Tiny things I've been meaning to mention; two menu sounds are played on top of each other when you bring up the quit dialog through the main menu, in all games.
In HeXen DK, entering any number in the console warp cheat above 20 (the last map of HeXen Dk) returns the player to the Windowing Hall of the original HeXen. The player is then seemingly able to play through the original game; However non of the maps have a sky texture.
The latest build doen't seem to recognize the old format for mobj flags.
I.e deds from when the flag name had "mfX_" written in front of it.
In HeXen DK, entering any number in the console warp cheat above 20 (the last map of HeXen Dk) returns the player to the Windowing Hall of the original HeXen. The player is then seemingly able to play through the original game; However non of the maps have a sky texture.
There is nothing we can do about that. All maps are available and will thus be accessible via the warp cheat. Its much the same as loading a DOOM II mod with less than 32 maps.
Maybe it was few builds ago that the bug began occuring; I've not tried to load such deds for a few builds.
BTW, I notice that the explosions for the Boss Brain in Doom2 appear to be slightly off horizontally (to the right). Indeed, maybe related to the slightly off position issue only a few explosions seem to appear in Plutonia when you kill the Gatekeeper (the particle smoke appears for a load of explosions however).
I've also encountered an issue with IDDQD set god mode and value def adjusted max health; it seems said cheat sets the hud to display 100% though it set's your actual health to the value def adjusted max, which may be more than 100%. Hence this causes your hud display health to no longer match your actual health.
A second bug relating to this is that when the now incorrect hud health display reaches zero, you lose your weapons, even though you are still running around being targeted by and shot at by whatever.
I've also encountered an issue with IDDQD set god mode and value def adjusted max health; it seems said cheat sets the hud to display 100% though it set's your actual health to the value def adjusted max, which may be more than 100%. Hence this causes your hud display health to no longer match your actual health.
Seems to work fine for me; try this test definition health.ded
A second bug relating to this is that when the now incorrect hud health display reaches zero, you lose your weapons, even though you are still running around being targeted by and shot at by whatever.
I can't replicate this either. Can you give some direction as to how I might reproduce the issue?
Fyi: Its should be impossible for the HUD counters to go out of sync with the actual player's values because the former is set to the latter on every tic.
I understand Fmod uses only .dls files, not .sf2? Am I wrong?
That is correct; even though .sf2 support is documented in the FMOD reference, it is still not implemented by the library. Our current plan is to use FluidSynth to play MIDI music when an .sf2 soundfont is configured. This will be implemented sometime after 1.9.7 is done.
Tiny little thing that the end result of is only an error message in the console; Ultimate Doom is incorrectly searching for the SLIME01-04 animation during startup, that by default, only appears in Doom2.
I counted 32 items all done on the to-do list. More bugs are being discovered and added to the to-do list, but are being fixed pretty quickly despite most people having to deal with RL. Very good. I am waiting for stable, but it is no doubt getting more stable everyday and is probably far more stable than it was at #365 (the build when ringzero was first merged). Excellent work. Maybe in a couple more weeks, it will be done, but being later is ok if it means more bugs are found and crushed.
By the way, has the dynamic lights issue been fixed with the latest build?
Afaik there is no serious issue with dynamic lights. Certainly, they seem to be working just fine for me during testing.
If you mean "have we spent any time improving their performance" the answer is no, we have not. In fact, I seriously doubt whether it is dynamic lights causing any noticeable performance issue at all. Can you provide a couple of examples of maps where you are suffering performance issues that disabling dynamic lights solves (a list of the addons you are using and what build of Doomsday would help too)?
However, I would suggest trying the latest build390.
According to the commits, it seems some adjustments have been made to player and camera movement to better imitate the original Doom and Dday 1.8.6.
A new CVAR has been added to allow the user to toggle between settings that attempt to mimic 'original Doom style movement' and the non-original, but smoother movement of recent Dday.
@Dani: I'm on build #364 and get slowdowns on map #16 in Armadosia. Maps have no names in this wad. Turning off dynamic lights helps a little, but still slow down.
There are some maps in Plutonia II where turning off dynamic lights helps a lot in previous builds, in seemingly helps in my current build. I remember someone saying that in larger maps, those lights are a problem. In fact, you or someone else acknowledged it being a problem with many dynamic light being in a map.
Also, I wonder if the particle issues in some maps have been fixed. A great example for your testing purposes would be for you to load the map 'Arch-Violence' map 11 in Plutonia II. That has that particle effect problem where particles disappear even from the start. To a certain extent, the map in TNT Evilution 'The Stronghold' (map 9) has this partical problem as you progress through the map, and towards the end of the map, you start getting massive slowdowns sometimes to where the game appears to freeze off and on. Also part way into the Doom II map 'Resupply Base', this same problem exists with particles as you progress, but the best example where it is most severe is the map 'Arch-Violence'. Other particle problem examples include some maps freezing for a fraction of a second each time when firing your weapon.
