Well no doubt they have a lot of client and server log info to work with etc now.
I'd imagine skyjake wants to get these known issues squished before some real next phase mp testing.
Then we might have a better idea of which are real bugs or what looks like a bug due to lagg.
Hexen was tested, I actually got in a game there for a little while the other day.
But yeah the server didn't stay up as long as the others so I figure there was probably some other issues with hexen maybe server side.
There's a lot more to hexen, a lot of extra editing functions that the other games don't host.
So probably a little more to send and receive.
After testing is done and new features are a possibility, though not in the original games, it might be cool to have an option that being killed by a monster counts as a suicide (i.e. reduces your frags by 1). Since monsters are a "hazard" just like damaging floors, crushers etc.
Intially, I was able to connect to the Heretic sever using the new build, 217 without issuel I tried it a few times without issue.
However then I somehow ended up half connecting to a game; I could hear myself firing my wand and also hear ambient sounds, but I got no image, just the grey Deng logo. I was able to go to the MP menu and disconnect however.
Any further attempts to join the Heretic server are for me, returning me to the title loop. However the MP menu and console claim I am connected to the server (i.e the MP menu displays the option to disconnect).
In the brief while I was able to play though, I noticed these two bugs:[/i]
[*]If the player doesn't switch to and/or use the Staff (I have yet to test if the player has to both select and use the Staff or just select it) before picking up the Gauntlet’s, the Staff and Gauntlet attacks seem switched around (the sound and puff at least).
[*]The Gauntlet’s (assuming you've used the staff first to avoid the above bug), don't make a bad guy go into its pain state 99.9.......% of the time.
Also, little comment on the flying bad guys thing; I noticed a flying Nitro Golem reset back to the ground at the correct height, when he crossed a second floor height difference (well flew over a second floor height change).
After playing a little Doom2, I noticed that the pistol and DB Shotgun, like the Staff and Guanlet's in Heretic, also wern't making a bad guy go into it's pain state 99.9% of the time either; so it might be an issue with all hitscan attacks in all games?
Also, like I noted with Heretic and Build 213, mobjs which remove themselves (i.e missile explosions), aren't always removing themselves and instead are stuck there forever in their last visible state/frame.
Wonder if they are both related to a single issue; that the client isn't getting all the information (i.e to remove the missile, or to make the monster go into it's pain state).
Another bug: the DB Shotgun and Shotgun in Doom2 appear the wrong way around; I press 3 and the DB shotgun raises, but as soon as it has fully risen, it turns into the normal shotgun. I have to press 3 again to get the DB Shotgun.
This should be a server-side option. I thought that you wanted a more classic gameplay.
Yes, there should be a server-side setting (game rule) about autoaim and whatnot, but in this case it was a bug: the player looking angle information was being ignored by the server.
Also I get stuck in monsters all the time
I've seen this, too, and the reason is pretty clear. There are a couple of options for fixing it, I'm still considering what is the best way to go...
jHeretic
Can't seem to connect to jHeretic, but when I do, it has me at the title screen, so that I have the option of disconnecting when I go back to multiplayer. If I exit during this time without disconnecting first, it just stays at the title screen and seems to get stuck and must be killed to exit.
jDoom (Ultimate Doom)
Doors become stuck when you close them too quickly after they're opened.
On E2M7, one of the doors at the automatic 4-way with the chaingun inside, it acts strangely, and I think it may be due to me trying to stand under it while it closed: it was to the point where, when it closed, it looked like it was open.
jHexen
On Map17, after killing a bunch of bad guys with the mage, I walked backwards into some water and it had a segmentation violation and crashed.
doomsday.out:
Z_Create: New 32.0 MB memory volume.
Con_Init: Initializing the console.
Executable: 1.9.7 (#217) (Unstable 32-bit) Aug 5 2011 12:19:19.
Sys_InitWindowManager: Using Win32 window management.
Z_Create: New 32.0 MB memory volume.
createContext: OpenGL.
