Ok, I tried build 376 today with all my resources, and the game crashed with some error about not being able to find "caco_e.dmd". Doomsday.out has a crapload of errors. Looks like I'll have to wait longer before using the new builds still.
Executable: Doomsday Engine 1.9.7 [#376] (Candidate 32-bit) Jan 11 2012 16:14:16.
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: 00f36acb
"data\jdoom\auto\detail.wad" already loaded.
"data\jdoom\auto\LimboDoom2.wad" already loaded.
"data\jdoom\auto\.basedata\fontb032.lmp" already loaded.
"data\jdoom\auto\.basedata\fontb033.lmp" already loaded.
"data\jdoom\auto\.basedata\fontb034.lmp" already loaded.
"data\jdoom\auto\.basedata\fontb035.lmp" already loaded.
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"data\jdoom\auto\.basedata\fontb090.lmp" already loaded.
"data\jdoom\auto\.basedata\m_therm2.lmp" already loaded.
"data\jdoom\auto\.basedata\mapmask.lmp" already loaded.
"data\jdoom\auto\.basedata\menufog.lmp" already loaded.
"data\jdoom\auto\.basedata\pal18to8.lmp" already loaded.
"data\jdoom\auto\.basedata\sndcurve.lmp" already loaded.
"data\jdoom\auto\.basedata\stcfn032.lmp" already loaded.
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 '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!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/jDRP-Particles.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/jDRP-ScreenEffects.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/jDRP-StartAnim.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/jDRP-FontPack.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-BFG.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-Chaingun.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-Chainsaw.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-Fists.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-Pistol.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-PlasmaRifle.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-RocketLauncher.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-Shotgun.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-SuperShotgun.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Spectre.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-AmmoBox.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-ArmorBlue.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-ArmorGreen.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-Backpack.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-Cell.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-CellLarge.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-Clip.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/E-ComputerMap.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-HealthPotion.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/E-LightGoggles.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-Medikit.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/E-RadiationSuit.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-RocketBox.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-Rocket.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-ShellBox.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-Shells.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-SpiritualArmor.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-Stimpack.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-Barrel.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-BloodPool.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-BigGreenStonePillar.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-BigRedStonePillar.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-BrainStem.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-Candleabra.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-Candle.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-ColonGibs.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-EvilEye.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-FireCan.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-FireStickBlue.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-FireStickGreen.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-FireStickRed.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-FloatSkulls.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HangByFeet.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HangingLeg.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HangingLegs.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HangNoBrain.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HangNoLeg.ded" not found!
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Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HangTorso.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HangtLookDn.ded" not found!
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Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HangtSkull.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HeadCandles.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HeadOnAStick.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HeadsOnStick.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HeartPillar.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-ImpaledTwitcherAlive.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-ImpaledTwitcherDead.ded" not found!
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Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-BigLamp.ded" not found!
Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-MediumLamp.ded" not found!
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Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-GreenStonePillar.ded" not found!
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Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/K-KeyCardBlue.ded" not found!
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Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/K-SkullKeyBlue.ded" not found!
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:
48 animation groups
5 composite fonts
1086 detail textures
16 finales
213 lights
33 map infos
4 materials
2263 models
180 particle generators
6 skies
36 songs
235 sound effects
138 sprite names
1413 states
219 surface decorations
50 surface reflections
366 text strings
4 texture environments
278 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.
GL_CalcLuminance: Cannot process image of pixelsize==1 without palette.
Parsing primary config "configs\doomsday\game.cfg"...
Parsing definition files...
Definitions:
1 finales
4 materials
Shuting down the console...
Anybody else still having problems loading TNT, Plutonia, and PWADs with the latest builds of Doomsday? Was this supposed to have been fixed in today's build? Otherwise, would I have had to completely reinstall Doomsday?
Thanks.
EDIT: Ok, I lied a bit. I can load PWADs again with Doomsday.
With TNT and Plutonia, those two are playable. But when you launch either game from Snowberry, it brings you to a console prompt instead of loading the game like normal. I can load the two games from there using the load doom2-tnt and load doom2-plut commands, respectively, and everything in the game works fine. I'd imagine that this is high on the to-do list?
