1.9.7 Candidate Testing
As noted in the News, we're starting preparations for releasing a new stable version of Doomsday. It is a very long time since we've done this previously, so we have plenty of cobwebs to clear and places to polish.
The Candidate phase for 1.9.7 is of particular importance as this is the first time we're doing this and thus it will likely take more work and time than it normally would. We won't be clearing the entire bug backlog (that would take way too long) -- instead, the goal is to solidify the work that we've been doing for the past several years and get it into the proper shape for mainstream use.
We are updating a to-do list of our tasks here: http://skyjake.fi/dl/public_todo_for_stable_1.9.7.txt
If you wish to participate in testing the Candidates and helping us improve the resulting Stable release, please check the todo list and see if you can find something that is obviously broken when compared to our previous releases (particularly the previous stable version 1.8.6). Like we're doing with the multiplayer debugging, you can just post your findings here in this thread. Please do not resubmit bugs that already are in the SourceForge bug tracker; we'll get to those in time.
EDIT: When reporting bugs/crashes, please include information about which OS you're using, resource packs loaded, and game & map that you were playing. It's also very helpful if you include your Doomsday.out log and run with the -v option for verbose log messages.
The Candidates are available in the Build Repository here on dengine.net.
Note that the public multiplayer servers are currently offline and will return once we've fixed the multiplayer regressions.
The Candidate phase for 1.9.7 is of particular importance as this is the first time we're doing this and thus it will likely take more work and time than it normally would. We won't be clearing the entire bug backlog (that would take way too long) -- instead, the goal is to solidify the work that we've been doing for the past several years and get it into the proper shape for mainstream use.
We are updating a to-do list of our tasks here: http://skyjake.fi/dl/public_todo_for_stable_1.9.7.txt
If you wish to participate in testing the Candidates and helping us improve the resulting Stable release, please check the todo list and see if you can find something that is obviously broken when compared to our previous releases (particularly the previous stable version 1.8.6). Like we're doing with the multiplayer debugging, you can just post your findings here in this thread. Please do not resubmit bugs that already are in the SourceForge bug tracker; we'll get to those in time.
EDIT: When reporting bugs/crashes, please include information about which OS you're using, resource packs loaded, and game & map that you were playing. It's also very helpful if you include your Doomsday.out log and run with the -v option for verbose log messages.
The Candidates are available in the Build Repository here on dengine.net.
Note that the public multiplayer servers are currently offline and will return once we've fixed the multiplayer regressions.
Comments
Doomsday.out ends with "Initializing UI subsystem...", as seen in my Doomsday.out below:
Ever since the big ringzero merge (so builds 365 and up), I've had to reconfigure my controls every time I've installed a new build. Is this a bug, or is this new behavior intended?
Dday 1.9, unlike most other ports and Dday 1.8.6, is very strict about only accepting an unmodified Iwad. The last time I accidently modified my Iwad and ran it with Dday 1.9, it froze about a quarter of the way through the loading wheel, requiring a ctrl alt delete to close.
Edit: I did yet another fresh installation, and now Ultimate Doom AND Doom2 fail to load. All I did was install Doomsday to a new folder, located Doom2.wad and Doom.wad when I started snowberry, selected my resolution of 1280x1024 and 32-bit, selected the FMOD driver, and the game hangs after the first loading screen for both games. I'm using no addons or anything. Just a fresh installation with Doom2.wad and Doom.wad.
Doomsday.out shows the same thing:
Edit #2: Actually, none of the games load. Heretic and Hexen also hang at the same spot.
None of my games work with the new build, 369. They all hang on a black screen after the first loading screen, and nothing happens after that. I have to shut the game down improperly. I double checked, and my Doom IWAD files are not modified.
I did a fresh installation, and all my games fail to load. All I did was install Doomsday to a new folder, located Doom2.wad and Doom.wad when I started snowberry, selected my resolution of 1280x1024 and 32-bit, selected the FMOD driver, and the game hangs after the first loading screen. I'm using no addons or anything. Just a fresh installation with Doom2.wad and Doom.wad.
Doomsday.out shows the same thing:
In build 367 the layout of the runtime directory changed so that configs are now stored using a revised scheme, within the ./configs subdirectory (see the upgrade notes).
Please enable the highest level of log verbosity, either from the Developer Options tab in Snowberry or using -v -v on the command line before running Doomsday and then post the resultant doomsday.out here.
There must be something peculiar about your particular setup because it seems to work fine for most others.
What is "HACX - Twitch 'n Kill"?
The new builds (365 onward) of Doomsday, support HacX as an Iwad like the ports mentioned at the above wiki link.
It would appear that something is going wrong while attempting to locate resources for HacX.
Have you configured either of the DOOMWADDIR or DOOMWADPATH environment variables on your system?