OpenGL information:
Vendor: NVIDIA Corporation
Renderer: GeForce 9800 GT/PCI/SSE2
Version: 2.1.2
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_color_buffer_float GL_ARB_depth_texture
GL_ARB_draw_buffers GL_ARB_draw_instanced
GL_ARB_fragment_program GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader GL_ARB_half_float_pixel
GL_ARB_half_float_vertex GL_ARB_framebuffer_object
GL_ARB_geometry_shader4 GL_ARB_imaging
GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_shadow GL_ARB_shader_objects
GL_ARB_shading_language_100 GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_float GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle
GL_ARB_transpose_matrix GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object GL_ARB_vertex_program
GL_ARB_vertex_shader 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_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_bindable_uniform 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_EXT_framebuffer_object
GL_EXTX_framebuffer_mixed_form 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_rescale_normal
GL_EXT_secondary_color 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_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_integer GL_EXT_texture_lod
GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
GL_EXT_texture_object GL_EXT_texture_sRGB
GL_EXT_texture_shared_exponent 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_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_buffer_float
GL_NV_conditional_render GL_NV_depth_clamp
GL_NV_explicit_multisample GL_NV_fence
GL_NV_float_buffer GL_NV_fog_distance
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_pixel_data_range
GL_NV_point_sprite GL_NV_primitive_restart
GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_texgen_reflection GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
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_program
GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_NV_vertex_program3
GL_NVX_conditional_render 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_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_extensions_string
WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_fl
WGL_EXT_swap_control 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.
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: F:\Program Files\Doomsday\data\doomsday.pk3
W_AddFile: F:\Program Files\Doomsday\data\jhexen\jhexen.pk3
W_AddFile: F:\Documents and Settings\John\Desktop\kurikai-hexenrain-20060522.pk3
W_AddFile: F:\Documents and Settings\John\Desktop\Models\Doomsday\Hexen\Packs\jXRP-Items0.5.zip
W_AddFile: F:\Documents and Settings\John\Desktop\Models\Doomsday\FX-Required.zip
W_AddFile: F:\Program Files\Doomsday\HEXEN.WAD
IWAD identification: 014e5860
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\armslot1.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\armslot2.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\armslot3.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\armslot4.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\chain.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\chain2.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\chain3.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\fonta00.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\fonta61.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\fonta62.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\fonta63.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\fonta64.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\fontb00.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\fontb59.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\fontb60.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\fontb61.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\fontb62.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\fontb63.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\keyslot1.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\keyslot2.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\keyslot3.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\keyslot4.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\keyslot5.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\keyslot6.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\keyslot7.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\keyslot8.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\keyslot9.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\keyslota.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\keyslotb.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegem.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmc1.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmc2.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmc3.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmc4.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmc5.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmc6.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmc7.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmc8.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmf2.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmf3.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmf4.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmf5.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmf6.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmf7.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmf8.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmm1.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmm2.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmm3.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmm4.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmm5.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmm6.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmm7.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\lifegmm8.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\mapmask.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\menufog.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\pal18to8.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\travlpic.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpfull0.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpfull1.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpfull2.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpiecec1.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpiecec2.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpiecec3.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpiecef1.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpiecef2.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpiecef3.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpiecem1.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpiecem2.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\.basedata\wpiecem3.lmp
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\FX-ArtifactPickup.zip
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\P-Device.zip
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\P-Flask.zip
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\P-Torch.zip
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\P-Urn.zip
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\P-Vial.zip
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\P-Wings.zip
W_AddFile: F:\Program Files\Doomsday\data\jhexen\auto\UI-Artifacts.zip
Reading definition file: F:\Program Files\Doomsday\defs\doomsday.ded
Reading definition file: F:\Program Files\Doomsday\defs\jhexen\jhexen.ded
Def_GetFlagValue: Undefined flag 'gnf_dietouch'.
Definitions:
300 sprite names
2852 states
405 things
58 models
66 lights
245 sound effects
39 songs
160 text strings
40 particle generators
13 surface decorations
30 surface materials
9 finales
B_Init: Init bindings.
B_BindCommand: Deleting binding 41, it has been overridden by binding 114.
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 0.02 seconds.
Net_InitGame: Initializing game data.
P_Init: Init Playloop state.
P_InitTerrainTypes: Material 'X_005' linked to terrain type 'Water'.
P_InitTerrainTypes: Material 'X_001' linked to terrain type 'Lava'.
P_InitTerrainTypes: Material 'X_009' linked to terrain type 'Sludge'.
P_InitTerrainTypes: Material 'F_033' linked to terrain type 'Ice'.
Hu_LoadData: Setting up heads up display.
ST_Init: Init status bar.
Hu_MenuInit: Init miscellaneous info.
AM_Init: Init automap.
----------------------------------------------------------------------
Hexen
----------------------------------------------------------------------
Parsing SNDINFO...
SN_InitSequenceScript: Registering sound sequences.
TGA_Load32_rgba8888: I don't know this format!