I also had situations in Armadosia and Plutonia II in which you hit a switch and a platform raises, the visuals appear to freeze (the display) until the platform or pillar is done with its animation, but the game is actually continuing (just the visuals freeze and nothing else). Or maybe it was just pillar-like doors opening.The sound and game action didn't freeze though. An example of this taking place is in Plutonia II, map 20, when you run onto those small pillers and the moment you touch a part of that island that has, if I recall correctly, a blue key on it, the visuals will freeze immediately while a bunch of monsters appear. So basically I had to guess where I was running and get into that area with the Berserk pack while I had a radiation suit on hoping the monsters didn't kill me from a distance until the visual unfroze itself. I died a few times that way.
In Armadosia map #16 (the one that I mentioned in the first sentence with slowdown) seems to have that same freezing problem when I heard a pillar activate late into the map. It sounded like a pillar but I don't know what it was. It is where you enter a dark cave-like room with blood pools, then enter a larger cave-like room with blood pools with a cage above you on each side full of zombies and monsters. Walking in there activates something that causes the visuals to freeze briefly.
Edit: I'm using the latest build now. Slowdown on map 16 of Armadosia is the same. Also, if you go into the console and change the texture filter or mippmapping at all, it will freeze. I best not touch that until it is fixed.
Edit #2: I'm using the built in joystick option instead of Pinnicle Profiler right now and got it all set up, but I notice that turning is too sensitive. It seems like it is either on or off and there is no in between with the built in joystick option for Doomsday. I wonder how to remedy this without having to revert back to using Pinnicle Game Profiler. Maybe I will have to use Pinnicle again? It gives me more options.
First the issue with the particle generators is not a bug, it is supposed to work the way it does (generators cease spawning once a hardcoded limit on their number has been breached). In order to remove this limit, the generator subsystem would need some significant work. We have plans to rewrite it at a later date anyway, so its being largely ignored for now.
I'll spend more time looking at the maps you mentioned. However, a cursory look indicated no serious performance issues on my system at least, with no addons loaded (are you using addons, if so which?).
When you say you get "freezing" when you alter texture filter/mipmapping values via the console, is this not just the engine updating textures? The engine will halt play while it updates the texture content uploaded to your video card as per your request.
Edit #2: I'm using the built in joystick option instead of Pinnicle Profiler right now and got it all set up, but I notice that turning is too sensitive. It seems like it is either on or off and there is no in between with the built in joystick option for Doomsday.
Have you disabled delta mode? ctl-look-joy-delta 1
It says it is updating textures, but it keeps saying it without changing, and to make it stop, I have to hit windows keys several times to bring up task manager. It takes too long to update like something isn't right. In the previous builds before the ringzero merge, changing that value was instantaneous. Loading the game also seems a little slower than #364 (the loading circle).
It says it is updating textures, but it keeps saying it without changing, and to make it stop, I have to hit windows keys several times to bring up task manager. It takes too long to update like something isn't right. In the previous builds before the ringzero merge, changing that value was instantaneous.
Its near instantaneous for me in the current build too.
Can you give me a complete list of all the addons you have loaded?
I have Amadosia.wad, doom2-sky2.ded (changed the names of sky 3 for Ultimate Doom so the ded recognizes that background as sky2), jdui-20080614+statusbar_face11.zip, and soundpack-20070618.zip. I am also using the newer models and also the latest textures but have them not selected as an addon but under model and texture folders in the main Doomsday folder.
I also have no idea where saved games are stored. when I updated, I didn't delete the entire Doomsday folder. I just clicked the uninstall exe and installed the latest build.
Edit: What is ctl-look-joy-delta 1? Is that a console command? I entered that in the game menu and it didn't do anything.
Edit: What is ctl-look-joy-delta 1? Is that a console command? I entered that in the game menu and it didn't do anything.
That is the name of the old cvar which used to switch the joystick axis input between delta and binary modes (i.e., variable or on/off). However it seems that this cvar is no longer in use...
Nowadays the joystick axes are "axis" controls, so there's no way for them to be in a binary mode. It comes down to two factors:
1) Axis scale and deadzone. These modify values coming from the joystick and should be used to scale the output to a comfortable range.
2) Joystick hardware mode. Some joysticks and gamepads have a hardware button for switching between 'digital' and 'analog' mode; Doomsday has no control over this.
Well, good thing I have the Pinnicle Game Profiler.
Edit: I was changing some controls in the options menu and to select things, the default value is to press 'enter'. But it had other things that I assigned to it and I was clearing it by pressing 'Delete'. Now I can't select anything because the select function has no key assigned to it. What do I do now?
Well, good thing I have the Pinnicle Game Profiler.
You shouldn't need to use that with Doomsday. As skyjake mentioned above, it should just be a case of setting the scale for your joystick axes via the console (e.g., input-joy-<axis name>-scale).
