Interesting quirk; if you have 1 or 19 health in Heretic and a fade in screen melt occurs (i.e loading a save game that you have 1 or 19 health in, while already in a game, or when you start a new map with 1 or 19 health), the health counter will randomly change to 1994 during the screen melt.
I'd attach a save game showing this if I could.
EDIT: Seems I posted this while posts were being moved around; can this post be moved to the new issues thread in general?
The Doom engine simply uses the value '1994' to mean "this variable has not been initialized yet" within the HUD module. Its a remnant of the Doom engine's old HUD widget system that hasn't yet been removed.
It would be too bad if the mapname was missing from the automap from now on.
Simple regression. It will return.
Actually, I was going to request that the map number also be shown before the map name. For example, "E2M1: Deimos Anomaly". Or at the very least, it would be nice to have a command that shows what level you are on, like "map-number". I know there is a command like "map-name" that shows the name of the map, but there is no way to see the map number currently.
There already is a set of cvars which contain this info: map-id, map-name, map-episode and map-hub. There is also the console command "where".
yay a lot of stuff got fixed but one major problem for me is wile i can play heretic and hexen with garbled gfx if the hud replacement is on and lag tastic when there not on i can't even play doom all be it doom's menu looks the best even tho it still has the problem of the font replacement aka it dose not replace the font. and i did check everything and well nothing is there to indicate a crash other then windows closing doomsday this will happen with heretic and hexen but not right a way like with doom. if the doomsday.out file was trying to make a not of what happened windows stopped it.
Saying 'man' makes no sense. Either it is an acronym or abbreviation made up by someone or it is referring to some object in Doom, or it is a typo and you think it isn't for some reason. All I know is it doesn't make sense.
You can also bring down the console and see what games Dday was able to find the Iwads for and then load any of them manually by entering 'load xxxxx', where xxxxx is the game name (i.e Doom2, Doom2-plut, Heretic, Heretic-ext etc).
Ok it's work now. I must copy WAD files to jDoom directory.
EDIT:
But now jDUI and jDRP doesn't work correctly.. 3DModels don't work, interface (fonts ingame) looks like stripes. :-/
It is known that add-on's loaded with the -file command currently don't load properly. They should work if loaded from the auto folder though (Data/JDoom/Auto) though. But I've read that Deng team consider this the number 1 bug to fix.
While I'm here, I'll also point out that the scale command in InFine doesn't appear to work.
This leads me to another question. Once 1.9.7 is final, will the automated builds continue? And what would the following version of Doomsday be?
EDIT: I also wanted to point out another bug. I see that one of the beta 6.10 fixes that was merged into the master was that IDCLIP and IDSPISPOPD no longer work in both Doom and Doom II (the former cheat was in Doom II, the latter in Doom). I'm still able to use these two cheats in opposite games.
This leads me to another question. Once 1.9.7 is final, will the automated builds continue? And what would the following version of Doomsday be?
The automated builds will indeed continue uninterrupted. Their build type will go back to "Unstable".
You can see the plan for future releases here (Roadmap). Note that the roadmap is not concrete; all the "non-frozen" items may move around at any time.
After 1.9.7 is done we'll switch to 1.9.8. The plan going forward is to have a new stable release every 2-3 months (with a relatively small number of changes).
EDIT: I also wanted to point out another bug. I see that one of the beta 6.10 fixes that was merged into the master was that IDCLIP and IDSPISPOPD no longer work in both Doom and Doom II (the former cheat was in Doom II, the latter in Doom). I'm still able to use these two cheats in opposite games.
Every chance this may have been regressed (I mean every other main port allows both to be used in both games). Personally I am glad; IDCLIP is much easier (i.e when I want to go and test a specific section of a map I'm working on) to type than IDSPISPOPD.
Yeah, but as someone who has played Doom since the beginning, the original cheats code are instinct to me.
While I'm here, any chance of disabling the bindings for MP chat if there is only one player in a game, as the defaults block many Heretic and HeXen cheat codes?
They were disabled in SP in the original games, but of course, in those, you had to restart the whole game for MP.
I can appreciate that you find idclip easier to remember. However, being able to fly outside the map and look down on it all with the map cleanly rendered (i.e., no HOM) is significantly easier, especially if you are unfamiliar with the map.
I at first thought the latest build would fix resource loading, because it is now on the "completed" part of the to-do list. However, I can confirm that all the resources are still messed up in build 374. Doom2 shows the Ultimate Doom menu, the font is messed up, and the 3d models don't work still. I guess I'll have to continue using build 364 until this issue is resolved.
I at first thought the latest build would fix resource loading, because it is now on the "completed" part of the to-do list. However, I can confirm that all the resources are still messed up in build 374. Doom2 shows the Ultimate Doom menu, the font is messed up, and the 3d models don't work still. I guess I'll have to continue using build 364 until this issue is resolved.
The issue that has been fixed is the separate issue of external graphics being loaded out of the wrong folder. For instance Ultimate Doom accidently looking in the TNT sub folder for hi-res textures.
The issue with -file resource loading still exists in the current build. Though as DaniJ also says in the above dev post, he intends to fix the -file issue for Wednesday's build and reiterates that add-on loading issues (the above mentioned two are two of several in the new builds) are his no1 priority to fix.