(type=1 pxsize=8 abits=8)
Server deng Team filtered out:
remote = 10907, local = 10907
remote = heretic-ext, local = hexen
can join = 1
Server deng Team filtered out:
remote = 10907, local = 10907
remote = doom2, local = hexen
can join = 1
Server deng Team filtered out:
remote = 10907, local = 10907
remote = doom1-ultimate, local = hexen
can join = 1
Connecting to 50.17.41.22...
Send INFO query.
Waiting for response.
Append to response: BEGIN
port:13212
name:deng Team
info:[TESTING #217] Server may crash or other errors may occur!
ver:10907
game:jhexen 1.3.8
mode:hexen
setup:skill3 dm jump
iwad:HEXEN.WAD
wcrc:21911648
pwads:
map:MAP32
nump:0
maxp:15
open:1
plrn:
data0:0
data1:0
data2:0
E.
Waiting for response.
Append to response: ND
.
1 server has been found.
Name: P/M L Ver: Game: Location:
0 : deng Team 0/15 10907 jhexen 1.3.8 :13212
MAP32 (HEXEN.WAD:14e5860) p:0ms [TESTING #217] Server may crash or other errors may occur!
hexen skill3 dm jump
Name: P/M L Ver: Game: Location:
0 : deng Team 0/15 10907 jhexen 1.3.8 :13212
MAP32 (HEXEN.WAD:14e5860) p:0ms [TESTING #217] Server may crash or other errors may occur!
hexen skill3 dm jump
N_StartJoinedListener.
Connected.
NetCl_UpdatePlayerInfo: pl=1 color=6 class=2
NetCl_UpdatePlayerInfo: pl=1 color=6 class=2
Cl_AnswerHandshake: myConsole:1, gameTime:307513.
PE: (client) arrived in netgame.
Game state: Map=32 Skill=2 Deathmatch
Monsters=yes Jumping=yes Gravity=1.0
P_LoadMap: "MAP32"
convertMap: Attempting conversion of "MAP32".
WadMapConverter::Convert: Attempting map conversion...
WadMapConverter::Convert: Hexen map format.
BSP_Build: Built 274 Nodes, 275 Subsectors, 1312 Segs, 600 Vertexes
Balance -1 (l9 - r10).
Build subsector tables...
Build line tables...
convertMap: Successful.
R_InitLinks: Initializing
PO_InitForMap: Initializing polyobjects.
Load ACS scripts
Player starting spots:
- pl1: color 6, spot 1
Map 17 (32): ORCHARD OF LAMENTATIONS
Cl_HandlePlayerInfo: console:1 name:KronoNomikon
PSV_SYNC: gameTime=1076.480
Doomsday 1.9.7 (#master) Server (R14)
NetCl_UpdatePlayerInfo: pl=1 color=6 class=2
NetCl_UpdatePlayerInfo: pl=1 color=6 class=2
NetCl_UpdatePlayerInfo: pl=1 color=6 class=2
NetCl_UpdatePlayerInfo: pl=1 color=6 class=2
NetCl_UpdatePlayerInfo: pl=1 color=6 class=2
NetCl_UpdatePlayerInfo: pl=1 color=6 class=2
NetCl_UpdatePlayerInfo: pl=1 color=6 class=2
NetCl_UpdatePlayerInfo: pl=1 color=6 class=2
NetCl_UpdatePlayerInfo: pl=1 color=6 class=2
Segmentation Violation
N_StopJoinedListener.
I hope these aren't all known issues... Don't want to muck up the forums!
It seems as that players are having better luck connecting, but several other in game things are a bit more out of whack than it was in the previous version. eg.
Fireing animations.
Some doors that look to be open, are actually closed.
Sometimes lifts stop working completely.
Some players are spawning out side of the maps.
In hexen, hud weapons stop showing up.
Teleports don't always work.
In doom2 map01, I died and respawned, but my player that should have removed its self, stayed standing in the middle of the hallway.
I'v gotten stuck on walls or wall verts in a few doom2 maps.
Some explosion aniamtions seem to not finish and stay on one of the last few frames.
So far it seems that the connection part works a little better, but the in game issues are still there, possibly even worse.
Although, I'v currently been having problems connecting to the heretic server, well actually entering a game after connecting. ~ it says I connect, but I only see a heretic splash/interpic screen. When I go back to the multiplayer menu, it gives me the option to disconnect.