One other question. One of the PWADs I loaded, as usual, was Alien Vendetta. I noticed that the status bar numbers and messages were red, but AV has a custom loaded yellow-colored font. Will this issue be resolved in Doomsday?
Anybody else still having problems loading TNT, Plutonia, and PWADs with the latest builds of Doomsday? Was this supposed to have been fixed in today's build?
All of the above load fine for me in today's build and so too every PWAD I've tried thus far.
With TNT and Plutonia, those two are playable. But when you launch either game from Snowberry, it brings you to a console prompt instead of loading the game like normal. I can load the two games from there using the load doom2-tnt and load doom2-plut commands, respectively, and everything in the game works fine. I'd imagine that this is high on the to-do list?
Thats already been fixed. It was an issue in Snowberry. Check that the paths to the iwads and correct game mode is selected for your Plutonia and TNT profiles in Snowberry.
One other question. One of the PWADs I loaded, as usual, was Alien Vendetta. I noticed that the status bar numbers and messages were red, but AV has a custom loaded yellow-colored font. Will this issue be resolved in Doomsday?
Yes it will. Hitherto this hasn't been possible because Doomsday did not treat the game's fonts as actual font resources. Each character was handled as an independent graphic. Now that Doomsday handles these as fonts, we can implement the necessary features to disable the dynamic recolouring if one or more of the font patches has been replaced in an addon and make this behavior user-optional.
With TNT and Plutonia, those two are playable. But when you launch either game from Snowberry, it brings you to a console prompt instead of loading the game like normal. I can load the two games from there using the load doom2-tnt and load doom2-plut commands, respectively, and everything in the game works fine. I'd imagine that this is high on the to-do list?
Thats already been fixed. It was an issue in Snowberry. Check that the paths to the iwads and correct game mode is selected for your Plutonia and TNT profiles in Snowberry.
This hasn't been fixed; the game mode set for Final Doom has instead just been changed from one wrong game mode to another.
Ok, I solved the TNT/Plutonia problem I had. It was because of the game modes for those two games was set to Doom II. Changing them to TNT and Plutonia solved the problem.
But I want to let you know that I completely removed Doomsday and then reinstalled it. All of the IWADS were set to the correct path, but the game modes were set to Doom II by default, for TNT/Plutonia. Was that the case with you?
EDIT: Whoa, I see that something interally with this message board has imploded...
EDIT: Whoa, I see that something interally with this message board has imploded...
Seemingly Vermil posted at precisely the moment when dengine.net was switched to a temporary server while maintenance is performed on our usual system. Duplicate posts have now been deleted.
Couple other things I wanted to point out experimenting a little more.
Some of the switches no longer seem to animate, going from on/off/on or off/on/off (repeatable switches) or going from on to off permanently and vice versa (1-time switches). I noticed this from mostly the skull head switches. To notice this, go to Map27 of Doom II and open the door on the right. Pick up the Rocket to lower the wall and reveal the rest of the room. You'll find a skull head switch across from you. When you try to press the switch, it will work and lower the nearby lift, but the switch won't animate and go from off, to on, back to off during the process.
Also got a few segmentation violations plaything the map, don't know how to really report these...
EDIT: Another observation. I noticed that the Tag 667 behavior was reverted back to the BOOM behavior. This causes a compatibility problem in Map07 of AV, where the bridge to the exit rises too high after all of the Arachnotrons are killed. I remember in an earlier release of Doomsday (beta 6.8) that the Tag 667 behavior was changed to the Doom behavior.
Instead of having Doomsday just solely use one behavior or the other, why not make it a gameplay/compatibility option, so you can choose between the Doom and BOOM behavior for Tag 667? I know ZDoom has a "Find Shortest Texture Like Doom" compatibility option.
Please do explain what you were doing at the time the crash occured at least, what addons you had loaded, etc... Without that information you might as well not report it at all.
Doom's Archvile causes Dday to shutdown and close whenever it tries to ressurect something.
Also, Chex Quest no longer works with the latest build, as it is unable to find a font at startup causing Dday to shutdown and close:
Fonts::ResolveUri: "a" not found!
Failed loading font "a".
Now that Vermil mentioned it, it was most likely the Arch-vile resurrection. Both times I noticed the crash was when there was an Arch-vile nearby. But I see that's on the to-do list, so all is good.
