotgun shells.
    Picked up a clip.
    Picked up a clip.
    Picked up a clip.
    Picked up 4 shotgun shells.
    Picked up 4 shotgun shells.
    Picked up 4 shotgun shells.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up 4 shotgun shells.
    Picked up an armor bonus.
    Picked up 4 shotgun shells.
    Picked up 4 shotgun shells.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up the armor.
    Picked up 4 shotgun shells.
    Picked up a health bonus.
    You've found a secret area!
    You've found a secret area!
    Picked up an armor bonus.
    Picked up a health bonus.
    Picked up an armor bonus.
    Picked up a health bonus.
    Picked up an armor bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    

    Doom2:
    At the moment I'm still in game, the level just changed from timelimit.
    I was taking damage when the time ran out, so the screen was red. While entering the next level, the screen was still red.. until I was killed heh, then was normal again.
    Though it was kind of cool that it kept that info, I wish I would had my previous weapons. :D
    Anyway, the game didn't crash however it did on gordon a few times.
    We still had fun. I saw a lot of monsters keeping z-height coords from lifts and such they were on previously.
    More to come.
  • I don't know whats happened, but suddenly I can't connect to either Heretic or Doom. I can see the server and can select it, but when you try to connect, you get the De logo and then the music stops and it bombs out.

    It was working about 70 percent of time yesterday, but zip today :(( :((
  • Not to worry, I think it's all the extra info being sent because of the monsters.
    You might try Doom2 until the servers change maps on the other games, then try heretic and doom1 later.
    ~ Gordon's currently in an ult-doom game.
  • I'm use windows version. Today I'm also could not connect to any of the servers. All games return "N_ReceiveReliably: Error during TCP recv." for me. All games - disabled audio.

    During attempts to connect to jHeretic I'm tried to change the parameter "Control panel > Network > Cl-to-sv pos transmit tics" higher than 0, for example - 10. The result is the same, but I saw my nickname in the jHeretic server page. Not sure if this is useful information...
  • well i have seemed to find a fix for the models not conforming to the z height parameters and that is to delete your map cache.

    Edit: only heretic seems to be affected by this and my fix did nothing to it
  • I must say, @ PVS.
    You have to try more than a few times once in awhile.
    It's all testing phase so we should know to not give up until the server basically dies, and then wait until the server is running again.
    Check here if the server is up:
    http://dengine.net/master.php

    I don't know if Skyjake has enough to work with or more than enough yet.
    But everyone needs to know that it's not just client side netcode here that we are testing, it's also server stability side.
    In this case, connecting.. is (at least) on the plus side.
    Joining a game and submitting info about it is better yes, but any info at all is just as good.
  • that is true Mr. Rocket and my testing has found that at least in net play it only looks at parts of the ded files it wants to as i have updated health vials witch when not on net play they do not bob but once in net play they do.
  • Doom2:
    Though not much reason to post the log, basically what happend was Gordon and I were playing a co-op and there was an area with a lot of monsters, it bomb'd out.
    ~ larger visplan, as well as more monster and item coords. I think I was even jumping over the monsters when this happend.
    I'm wondering if we just need a larger amount of info to be sent at once?
    Game state: Map=9 Episode=1 Skill=2 Deathmatch
      Respawn=no Monsters=yes Jumping=yes Gravity=1.0
    P_LoadMap: "MAP09"
    convertMap: Attempting conversion of "MAP09".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: DOOM map format.
    BSP_Build: Built 335 Nodes, 336 Subsectors, 1611 Segs, 803 Vertexes
      Balance -2 (l14 - r16).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    Player starting spots:
    - pl1: color 3, spot 1
    - pl2: color 2, spot 2
    
