1.9.7 Candidate Testing

1678911

Comments

  • edited 2012 Feb 25
    I actually still experience a considerably slower startup time with the newest build. I went ahead and timed it, to give an idea of the difference. With all my addons selected, Ultimate Doom takes about 5 seconds to startup using build 364. In build 420, it takes 42 seconds. The part that takes the longest (about 35 seconds) is "Starting Game" at the very end. I wonder would could cause the game to take nearly 10x longer to load in these newer builds?

    I have not done extensive testing on large maps yet, so I'm not sure if the slowdown issue has been fixed after having played a big map for a while.
  • Now that is what I'd call a significant difference. I'd be interested in seeing a copy of your doomsday.out using the latest build with the highest level of log verbosity.
  • @Lightning Hunter

    How do you install new builds of Dday?

    Do you use add/remove programs to remove the old version first before installing the new build, or just install the new build to a new folder (keeping the old one in the process), or overwrite the old build (install the new build over the old one).
  • Yeah, Dani told me that the correct way is to unistall first, but I uninstall from within the Doomsday folder. I'm guessing that uninstalling from there vs add/remove programs is the same. Correct me if I'm wrong.

    As for faster loading, when SSD drives become cheaper and widespread and I get one someday I will get a PCIe one since that is the fastest port, not SATA), you yourself said it would load even faster ;) I never knew that all this time, so many people were having to deal with minute long loading times. Or maybe it only started after ringzero. Maybe it is related to hardware. So the way it must work is that hardware has a big influence (but the way Doomsday is written matters a lot too) on loading times, but ingame performance issues are strictly Doomsday code. Correct me if I'm wrong, because I might be wrong since other people had quick loading times before ringzero regardless of hardware.
  • I've found that the JDRP lags the startup time the most for me. If I turn off all resources except the JDRP, the game takes about 32 seconds to load. What's odd is that build 420 takes the same amount of time to load the game with no resources (5 seconds) as build 364 does with ALL the resources. I'm using jdrp101+11a+fixes.pk3, found here:
    http://www.filefront.com/17328814/jdrp10111afixes.pk3/

