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.
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.
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.
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.
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...
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
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.
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?
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 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.
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.
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?
Comments
-Some enemies walking on air
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 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.
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.
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?
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.
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.
Connected and played for a bit, another player joined and:
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:
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.
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.
It was working about 70 percent of time yesterday, but zip today ( (
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.
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...
Edit: only heretic seems to be affected by this and my fix did nothing to it
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.
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?
Edit: here is a map that will test net play for doom2 at least http://www.megaupload.com/?d=H2OMHBK3
To save everybody's time until the next build comes on Friday, I won't be restarting the servers until then.
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.
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.
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.
I swear there is a good half second from when I push the space bar to when my character actually starts moving up.
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.
Edit: the one game that was not tested was hexen so if doom/doom2 and heretic then theoretically hexen should too right?