    Map 9: The Pit
    Author: id Software
    
    Picked up 4 shotgun shells.
    Picked up a medikit.
    MAP RULES: 10 MINUTES
    Picked up a clip.
    Picked up a clip.
    Picked up a clip.
    Picked up a medikit.
    Picked up a clip.
    Picked up 4 shotgun shells.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a clip.
    Picked up a medikit.
    Picked up a clip.
    You got the shotgun!
    You got the shotgun!
    You got the shotgun!
    You got the shotgun!
    Picked up a box of shotgun shells.
    Berserk!
    Picked up the MegaArmor!
    You got the shotgun!
    Picked up a stimpack.
    Berserk!
    mr.rocket: heh
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a box of rockets.
    You've found a secret area!
    You've found a secret area!
    You got the shotgun!
    You got the shotgun!
    You got the shotgun!
    You got the shotgun!
    You got the shotgun!
    Picked up 4 shotgun shells.
    Picked up a clip.
    Picked up a clip.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Radiation Shielding Suit
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a clip.
    Picked up a medikit.
    Gordon commits suicide!
    Picked up a health bonus.
    Picked up a clip.
    Picked up a medikit.
    Picked up 4 shotgun shells.
    Picked up a medikit.
    Picked up a backpack full of ammo!
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    Picked up an energy cell.
    Computer Area Map
    Gordon commits suicide!
    You got the shotgun!
    Picked up a stimpack.
    Picked up a stimpack.
    You got the shotgun!
    You've found a secret area!
    Segmentation Violation
    
  • lets hope thats all we need.



    Edit: here is a map that will test net play for doom2 at least http://www.megaupload.com/?d=H2OMHBK3
  • Lots of thanks to you guys for persevering during this early phase of testing, it has really been helpful. Plenty of new information has been added to the known issues list for me to work on. However, as it seems build 213 has some fundamental flaws with stability, I think we have learned enough about it for now. I have already fixed a couple of bugs that were messing things up with the memory heap & zone, and have a solid lead on what's breaking up the network connections.

    To save everybody's time until the next build comes on Friday, I won't be restarting the servers until then.
  • skyjake wrote:
    To save everybody's time until the next build comes on Friday, I won't be restarting the servers until then.
    Is it necessary to stick to a rigid schedule?
  • reg wrote:
    Is it necessary to stick to a rigid schedule?
    That's how the build process is currently configured. We could set up an earlier build, but since I'm in the process of returning back to work after my vacation, I think it'll take until Friday to complete the required changes. At the moment it looks like some changes are needed to Doomsday's network protocol itself, and that means incompatibility with earlier builds.

    Build 213 is simply too unstable; continuing with it will yield little new information.

    As soon as stability is at an acceptable level, the servers will remain online continuously.
  • I think what he was trying to say is, could you leave the DM server on for recreational purposes only? :D

    Yeah, it's unstable and tends to crash a lot, but it works more times than it doesn't and it's a hell of a lot of fun.
  • I think what he was trying to say is, could you leave the DM server on for recreational purposes only? :D

    Yeah, it's unstable and tends to crash a lot, but it works more times than it doesn't and it's a hell of a lot of fun.
    All right, I can have them running (until they crash again... :) ). However, I've now disabled monsters because that is part of the reason why client connection is failing (too much data being sent at once in the beginning).
  • A little off topic..... but want to thank all concerned for making an old man very happy :D Have only been able to connect a few times, but this is swallowing up my days, mainly single player thou.... Respect and Gratitude to all you guys :)
  • Looking at the known issues; since your looking at the score table, can I put forward a suggestion for an "actual frags" field?

    By which I mean that currently it displays kills (perhaps erroneously listed as frags) and suicides. But your actual frag count is kills minus suicides (as you lose a frag when you kill yourself).

    I know that information is visible in the players hud, but it seems like it might look good to have it displayed on the score table as well.
  • Is it just me or is jumping really lagging from before?

    I swear there is a good half second from when I push the space bar to when my character actually starts moving up.
  • A tiny thing; in MP Heretic, the middle shots of the powered up Crossbow are missing their trails. In SP (in Build 213), it's present.
  • Vermil wrote:
    A tiny thing; in MP Heretic, the middle shots of the powered up Crossbow are missing their trails. In SP (in Build 213), it's present.

    The Phoenix Rod blasts also sometimes seem to be invisible, and the powered-up Phoenix Rod torch seems to be iffy with working.

    In addition, some strange functions I noticed with the buttons were these:
    -Left Control seems to cause right-scrolling in items
    -the R key causes what appears to be an item being used, but the item is never actually used.
  • lets hope the next mp test goes better.
  • On the contrary, this bout of testing went very well, just perhaps not from a playing perspective.
  • true but as players we want stuff if were going to test to find stuff to bug fix granted we did find some stuff but most of it is due to the network code still in development. in any case all testing is worth wile no matter how much or how little stuff goes wrong.

    Edit: the one game that was not tested was hexen so if doom/doom2 and heretic then theoretically hexen should too right?
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