Sometimes the monsters are invisibles for seconds + I cannot see the other player on the automap. How can I check the actual status of the players? (kills, secrets, items)
i think that is a standard doom message and i can check it out for you if you like?
edit: Doom never said death messages as far as my test went.
Yes it would, how did you test?
For example it would say something like, Green killed Indigo with the SSG.
I remember that. But how you are able to check without running a quick Doom DM in IPX LAN is beyond me though.
It's hard to tell otherwise because old lmp dm recordings don't show player death messages.
Anyways, what I was saying here is that I wasn't sure if these different messages were actually a bug or they were meant to say that heh.
Yes it would, how did you test?
For example it would say something like, Green killed Indigo with the SSG.
I remember that. But how you are able to check without running a quick Doom DM in IPX LAN is beyond me though.
Some testing of this floating monster thing suggests that it may only be the sprite that is affected, that the actual mobj is correctly walking along the ground; shoot the mobj and your attacks are aimed at the monster as if it is on the ground. The floating sprite then very quickly moves downward to the right height (it doesn't jump, but it smoothly moves very fast).
It can also happen to player sprites; I found myself being attacked and hitting a seemingly invisible player on a couple of occasions. However on one occasion, I was just about able to see the player sprite sticking out of the ceiling above where my hits were going.
One re-occurring thing I've also seemingly noticed with this whole lift/door thing, is that I have never noticed a lift re-lower or a door re-open if I block its movement; the door/lift and sometimes me, always seem to get stuck.
Also, I'm not sure whether lift's or doors are getting stuck on every bodies computer; on one occasion on Map31 a door was stuck closed for me (even after dying), but another player walked right through it as if the door was open.
On another occasion on Map30 (the best map it seems, for testing lift issues as there are several lifts in constant movement and alot of activity due to the monster spawner), a lift was stuck in its down position and I was walking around it as if it was lowered, but my attacks were spawning as if the lift was raised and another player was walking at the same height (suggesting the lift was raised for them).
I also observed this with bad guys and a lift; another lift was visibly lowered for me, yet the bad guy on it wouldn't get off it and on another occasion, the same lift was visually lowered, but the bad guys were firing upward toward the lifts raised position.
I have a pair of screenshots of this; one showing my attacks spawning as if the lift was raised and a second showing the player walking at the height of the raised lift. I'll upload them and post them in a moment.
Also, as for the players all turning back to the default green on death; I noticed that it wasn't always happening at the same point in the death states; indeed, something I'd like to test at some point (if someone will let me shoot them a few times) is wheter it occurs when the player respawns (like the bug where dead player corpses are solid until he/she respawns).
Another thing I noticed with this build, is that when running backward firing a projectile weapon such as the Plasma Rifle, that my shots were spawning a notable distance in front of me, rather than seemingly coming from me.
Also, all player weapon sound actions (i.e the BFG charge up sound, the shotgun reloading sounds), play twice.
Finally, one little thing I noticed that probably isn't MP related; the invisible spawn spots cast shadows on the ground.
Heh, what does DosBox have to do with my question to Gordon?
Which I may add, I'v never had to use DosBox to run Doom.
I was talking about running a Doom (LAN game), not just the game it's self.
A Doom LAN requires at least 2 computers, both with IPX NetBios installed and frame type set to 802.3. ~ at least in Windows.
Not to mention a local area network, and a program like ipxsetup.exe or dm.exe(deathmatch manager by id software) as well as of course the game. ~ The setup.exe program that comes with Doom could also work, but has very limited options..
Your other response goes without saying..but again doesn't relate to my statement as it's not a form of a question.
Little thing: the Wings of Wrath in Heretic MP cause the player to jump up and down on the spot when they activate them. The player should jump up a little and then hover, as they do in SP.
Yes, I was able to get on the Heretic server for a few moments, before it crashed again (preceded by several times when i wasn't properly synched causing things like immortal puff pods).
I also had one "N_ReceiveReliably: Error during TCP recv" crash while playing Doom2 yesterday, in game (i.e not when switching maps). Doom2 otherwise seems perfectly stable to me with this build.
I also repeatedly get stuck inside Demons, Golems and other melee foes (i.e it has happened with an Imp, but only once or twice; melee only foes do it almost every time); indeed I let a Golem punch me to death and noticed him moving to a slightly different position every few punches (usually a little more inside me). Indeed, on some occasions I got so caught inside a Demon, he was showing his side biting graphics.