Played through the first two episodes of Ultimate Doom, and I didn't get the switch animating problems. So perhaps this is only Doom II-based?
On the episode 2 intermission screen, after finding the secret exit in E2M5, the Fortress of Mystery building on the E2 intermission map is already halfway faded onto the screen when the game is tallying your kills/items/secrets. Of course, the Fortress of Mystery doesn't appear and fade onto the screen until after you press the spacebar to continue and show the "You are Here" screen.
EDIT: One other thing I noticed. Is it me, or does the Cyberdemon stomping sound when walking just sound really loud, regardless of distance? Remember, the sound is supposed to become louder as you get closer to the Cyberdemon, but I was on complete opposite sides of the Cyberdemon and it was still very loud. Can anyone confirm this? Just go to E2M8 and get on the opposite side of the map and as far away as you can from the Cyberdemon.
EDIT #2: I found several errors on the episode 3 intermission screen, including:
-No blood splat on E3M1 building (lowest building on screen)
-No "you are here" arrow on E3M4 building (skull building on east part of map)
-No "you are here" arrow on E3M6 building (top right building on the intermission screen)
-No blood splat on E3M6
-No "you are here" arrow on E3M9 building (skull head on bottom right of map)
-No blood splat on E3M9
Doomsday then froze when I was playing E3M7. I had no add-ons. I went past the Blue Door and jumped into the lava maze that you take to get the Red Key. I jumped into that maze and it froze when I was hammering away at a Cacodemon with a Chaingun. Here's what I got from the "Doomsday.exe has stopped working" window...
Problem signature:
Problem Event Name: APPCRASH
Application Name: Doomsday.exe
Application Version: 1.9.7.0
Application Timestamp: 4f0d9a26
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7601.17725
Fault Module Timestamp: 4ec49b60
Exception Code: c0000005
Exception Offset: 0003224d
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
And the Doomsday.out file at the time of the crash attached.
EDIT: One other thing I noticed. Is it me, or does the Cyberdemon stomping sound when walking just sound really loud, regardless of distance? Remember, the sound is supposed to become louder as you get closer to the Cyberdemon, but I was on complete opposite sides of the Cyberdemon and it was still very loud. Can anyone confirm this? Just go to E2M8 and get on the opposite side of the map and as far away as you can from the Cyberdemon.
Maybe I'm incorrect here, but isn't the Cyberdemon supposed to be loud on this map? Since it's the first time you find one, I was under the impression that e2m8 in particular had loud footstep sounds. I think other Cyberdemons are normal. Am I wrong?
Maybe I'm incorrect here, but isn't the Cyberdemon supposed to be loud on this map? Since it's the first time you find one, I was under the impression that e2m8 in particular had loud footstep sounds. I think other Cyberdemons are normal. Am I wrong?
Hm, good point, but I tried on Chocolate Doom and the E2M8 Cyberdemon's footstomping sound got quieter as I got further and further away from it.
But yeah, you seem to be right, unless I'm missing something here.
Switch to picked up weapon if better is off by default (to mimic vanilla, it should be on by default).
Also, maybe a few little rfe's for post 1.9.7:
# Single backspace wipes the entire default save game name?
# Maybe quick save could update the map name and time on save games with the default name?
# A visual indicator on the save menu as to which save is the quick save slot?
# Any chance of an in map timer to go with the kills/items/secret counters (HeXen has a total game time timer in the automap)?
Wasn't the Doom weapon pickup behavior that if you pick up a new weapon, you automatically switch to it? So if you had a BFG and picked up a Chainsaw, you'd switch to the Chainsaw.
I think the switch to weapon if better only applies if the player has a Fist, Chainsaw, or Pistol out and picks up ammo for a weapon that he has and which he has no ammo. For example, if you had your Pistol out and picked up ammo for your empty Shotgun, the player would automatically switch to the Shotgun. But if you had, say, the Chaingun equipped and picked up ammo for your empty Shotgun, you wouldn't switch to your Shotgun.
It's a pretty major MP fix to deal with a discrepancy between client and server about whether a client’s move is possible or whether it is blocked by a monster at point blank range. Sometimes a move was incorrectly allowed, leading to the cilent getting stuck inside (well on the edge of) a monster.