Graphics for some frames of the the UZI and Photon Launcher weapons and the Majong 7 badguy don't display correctly (it's like Dday can't find the frame referenced). This may be related to the below...
The Dehacked patch in the Iwad overrules the deds (this also means Hacx by default suffers from Dday's current Dehacked bugs as a result, such as incorrect graphics for missiles...to point back to the above). Indeed the lumps in the Iwad for other ports may also cause similar issues down the line.
EDIT: I see now that Hacx relies on the Dehacked lump as currently there are no deds for Hacx in Dday.
The STBAR numbers appear to be the wrong colour and/or full bright and/or being displayed strangely (they seem a bit 'smudged'). This also makes the small numbers difficult to read.
Dday displays the Doom skill level names for skills 1-4 instead of the Hacx ones.
EDIT: Due to my discovery of the lack of deds for Hacx, this may well be another Dehacked bug.
The fact that one of Hacx's keys is also a very large graphic pushes the whole key pannel on the full screen hud up the screen a huge distance.
WELL I GOT A BIG PROBLEM and that is i can play all the game EXCEPT DOOM1/2 witch i find strange. maybe i need to delete something? your thoughts Devs? and sorry for all the caps but i had to get my point across.
Comments
I'd attach a save game showing this if I could.
EDIT: Seems I posted this while posts were being moved around; can this post be moved to the new issues thread in general?
I don't know, sometimes my player just goes through these "bursts of speed" when running forward.
Also, one other issue to report. The navigation in the automap when disabling follow mode is incredibly slow, no matter the zoom level.
Yeah, player and camera movement still aren't compeltely accurate. However they are a lot closer to Vanilla and 1.8.6, than Beta 6.9 was.
C2Q Q9400
GTX 460
4GB DDR2 RAM
Windows 7 x64
You can also bring down the console and see what games Dday was able to find the Iwads for and then load any of them manually by entering 'load xxxxx', where xxxxx is the game name (i.e Doom2, Doom2-plut, Heretic, Heretic-ext etc).
EDIT:
But now jDUI and jDRP doesn't work correctly.. 3DModels don't work, interface (fonts ingame) looks like stripes. :-/
It is known that add-on's loaded with the -file command currently don't load properly. They should work if loaded from the auto folder though (Data/JDoom/Auto) though. But I've read that Deng team consider this the number 1 bug to fix.
While I'm here, I'll also point out that the scale command in InFine doesn't appear to work.
EDIT: I also wanted to point out another bug. I see that one of the beta 6.10 fixes that was merged into the master was that IDCLIP and IDSPISPOPD no longer work in both Doom and Doom II (the former cheat was in Doom II, the latter in Doom). I'm still able to use these two cheats in opposite games.
Thanks.
You can see the plan for future releases here (Roadmap). Note that the roadmap is not concrete; all the "non-frozen" items may move around at any time.
After 1.9.7 is done we'll switch to 1.9.8. The plan going forward is to have a new stable release every 2-3 months (with a relatively small number of changes).
Every chance this may have been regressed (I mean every other main port allows both to be used in both games). Personally I am glad; IDCLIP is much easier (i.e when I want to go and test a specific section of a map I'm working on) to type than IDSPISPOPD.
While I'm here, any chance of disabling the bindings for MP chat if there is only one player in a game, as the defaults block many Heretic and HeXen cheat codes?
They were disabled in SP in the original games, but of course, in those, you had to restart the whole game for MP.
The issue that has been fixed is the separate issue of external graphics being loaded out of the wrong folder. For instance Ultimate Doom accidently looking in the TNT sub folder for hi-res textures.
As Dania indicates in the week dev post: viewtopic.php?f=24&t=915
The issue with -file resource loading still exists in the current build. Though as DaniJ also says in the above dev post, he intends to fix the -file issue for Wednesday's build and reiterates that add-on loading issues (the above mentioned two are two of several in the new builds) are his no1 priority to fix.
Graphics for some frames of the the UZI and Photon Launcher weapons and the Majong 7 badguy don't display correctly (it's like Dday can't find the frame referenced). This may be related to the below...
The Dehacked patch in the Iwad overrules the deds (this also means Hacx by default suffers from Dday's current Dehacked bugs as a result, such as incorrect graphics for missiles...to point back to the above). Indeed the lumps in the Iwad for other ports may also cause similar issues down the line.
EDIT: I see now that Hacx relies on the Dehacked lump as currently there are no deds for Hacx in Dday.
The STBAR numbers appear to be the wrong colour and/or full bright and/or being displayed strangely (they seem a bit 'smudged'). This also makes the small numbers difficult to read.
Dday displays the Doom skill level names for skills 1-4 instead of the Hacx ones.
EDIT: Due to my discovery of the lack of deds for Hacx, this may well be another Dehacked bug.
The fact that one of Hacx's keys is also a very large graphic pushes the whole key pannel on the full screen hud up the screen a huge distance.
Save game backward compatibility is not gareteed between beta or unstable releases.
Deng team only try (I say 'try' because it's not actually always possible) to ensure save game backward compatibility between stable releases.