Little thing: the Wings of Wrath in Heretic MP cause the player to jump up and down on the spot when they activate them. The player should jump up a little and then hover, as they do in SP.
Sounds like the client has time to jump and then land again before the use-artefact-request has been confirmed?
Hexen
Really weird effects when playing... I only played on Map24, but the T-shaped air levitating sparkle things that you're supposed to walk across, when you do, it's like it adds your speed, rather than adjusting your speed... What I mean is, it's like you get slung clear into a wall and fall to your "demise"...
Which brings me to the next problem... When you do fall, whether from being flung from the human slingshot or not, it doesn't actually kill you when you hit the ground. If it does, it fails to make a noise, and you can still attack.
At other times, I think having to do with death, I got stuck in the floor so that I could only inch along very slowly, and another time the attack got stuck and broke, kind of like the doors in Doom when you close them too quickly.
Comments
I'd imagine skyjake wants to get these known issues squished before some real next phase mp testing.
Then we might have a better idea of which are real bugs or what looks like a bug due to lagg.
It's always the other good side of a game, and it's addicting heh.
But yeah the server didn't stay up as long as the others so I figure there was probably some other issues with hexen maybe server side.
There's a lot more to hexen, a lot of extra editing functions that the other games don't host.
So probably a little more to send and receive.
* Movement of mobjs that float (e.g., Cacodemon and Lost Soul) seems much jerkier than other mobjs.
Also I get stuck in monsters all the time
2 some doors stuck
3 floating monsters
4 demon switching from transparent to solid
But now i can join every game
Intially, I was able to connect to the Heretic sever using the new build, 217 without issuel I tried it a few times without issue.
However then I somehow ended up half connecting to a game; I could hear myself firing my wand and also hear ambient sounds, but I got no image, just the grey Deng logo. I was able to go to the MP menu and disconnect however.
Any further attempts to join the Heretic server are for me, returning me to the title loop. However the MP menu and console claim I am connected to the server (i.e the MP menu displays the option to disconnect).
In the brief while I was able to play though, I noticed these two bugs:[/i]
[*]If the player doesn't switch to and/or use the Staff (I have yet to test if the player has to both select and use the Staff or just select it) before picking up the Gauntlet’s, the Staff and Gauntlet attacks seem switched around (the sound and puff at least).
[*]The Gauntlet’s (assuming you've used the staff first to avoid the above bug), don't make a bad guy go into its pain state 99.9.......% of the time.
Also, little comment on the flying bad guys thing; I noticed a flying Nitro Golem reset back to the ground at the correct height, when he crossed a second floor height difference (well flew over a second floor height change).
Also, like I noted with Heretic and Build 213, mobjs which remove themselves (i.e missile explosions), aren't always removing themselves and instead are stuck there forever in their last visible state/frame.
Wonder if they are both related to a single issue; that the client isn't getting all the information (i.e to remove the missile, or to make the monster go into it's pain state).
Another bug: the DB Shotgun and Shotgun in Doom2 appear the wrong way around; I press 3 and the DB shotgun raises, but as soon as it has fully risen, it turns into the normal shotgun. I have to press 3 again to get the DB Shotgun.
jHeretic
Can't seem to connect to jHeretic, but when I do, it has me at the title screen, so that I have the option of disconnecting when I go back to multiplayer. If I exit during this time without disconnecting first, it just stays at the title screen and seems to get stuck and must be killed to exit.
jDoom (Ultimate Doom)
Doors become stuck when you close them too quickly after they're opened.
On E2M7, one of the doors at the automatic 4-way with the chaingun inside, it acts strangely, and I think it may be due to me trying to stand under it while it closed: it was to the point where, when it closed, it looked like it was open.
jHexen
On Map17, after killing a bunch of bad guys with the mage, I walked backwards into some water and it had a segmentation violation and crashed.
doomsday.out:
I hope these aren't all known issues... Don't want to muck up the forums!
Fireing animations.
Some doors that look to be open, are actually closed.
Sometimes lifts stop working completely.
Some players are spawning out side of the maps.
In hexen, hud weapons stop showing up.
Teleports don't always work.
In doom2 map01, I died and respawned, but my player that should have removed its self, stayed standing in the middle of the hallway.
I'v gotten stuck on walls or wall verts in a few doom2 maps.
Some explosion aniamtions seem to not finish and stay on one of the last few frames.
So far it seems that the connection part works a little better, but the in game issues are still there, possibly even worse.