    And yes, I did try a fresh install. Here is my Doomsday.out after loading just the JDRP:
    Executable: Doomsday Engine 1.9.7 [#420] (Candidate 32-bit) Feb 24 2012 12:13:19.
    Sys_InitWindowManager: Using Win32 window management.
    Initializing plugins...
      jDoom
      jHeretic
      jHexen
      dpdehread
      dpwadmapconverter
    OpenGL information:
      Vendor: NVIDIA Corporation
      Renderer: GeForce 7800 GS/AGP/SSE2
      Version: 2.1.2
      Available Compressed Texture Formats: 3
      Available Texture Units: 4
      Maximum Texture Anisotropy: 16
      Maximum Texture Size: 4096
      Line Width Granularity: 0.1
      Line Width Range: 0.5...10.0
      Extensions:
        GL_ARB_color_buffer_float      GL_ARB_compressed_texture_pixe
        GL_ARB_conservative_depth      GL_ARB_copy_buffer            
        GL_ARB_depth_clamp             GL_ARB_depth_texture          
        GL_ARB_draw_buffers            GL_ARB_ES2_compatibility      
        GL_ARB_explicit_attrib_locatio GL_ARB_fragment_program       
        GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
        GL_ARB_framebuffer_object      GL_ARB_get_program_binary     
        GL_ARB_half_float_pixel        GL_ARB_half_float_vertex      
        GL_ARB_imaging                 GL_ARB_internalformat_query   
        GL_ARB_map_buffer_alignment    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_separate_shader_objects GL_ARB_shader_objects         
        GL_ARB_shading_language_100    GL_ARB_shading_language_420pac
        GL_ARB_shading_language_includ GL_ARB_shadow                 
        GL_ARB_sync                    GL_ARB_texture_border_clamp   
        GL_ARB_texture_compression     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_non_power_of_tw GL_ARB_texture_rectangle      
        GL_ARB_texture_rg              GL_ARB_texture_storage        
        GL_ARB_texture_swizzle         GL_ARB_timer_query            
        GL_ARB_transpose_matrix        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_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_depth_bounds_test      
        GL_EXT_direct_state_access     GL_EXT_draw_range_elements    
        GL_EXT_fog_coord               GL_EXT_framebuffer_blit       
        GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object     
        GL_EXT_gpu_program_parameters  GL_EXT_multi_draw_arrays      
        GL_EXT_packed_depth_stencil    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_compression_dxt
        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_lod            
        GL_EXT_texture_lod_bias        GL_EXT_texture_mirror_clamp   
        GL_EXT_texture_object          GL_EXT_texture_sRGB           
        GL_EXT_texture_sRGB_decode     GL_EXT_texture_storage        
        GL_EXT_texture_swizzle         GL_EXT_timer_query            
        GL_EXT_vertex_array            GL_EXT_vertex_array_bgra      
        GL_EXT_import_sync_object      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_copy_depth_to_color      GL_NV_depth_clamp             
        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_half_float              
        GL_NV_light_max_exponent       GL_NV_multisample_filter_hint 
        GL_NV_occlusion_query          GL_NV_packed_depth_stencil    
        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_barrier          GL_NV_texture_compression_vtc 
        GL_NV_texture_env_combine4     GL_NV_texture_expand_normal   
        GL_NV_texture_lod_clamp        GL_NV_texture_rectangle       
        GL_NV_texture_shader           GL_NV_texture_shader2         
        GL_NV_texture_shader3          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_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_extensions_string      WGL_EXT_swap_control          
        WGL_NV_float_buffer            WGL_NV_render_depth_texture   
        WGL_NV_render_texture_rectangl
    Initializing Render subsystem...
    Setting up platform state...
    Sfx_InitChannels: 16 channels.
    S_Init: OK.
    Initializing Resource subsystem...
    Initializing Binding subsystem...
    Initializing InFine subsystem...
    Initializing UI subsystem...
    Loading game resources...
      IWAD identification: 00d12fbc
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    Parsing primary config "configs\doom\game.cfg"...
    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 'finale'...
    Clearing binding context 'map-freepan'...
    Clearing binding context 'map'...
    Clearing binding context 'game'...
    Parsing definition files...
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/jDRP-DecorLights.ded" not found!
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    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/K-SkullKeyRed.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/K-SkullKeyYellow.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Arachnotron.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-ArchVile.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-BaronOfHell.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-BossCube.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Cacodemon.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Cyberdemon.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Demon.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-FormerCommando.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-FormerHuman.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-FormerSergeant.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-HellKnight.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Imp.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Keen.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-LostSoul.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Mancubus.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-PainElemental.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Revenant.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-SpiderMastermind.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-SSSoldier.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/N-BigTree.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/N-Stalag.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/N-Stalagtite.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/N-Tree.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/P-BerzerkPack.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/P-Invisibility.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/P-Invulnerability.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/P-MegaSphere.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/P-SoulSphere.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/Player.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/T-TechPillar.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-BFG.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-Chaingun.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-Chainsaw.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-PlasmaRifle.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-RocketLauncher.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-Shotgun.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-SuperShotgun.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-ArachnoShot.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-BaronFireball.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-BFGShot.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-BloodFX.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-CacoFireball.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-ImpactFX.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-ImpFireball.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-MancFireball.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-PlasmaShot.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-RespawnFX.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-RevRocket.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-Rocket.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-TeleportFX.ded" not found!
    Definitions:
       41 animation groups
        6 composite fonts
       14 finales
      214 lights
       38 map infos
        4 materials
     2245 models
      172 particle generators
        4 skies
       33 songs
      110 sound effects
      138 sprite names
     1413 states
      130 surface decorations
      366 text strings
        8 texture environments
      140 things
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating skin "empty.png" (#1) for model "Data\jDoom\Models\Projectiles\Cacoshot\CacoShotSphere.dmd".
      This model will be rendered without a skin.
    Warning: Failed locating skin "empty.png" (#3) for model "Data\jDoom\Models\Projectiles\Cacoshot\CacoShotSphere.dmd".
      This model will be rendered without a skin.
    Warning: Failed locating skin "empty.png" (#5) for model "Data\jDoom\Models\Projectiles\Cacoshot\CacoShotSphere.dmd".
      This model will be rendered without a skin.
    Warning: Failed locating skin "bfgm3.pcx" (#3) for model "Data\jDoom\Models\Projectiles\Cacoshot\CacoShot.dmd".
      This model will be rendered without a skin.
    Warning: Failed locating skin "bfgm3.pcx" (#3) for model "Data\jDoom\Models\Projectiles\BFGshot\BFGShot.md2".
      This model will be rendered without a skin.
    Warning: Failed locating skin "megahighlight_1.pcx" (#1) for model "Data\jDoom\Models\Items\P-MegaSphere\MegaHighlight.dmd".
      This model will be rendered without a skin.
    Warning: Failed locating skin "megahighlight_2.pcx" (#2) for model "Data\jDoom\Models\Items\P-MegaSphere\MegaHighlight.dmd".
      This model will be rendered without a skin.
    Warning: Failed locating skin "megahighlight_3.pcx" (#3) for model "Data\jDoom\Models\Items\P-MegaSphere\MegaHighlight.dmd".
      This model will be rendered without a skin.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Texture "Particle00" not found.
    ----------------------------------------------------------------------
    Ultimate DOOM
    ----------------------------------------------------------------------
    Shutting down the console...
    