I don't even know what the commands DOOMWADDIR or DOOMWADPATH are for (although judging by the name, I'd say you use them to point to the IWAD file). Just to make you feel better though, I did a keyword search using a Text Crawler program I have, and those commands do not appear in any .cfg file in my \DoomsdayEngine folder. I guess this means they aren't being used anywhere.
DOOMWADDIR and DOOMWADPATH are system environment variables which are typically used to define a set of paths to search under for DOOM addons. These paths are supported by most other source ports and as of build 365, so does Doomsday. Given your response its safe to say you haven't configured these
Try moving Doom.wad outside of your Doomsday install folder.
This should be exactly the same, but just in case:
You actually need to change the -iwad path passed to Doomsday, rather than merely moving the file. In Snowberry open the game profile and change the iwad path there and try again.
I just installed today's build (369) and a number of things seem to be broken :S. I didn't post on the "candidate feedback" thread (http://dengine.net/forums/viewtopic.php?f=9&t=903) because...it isn't there.
I took a number of screenshots to illustrate.
The first error is that I get not 3D models neither with jDRP selected on the frontend or by placing it in the auto folder, this affects both Doom and Heretic, probably Hexen, but I didn't try it.
The rest of the errors pertain to using jdui-all and the jheretic resource pack.
First...when playing Doom 2, I get the Ultimate Doom title screen (in Heretic I get it with really wrong proportions, no pic of that one):
http://i214.photobucket.com/albums/cc76/bloodbatgot/Doomsday%20Errors/doom2-wrong-title.jpg
Not a big problem per se...
Second, all the text is messed up unless I disable the jdui-all (or jheretic resource pack):
Here with jdui enabled:
http://i214.photobucket.com/albums/cc76/bloodbatgot/Doomsday%20Errors/doom2-text.jpg
Here with it disabled (title screen is right, text is no longer a mess); Heretic behaves the same if I disable the resource pack:
http://i214.photobucket.com/albums/cc76/bloodbatgot/Doomsday%20Errors/doom2-right-title.jpg
Finally, it also affects gameplay itself...While sort of fixing an old bug...Using jdui in versions before this new release candidates the armour and ammo sprites were cut in half (364 and prior versions, betas and all, for as long as I can remember), armour looks right now, but ammo is way too big, also text is messed up (screenshot also illustrates that there are no 3D models where they should be):
http://i214.photobucket.com/albums/cc76/bloodbatgot/Doomsday%20Errors/doom2-hud.jpg
Doomsday.out: Any workarounds?
The game launched with the incorrect path, but showed the console with the Doomsday logo background. It looks like the game tried to find other WAD files after not locating Doom.wad, but failed since I chose a path that does not exist. I posted Doomsday.out below. Hopefully this is the result you were expecting. It did seem to get past the HacX resource line this time:
http://dengine.net/forums/viewtopic.php?f=9&t=905
I also had all the same bugs you guys mentioned, whenever I was actually able to run Doom2 once. However, since that one time of running the game, I haven't been able to run it since, because the game freezes. Dani is currently trying to help me on the issue.
For now, put your iwads somewhere else and point Snowberry to the new location. That should workaround this issue for you.
In case you haven't noticed, a couple of people over in the News section could not find this thread. They talk about the same bugs with the resource packs that I've noticed:
http://www.dengine.net/forums/viewtopic ... 9&start=40
I saw that, but just wanted to make sure it was the same issue.
This means that I shouldn't have any control configuration problems in future builds of Doomsday (and eventually, final releases) for the time being, right?
Also, when you say "add-ons", that term also extends out to PWADs, right? I can get PWADs like Alien Vendetta to load, but DE crashes upon starting a new game, for example.
Anyhow, it's the automap zoom level.
When you start out a new game, you have a pretty decent view, as in this screenshot:
But then you finish the map (E1M1), and then advance to the next (E1M2):
As you can see, it's way too zoomed in. And this happens when you finish one map and advance to the next.
Also, I just noticed looking at those screenshots that the map titles are no longer there. That a regression or no?
When playing a user-made megawad, it would be nice to know which map I'm on.
Seems to be a major difference in moving from one foot clipped sector to another foot clipped sector of a lower height, in the new builds vs Vanilla Heretic and 1.8.6 (I'll just say 'Vanilla' to refer to both from now on).
The waterfall at the start of E3M3 of Heretic is a good place to test this; in Vanilla, I get a tiny step up when I begin to fall, but in the new builds I step up about 16 unit's before I have moved far enough over the waterfall to fall. I'm also not sure, but I seem to step up quite a high distance in the new builds as well (i.e. it doesn't seem like it's just 4 units). Given that you fall immediately after the step up in Vanilla, I can't really tell how high I step up in Vanilla.
I believe the step up when you move over an edge between two foot clipped sectors of different heights was probably a bug in the original game, but in the new Dday builds the bug has gone from negiable, to comparatively huge.