It is a pretty significant issue, especially when you're anticpating the army of Cacodemons to come flying at you in say, E4M2 of Doom...and then they glue themselves together.
Play some custom megawads if you want to see a real army of cacodemons. I recall Eternal being one of them. Can't remember much about Hell Revealed, but that megawad is said to have the most monsters out of all of them. Too many, especially in Ultra Violence.
just a quick question. Why is it that if using doom not ultimate the hi-res font work but in doom2/ultimate doom there not excluding the nightmare font?
Guess I'll report another crash that I just experienced. This happened when I was playing E4M1 of Ultimate Doom, and firing my Rockets at a bunch of Barons of Hell where the Red Key is.
Problem signature:
Problem Event Name: APPCRASH
Application Name: Doomsday.exe
Application Version: 1.9.7.0
Application Timestamp: 4f100544
Fault Module Name: midimap.dll
Fault Module Version: 6.1.7600.16385
Fault Module Timestamp: 4a5bda84
Exception Code: c0000005
Exception Offset: 00002675
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
EDIT: Argh....ran into another freeze with Doomsday....this time on E4M5...blew up a Zombieman with a barrel next to the Blue Key.
Problem signature:
Problem Event Name: APPCRASH
Application Name: Doomsday.exe
Application Version: 1.9.7.0
Application Timestamp: 4f100544
Fault Module Name: WINMM.DLL
Fault Module Version: 6.1.7601.17514
Fault Module Timestamp: 4ce7ba42
Exception Code: c0000005
Exception Offset: 0001fdb8
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Note that I was not using any add-ons. Just plain old vanilla Doomsday and Ultimate Doom.
Comments
Thanks.
EDIT: Ok, I lied a bit. I can load PWADs again with Doomsday.
With TNT and Plutonia, those two are playable. But when you launch either game from Snowberry, it brings you to a console prompt instead of loading the game like normal. I can load the two games from there using the load doom2-tnt and load doom2-plut commands, respectively, and everything in the game works fine. I'd imagine that this is high on the to-do list?
One other question. One of the PWADs I loaded, as usual, was Alien Vendetta. I noticed that the status bar numbers and messages were red, but AV has a custom loaded yellow-colored font. Will this issue be resolved in Doomsday?
All of the above load fine for me in today's build and so too every PWAD I've tried thus far.
Thats already been fixed. It was an issue in Snowberry. Check that the paths to the iwads and correct game mode is selected for your Plutonia and TNT profiles in Snowberry.
Yes it will. Hitherto this hasn't been possible because Doomsday did not treat the game's fonts as actual font resources. Each character was handled as an independent graphic. Now that Doomsday handles these as fonts, we can implement the necessary features to disable the dynamic recolouring if one or more of the font patches has been replaced in an addon and make this behavior user-optional.
This hasn't been fixed; the game mode set for Final Doom has instead just been changed from one wrong game mode to another.
But I want to let you know that I completely removed Doomsday and then reinstalled it. All of the IWADS were set to the correct path, but the game modes were set to Doom II by default, for TNT/Plutonia. Was that the case with you?
EDIT: Whoa, I see that something interally with this message board has imploded...
Some of the switches no longer seem to animate, going from on/off/on or off/on/off (repeatable switches) or going from on to off permanently and vice versa (1-time switches). I noticed this from mostly the skull head switches. To notice this, go to Map27 of Doom II and open the door on the right. Pick up the Rocket to lower the wall and reveal the rest of the room. You'll find a skull head switch across from you. When you try to press the switch, it will work and lower the nearby lift, but the switch won't animate and go from off, to on, back to off during the process.
Also got a few segmentation violations plaything the map, don't know how to really report these...
EDIT: Another observation. I noticed that the Tag 667 behavior was reverted back to the BOOM behavior. This causes a compatibility problem in Map07 of AV, where the bridge to the exit rises too high after all of the Arachnotrons are killed. I remember in an earlier release of Doomsday (beta 6.8) that the Tag 667 behavior was changed to the Doom behavior.