  • I made a pack that has the fixes but replaces the cacodemon and pinky with Tea Monster's version. To run the resource pack, I had to put the defs in the def/jdoom/auto folder and put the model directory under data/jdoom/models. I couldn't get it to run as a pack (a rar file) and if I remember correctly, putting the rar pack in the addons folder doesn't make it appear in the addons list in the lanucher. So I did what I did to get it to run. Maybe I did something wrong since you have it running as an addon pack, Lightning Hunter, but I was not able to get it to work like that.

    Also, the fixed jdrp pack by Kingennio is all I use along with the Tea Monster models for the Caco and Pinky. The old resource pack that had a folder called jdrp.box is an obsolete pack that should be replaced and it also seemed broken. I remember having to manually paste all its contents under addons in the past to make it work since many of the models were not replacing the original sprites when I used it in pack form.

    I wonder if Kingennio will release a more complete resource pack. His work is really good and it is good we have people like him around to help with the JDRP. Much appreciated. Also appreciated is the work that SkyJake, Dani, KuriKai, and all other contributors are doing.
  • gary wrote:
    I couldn't get it to run as a pack (a rar file) and if I remember correctly, putting the rar pack in the addons folder doesn't make it appear in the addons list in the lanucher.
    Doomsday can't open RAR files, so that's not surprising.
  • If I rename it to pk3, will that work?
  • gary wrote:
    If I rename it to pk3, will that work?
    Of course not. PK3 is a ZIP archive, not a RAR one.
  • @Lightning Hunter
    The out file you posted is only at default verbosity; to raise the verbosity, you need to click on the settings tab, then developer and finally click on 'verbose messages'.

    The higher the verbosity, the more information get's logged in the out file (note this will slow Dday down a little bit).

    I will say though, loads of apparently missing deds there; it suggests that variant of the JDRP is not well constructed; I haven't looked at it yet, to confirm.
  • My doomsday out (or console command line) looks about the same as LH with the missing defs and the missing caco and lost soul warnings. Remember in this topic that I mentioned the missing defs just yesterday or so, but I have no problem with it appearing in game since I installed the files and folders manually after extraction into the directories I mentioned. So it doesn't matter if it says they are not found since I know the game is reading them as evidence that the models appear in game just fine. So they are loading automatically and don't appear in the launcher as an addon and it saying it is not found is a false warning.

    I don't think it is the resource pack that is the problem but Doomsday itself, it sounds like, though I haven't had that bad of loading time ever, and if I did, I believe it was because it froze a few builds back, but it does seem loading time has increased since the ringzero merge. For me, not as much as others, even with models, textures, soundpack, hi res user interface, etc, and it is faster after the memory fixes.
  • Ok, well I ran the game again with max verbosity selected, as Vermil suggested. Doomsday.out is too large to post here, so I uploaded it:
    http://filebeam.com/908f80de2e239526bfb6e2dae72100b7
  • Seeing as to-do list is almost empty, I'd like to suggest that when it becomes empty, an announcement in other forums should be made and release held off for a while, as maybe ten testers here isn't enough.
  • Heh, I'm already looking forward to seeing what the top priorities are for 1.9.8...
  • Little nitpick.

    Foot clipping in Heretic now only occurs when you are actually on the liquid rather than the buggy implementation of the original game where it would occur when you were standing on the edge of a sector with liquid.

    However this produces a little anomaly when dropping into liquid; there is a little pause between when you land and when the now smooth camera movement (it was an instant movement in the original game) for foot clipping begins to occur.