Although, I'v currently been having problems connecting to the heretic server, well actually entering a game after connecting. ~ it says I connect, but I only see a heretic splash/interpic screen. When I go back to the multiplayer menu, it gives me the option to disconnect.
For example, player1 was poisoned by player2's lead.
We have poison bullets now?
Well sure lead poisoning, but I just don't remember Doom saying that.
edit: Doom never said death messages as far as my test went.
Yes it would, how did you test?
For example it would say something like, Green killed Indigo with the SSG.
I remember that. But how you are able to check without running a quick Doom DM in IPX LAN is beyond me though.
It's hard to tell otherwise because old lmp dm recordings don't show player death messages.
Anyways, what I was saying here is that I wasn't sure if these different messages were actually a bug or they were meant to say that heh.
It can also happen to player sprites; I found myself being attacked and hitting a seemingly invisible player on a couple of occasions. However on one occasion, I was just about able to see the player sprite sticking out of the ceiling above where my hits were going.
Also, I'm not sure whether lift's or doors are getting stuck on every bodies computer; on one occasion on Map31 a door was stuck closed for me (even after dying), but another player walked right through it as if the door was open.
On another occasion on Map30 (the best map it seems, for testing lift issues as there are several lifts in constant movement and alot of activity due to the monster spawner), a lift was stuck in its down position and I was walking around it as if it was lowered, but my attacks were spawning as if the lift was raised and another player was walking at the same height (suggesting the lift was raised for them).
I also observed this with bad guys and a lift; another lift was visibly lowered for me, yet the bad guy on it wouldn't get off it and on another occasion, the same lift was visually lowered, but the bad guys were firing upward toward the lifts raised position.
I have a pair of screenshots of this; one showing my attacks spawning as if the lift was raised and a second showing the player walking at the height of the raised lift. I'll upload them and post them in a moment.
Also, as for the players all turning back to the default green on death; I noticed that it wasn't always happening at the same point in the death states; indeed, something I'd like to test at some point (if someone will let me shoot them a few times) is wheter it occurs when the player respawns (like the bug where dead player corpses are solid until he/she respawns).
Another thing I noticed with this build, is that when running backward firing a projectile weapon such as the Plasma Rifle, that my shots were spawning a notable distance in front of me, rather than seemingly coming from me.
Also, all player weapon sound actions (i.e the BFG charge up sound, the shotgun reloading sounds), play twice.
Finally, one little thing I noticed that probably isn't MP related; the invisible spawn spots cast shadows on the ground.
http://imageshack.us/photo/my-images/3/doom2001.jpg/
In hindsight, they wern't as good a screenshots as I hoped; I didn't really have the time to pose them
Which I may add, I'v never had to use DosBox to run Doom.
I was talking about running a Doom (LAN game), not just the game it's self.
A Doom LAN requires at least 2 computers, both with IPX NetBios installed and frame type set to 802.3. ~ at least in Windows.
Not to mention a local area network, and a program like ipxsetup.exe or dm.exe(deathmatch manager by id software) as well as of course the game. ~ The setup.exe program that comes with Doom could also work, but has very limited options..
Your other response goes without saying..but again doesn't relate to my statement as it's not a form of a question.
Yes, I was able to get on the Heretic server for a few moments, before it crashed again (preceded by several times when i wasn't properly synched causing things like immortal puff pods).
I also had one "N_ReceiveReliably: Error during TCP recv" crash while playing Doom2 yesterday, in game (i.e not when switching maps). Doom2 otherwise seems perfectly stable to me with this build.
I also repeatedly get stuck inside Demons, Golems and other melee foes (i.e it has happened with an Imp, but only once or twice; melee only foes do it almost every time); indeed I let a Golem punch me to death and noticed him moving to a slightly different position every few punches (usually a little more inside me). Indeed, on some occasions I got so caught inside a Demon, he was showing his side biting graphics.
Hexen
Really weird effects when playing... I only played on Map24, but the T-shaped air levitating sparkle things that you're supposed to walk across, when you do, it's like it adds your speed, rather than adjusting your speed... What I mean is, it's like you get slung clear into a wall and fall to your "demise"...
Which brings me to the next problem... When you do fall, whether from being flung from the human slingshot or not, it doesn't actually kill you when you hit the ground. If it does, it fails to make a noise, and you can still attack.
At other times, I think having to do with death, I got stuck in the floor so that I could only inch along very slowly, and another time the attack got stuck and broke, kind of like the doors in Doom when you close them too quickly.