Instead of having Doomsday just solely use one behavior or the other, why not make it a gameplay/compatibility option, so you can choose between the Doom and BOOM behavior for Tag 667? I know ZDoom has a "Find Shortest Texture Like Doom" compatibility option.
Uh oh. Now I really need to wait before getting the new builds!
The entire point in the candidate process is to find and resolve bugs/issues in the release. The odd crash should not be unexpected.
Also, Chex Quest no longer works with the latest build, as it is unable to find a font at startup causing Dday to shutdown and close:
Fonts::ResolveUri: "a" not found!
Failed loading font "a".
Played through the first two episodes of Ultimate Doom, and I didn't get the switch animating problems. So perhaps this is only Doom II-based?
On the episode 2 intermission screen, after finding the secret exit in E2M5, the Fortress of Mystery building on the E2 intermission map is already halfway faded onto the screen when the game is tallying your kills/items/secrets. Of course, the Fortress of Mystery doesn't appear and fade onto the screen until after you press the spacebar to continue and show the "You are Here" screen.
EDIT: One other thing I noticed. Is it me, or does the Cyberdemon stomping sound when walking just sound really loud, regardless of distance? Remember, the sound is supposed to become louder as you get closer to the Cyberdemon, but I was on complete opposite sides of the Cyberdemon and it was still very loud. Can anyone confirm this? Just go to E2M8 and get on the opposite side of the map and as far away as you can from the Cyberdemon.
EDIT #2: I found several errors on the episode 3 intermission screen, including:
-No blood splat on E3M1 building (lowest building on screen)
-No "you are here" arrow on E3M4 building (skull building on east part of map)
-No "you are here" arrow on E3M6 building (top right building on the intermission screen)
-No blood splat on E3M6
-No "you are here" arrow on E3M9 building (skull head on bottom right of map)
-No blood splat on E3M9
Doomsday then froze when I was playing E3M7. I had no add-ons. I went past the Blue Door and jumped into the lava maze that you take to get the Red Key. I jumped into that maze and it froze when I was hammering away at a Cacodemon with a Chaingun. Here's what I got from the "Doomsday.exe has stopped working" window...
And the Doomsday.out file at the time of the crash attached.
http://www.filesavr.com/EK38DQX6ZUTBA7Q
Thats a rather common crash, here is a report from a user having what appears to be the same issue when playing Skyrim.
From what I can tell, this is a symptom of a general issue, possibly a memory write problem in doomsday.exe
Maybe I'm incorrect here, but isn't the Cyberdemon supposed to be loud on this map? Since it's the first time you find one, I was under the impression that e2m8 in particular had loud footstep sounds. I think other Cyberdemons are normal. Am I wrong?
Hm, good point, but I tried on Chocolate Doom and the E2M8 Cyberdemon's footstomping sound got quieter as I got further and further away from it.
But yeah, you seem to be right, unless I'm missing something here.
http://doomwiki.org/wiki/Sound_effects_ ... on_level_8
I'ma gonna go test on non-boss maps.
Also, maybe a few little rfe's for post 1.9.7:
# Single backspace wipes the entire default save game name?
# Maybe quick save could update the map name and time on save games with the default name?
# A visual indicator on the save menu as to which save is the quick save slot?
# Any chance of an in map timer to go with the kills/items/secret counters (HeXen has a total game time timer in the automap)?
I think the switch to weapon if better only applies if the player has a Fist, Chainsaw, or Pistol out and picks up ammo for a weapon that he has and which he has no ammo. For example, if you had your Pistol out and picked up ammo for your empty Shotgun, the player would automatically switch to the Shotgun. But if you had, say, the Chaingun equipped and picked up ammo for your empty Shotgun, you wouldn't switch to your Shotgun.
In the Dday weapons sub menu, it's set to off by default, when it should be on.
Would that mean that the stuck Cacodemons issue is now fixed, or is this for something in multiplayer, which is sounds like it is for?
Haha, looks like I'm not the only one waiting to see that this has been fixed.
Yes, that's exactly how I feel.
EDIT: Argh....ran into another freeze with Doomsday....this time on E4M5...blew up a Zombieman with a barrel next to the Blue Key.
Note that I was not using any add-ons. Just plain old vanilla Doomsday and Ultimate Doom.