    A bit of personal opinion, the smooth camera movement is also pretty slow; much slower than a falling player. I'd personally suggest that the smooth camera movement be sped up to approximately the same speed as a player falling. The current speed kind of makes it look like something is cushioning the players fall when they jump into liquid; I don't think barely foot deep liquid (i.e an assumption based of how much things visually footclip) would do that.
  • Vermil wrote:
    A bit of personal opinion, the smooth camera movement is also pretty slow; much slower than a falling player. I'd personally suggest that the smooth camera movement be sped up to approximately the same speed as a player falling. The current speed kind of makes it look like something is cushioning the players fall when they jump into liquid; I don't think barely foot deep liquid (i.e an assumption based of how much things visually footclip) would do that.
    It isn't the surface that cushions the impact, its the hero's knees.
  • I've noticed that when I set rend-dev-wireframe 1, console, menu and hud text are all rendered as boxes, which then makes it a bit difficult to know what's written in the console, etc...
  • JCA wrote:
    I've noticed that when I set rend-dev-wireframe 1, console, menu and hud text are all rendered as boxes, which then makes it a bit difficult to know what's written in the console, etc...
    You're right, that's not very helpful... I'll make it so that if rend-dev-wireframe is 1, only the player view is drawn as wireframe (like the help text says). If it's set to 2, also the UI and fonts will be wireframe.
  • I changed that when working on revising the UI systems (it was very helpful for this) but clearly I forgot to change it back. Adding two "modes" for rend-dev-wireframe sounds good to me :)
  • Is there a way to change the difficulty without restarting or a way of knowing what difficulty the game is running on at any time? When I choose a new game and then use the warp command with a lesser difficulty in Armadosia, I notice no difference, even when bumped down two difficulty levels. I see no change in the amount of ammo I get from boxes. Maybe the game has a bug that won't let me change the difficulty or it only works sometimes since I did see a change about 2 builds ago. Even deleting a saved game or the frontend doesn't seem to do any good.
  • The skill level is saved in a save game. If you load a skill4 saved save game the middle of a skill1 game, the save game will still be skill4.

    Also, not every map out there has any difference in certain skill levels.

    The ammount of ammo from ammo pickups only changes on skill1 and 5 (in both cases, they are doubled).
  • You can determine the current skill level by checking the value of the read-only cvar game-skill at any time.
  • Bunch of little menu issues still remain:

    The HacX skill level menu goes off the side of the screen
    The Chex and Ultimate Doom main menu's scroll up/down as you move through the options
    The choose skill level heading on the skill level menu in HeXen is way over to the left

    I'll also throw in that the gem on the fighters hud in HeXen isn't alinged.
  • In "stable release" i have funny bug with menu. If I want select "Quit game" all options (words) with logo go up.
  • Stable != bugless :)

    Please report bugs in the Bug Tracker from now on. Candidate testing for 1.9.7 is over. We will open a new official testing thread for 1.9.8 at a later time.
  • skyjake wrote:
    Stable != bugless :)

    Please report bugs in the Bug Tracker from now on. Candidate testing for 1.9.7 is over. We will open a new official testing thread for 1.9.8 at a later time.

    Do you think that's wise, considering there are still a lot of bugs introduced in ringzero? I'm worried our bug reports will just get lost in the bug tracker (among the hundreds of other bug reports in there). I still don't consider this build to be stable quite yet. It still loads slow, and detail textures in WAD files still don't work (Daniel Norton's detail textures). I'm sure there are more bugs, too... I think it's a little too hasty to call it stable and close this thread.

    Was the Cacodemon bug ever solved either?
  • Yes, the Cacodemon was resolved. Check it out for yourself, it's much better.
  • Yes, the Cacodemon was resolved. Check it out for yourself, it's much better.

    Ah, it looks like they disabled the ability of monsters to pass under/over each other on the z-axis. I would have done the same. However, my other two bug reports still exist...
  • edited 2012 Mar 1
    While 1.9.7 is a significant milestone on the way to Dday 2.0 and a big improvement over Beta 6.9, there are a couple of bugs/issues I think are noticible from a gameplay perspective, that I'm suprised wern't fixed before declaring a 'stable' release, even if they will take ages to fix.

    But the bi-weekly builds are set to continue, so as soon as they are fixed, we will probably be able to test drive them.
  • Vermil wrote:
    There are a couple of bugs I think are noticible from a gameplay perspective that I'm suprised wern't fixed before declaring a 'stable' release, even if they will take ages to fix.

    I still believe that build 364 is superior to this release. The only thing this release brings to the table as far as I can see is the Cacodemon bug fix. However, that does not make up for the long startup time of the game, the broken detail textures, and other bugs that ringzero introduced.
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