[General Query] A few questions.
I'm trying to get everything set up right in my current installation of Doomsday, and I have a few questions.
1. First of all, is there a direct input mouse mode? I noticed there is a tiny bit of latency on my mouse. Does Doomsday support 1000Hz polling rate and 2000 DPI? I have a gaming mouse with those modes, but it certainly doesn't feel like the game is utilizing them.
2. For some reason the menu font won't change to high-res when I install this:
http://www.filefront.com/17328745/jdui- ... ace11.pk3/
The only part of the menu that changes is the "Nightmare" skill selection. Everything else is the default.
I guess that's it for now.
1. First of all, is there a direct input mouse mode? I noticed there is a tiny bit of latency on my mouse. Does Doomsday support 1000Hz polling rate and 2000 DPI? I have a gaming mouse with those modes, but it certainly doesn't feel like the game is utilizing them.
2. For some reason the menu font won't change to high-res when I install this:
http://www.filefront.com/17328745/jdui- ... ace11.pk3/
The only part of the menu that changes is the "Nightmare" skill selection. Everything else is the default.
I guess that's it for now.
Comments
Opening it, it appears the Dehacked lump is corrupted/damaged; there’s loads of garbage at the start and the rest looks completely malformed.
1. All of a sudden when I launch Doom2 from snowberry, the game thinks I'm playing Final Doom TNT: Evilution. The menu and everything says Final Doom TNT: Evilution. I double checked, and it should be Doom2. Why did this suddenly change? The menu screen and high-res graphics look like Final Doom, yet the maps are Doom2.
2. Dynamic Lighting really lags the game for me in certain maps. I get about 25fps in Doom2 map 15 with dynamic lights enabled. Is there any way to speed this up without turning it off altogether? I never got this type of lag in the old stable versions of Doomsday.
3. When I have "Deocrations Enabled" in the Lights tab in control panel, some maps lag quite a bit. What does this option even do? I don't notice anything change when I turn it off (besides the increase in fps).
2) There are some significant performance bottlenecks in the current unstable release with regard to dynamic lights, these have since been addressed in the ringzero branch but that code has not yet been merged back to the master.
3) Light decorations are typically small lights that are attached to textures for effects like glowing switches, light fittings, etc... Turning off that option naturally disables these effects however the reason for the performance improvement is the same as #2, they both use the same internal systems for management.
Thanks for the response, DaniJ. I guess I'll just have to wait for a future release...
2) Which reminids me of another problem I brought up a while back and someone answered that maybe the particles exceed some limit in the map. The problem was that in maps like Refueling Base in Doom 2 and also map 09 in TNT (the one where you start off surrounded by many barrels and there are many human zombies in this map), after a little while of playing through and even sometimes early on, the particles act like they shut off for no apparent reason. This goes for sparks, flames, or other effects from any monster, object, or player weapons. Sometimes they only appear slighly. I noticed this same problem in some maps when playing Plutonia II. In the Plutonia II map called Arch-Violence, particles are non-existant or will go away shortly after starting and for the entire map since that level suffers from a severe form of the problem I described.
I noticed that if I save, exit, and then reload, sometimes the problem will go away temporarily but might return later in the map. I think this problem was also present in 1.8.6. I hope this is a known issue being worked on.
Edit: I sure hope this dynamic light performance loss is resolved by the time the stable 1.9.7 is released.
I REALLY hope this can be fixed soon. I was looking forward to playing through Doom and Doom2 again this weekend, but it looks like I'll have to wait.
Edit: Ahhh, I figured it out. It was the soundpack I was using, of all things... How stupid!
I do have another question. I noticed that detail textures are not working on high-res textures. why is that?
There is a similar issue with many of the "Environment" addon packs which include new MapInfo definitions which override the defaults. Since those addons where made, MapInfo definitions have been expanded with new properties like Par times. Consequently, when using such a mod all the par time information in the default definitions is overruled with a zero value.
As far as I am aware detail textures are working correctly, which addon are you using (do you have a link)?
Dday has the 'link' option in its sound defs to allow giving each sound its own def without messing up Dehacked support and the like, however only the Heretic sound defs use this feature; every original sound type in Heretic has it's own sound def through use of the 'link' option.
*Ok I say that, there is a single unused sound def in the Doom sound defs that uses the 'link' option, a mysterious sound def called 'chgun'. However the action A_FireCGun still looks at the same sound def the pistol uses leaving this 'chgun' def unused.
http://filebeam.com/1a85ba067a2c6b5b088086bd2eb39549
I don't like 1.8.6 because it probably lacks certain graphical features and I remember it was very prone to seg voilations. I almost never get seg violations anymore. I can't remember the last time I did actually. I also remember the dreaded corruption of saved files bug back in 2007 (save and in many cases cannot load the save file or something like that) when I played Eternal for the first time. Good thing that bug is gone for good starting with the beta 6.x series of builds.
That is correct. But maybe the Doom sound defs could be updated to use the link option?
Obviously though, the ideal solution is some way to modify parts of the original defs without having to duplicate the whole thing. Though I imagine something like that is probably not going to even be considered until the next iteration of ded near or post Dday 2.
Hence why I am suggesting updating the Doom sound defs to make use of the feature Dday 1 has to deal with the issue that was mistakenly only applied to Heretic's sound defs. To avoid the issue that has arisen with Sambo’s sound pack, in the future.
I also agree about using the Link features with sounds (I believe I've already mentioned so when we last talked about it over ICQ, Vermil), its just a matter of getting around to implementing it (determining which sounds need it, etc...). If someone here has the time, feel free to modify the default defs accordingly and submit them for inclusion in a future release.
Edit: Fixed the default usage flags for Detail and Reflection definitions in the master for Monday's build.
http://www.filefront.com/17328700/jhrppsy-20100928.pk3/
http://www.mediafire.com/?f53bs4e6k55f64s
And here is psychikon's Item Pack v1.1:
http://www.fileden.com/files/2007/4/22/ ... -Items.zip
I think there were issues when they were used together previously. This makes them compatible. psychikon's item pickups are by far much, much better than the ones in the jhrp.
After spending some time looking at the aforementioned pack I have to say that its in a right old mess. There are countless issues in both the definitions (uses of unknown flags, invalid resource names (e.g., "flat-FLOOR21" in Reflection defs)) and the data resources (many missing and unused resources). In fact, there are so many issues I hardly know where to begin trying to debug it. Someone needs to spend some quality time on fixing up the jhrp...