Edit: I was changing some controls in the options menu... ...Now I can't select anything because the select function has no key assigned to it. What do I do now?
Open the console and enter the following, exactly as written:
clearbindings;defaultbindings
Alternatively, delete your bindings.cfg file in the Doomsday runtime directory (e.g., C:\Users\Gary\Documents\Doomsday Frontend\runtime\configs\doom\player\bindings.cfg)
Thank you. Controls are restored. For a while, I was wondering how to restore defaults. Anyways, is there a command function that allows you to restore the default of only one function incase a person forgets.
In the new build (392), one can pause on the intermission screen and a use command no longer seems to do anything on it (previously it would skip to the next stage of the intermission).
Thank you. Controls are restored. For a while, I was wondering how to restore defaults. Anyways, is there a command function that allows you to restore the default of only one function incase a person forgets.
There is not presently any way to restore the default bindings of just one control no.
In the new build (392), one can pause on the intermission screen and a use command no longer seems to do anything on it (previously it would skip to the next stage of the intermission).
As I discussed via ICQ, I can replicate the intermission pause issue however use-to-skip works fine for me, when bound to the spacebar (as Vermil is using).
Seems that the automap is zoomed in to the extreme by default when I start a map instead of remembering the zoom level that I set for it. I'm using the latest build #392.
Comments
In HeXen DK, entering any number in the console warp cheat above 20 (the last map of HeXen Dk) returns the player to the Windowing Hall of the original HeXen. The player is then seemingly able to play through the original game; However non of the maps have a sky texture.
The latest build doen't seem to recognize the old format for mobj flags.
I.e deds from when the flag name had "mfX_" written in front of it.
Thats very odd, considering the DED reader has not changed at all in this build.
BTW, I notice that the explosions for the Boss Brain in Doom2 appear to be slightly off horizontally (to the right). Indeed, maybe related to the slightly off position issue only a few explosions seem to appear in Plutonia when you kill the Gatekeeper (the particle smoke appears for a load of explosions however).
I've also encountered an issue with IDDQD set god mode and value def adjusted max health; it seems said cheat sets the hud to display 100% though it set's your actual health to the value def adjusted max, which may be more than 100%. Hence this causes your hud display health to no longer match your actual health.
A second bug relating to this is that when the now incorrect hud health display reaches zero, you lose your weapons, even though you are still running around being targeted by and shot at by whatever.
I can't replicate this either. Can you give some direction as to how I might reproduce the issue?
http://i214.photobucket.com/albums/cc76/bloodbatgot/Doomsday%20Errors/heretit.jpg
And the Doom barrels still contain no slime when using the resource pack.
After converting the soundfont it seems to work ok with fmod, thanks
Thanks
By the way, has the dynamic lights issue been fixed with the latest build?
If you mean "have we spent any time improving their performance" the answer is no, we have not. In fact, I seriously doubt whether it is dynamic lights causing any noticeable performance issue at all. Can you provide a couple of examples of maps where you are suffering performance issues that disabling dynamic lights solves (a list of the addons you are using and what build of Doomsday would help too)?
However, I would suggest trying the latest build390.
Mean that player movement should now be similar or replicate what it was in vanilla Doom?
A new CVAR has been added to allow the user to toggle between settings that attempt to mimic 'original Doom style movement' and the non-original, but smoother movement of recent Dday.
There are some maps in Plutonia II where turning off dynamic lights helps a lot in previous builds, in seemingly helps in my current build. I remember someone saying that in larger maps, those lights are a problem. In fact, you or someone else acknowledged it being a problem with many dynamic light being in a map.
Also, I wonder if the particle issues in some maps have been fixed. A great example for your testing purposes would be for you to load the map 'Arch-Violence' map 11 in Plutonia II. That has that particle effect problem where particles disappear even from the start. To a certain extent, the map in TNT Evilution 'The Stronghold' (map 9) has this partical problem as you progress through the map, and towards the end of the map, you start getting massive slowdowns sometimes to where the game appears to freeze off and on. Also part way into the Doom II map 'Resupply Base', this same problem exists with particles as you progress, but the best example where it is most severe is the map 'Arch-Violence'. Other particle problem examples include some maps freezing for a fraction of a second each time when firing your weapon.
I also had situations in Armadosia and Plutonia II in which you hit a switch and a platform raises, the visuals appear to freeze (the display) until the platform or pillar is done with its animation, but the game is actually continuing (just the visuals freeze and nothing else). Or maybe it was just pillar-like doors opening.The sound and game action didn't freeze though. An example of this taking place is in Plutonia II, map 20, when you run onto those small pillers and the moment you touch a part of that island that has, if I recall correctly, a blue key on it, the visuals will freeze immediately while a bunch of monsters appear. So basically I had to guess where I was running and get into that area with the Berserk pack while I had a radiation suit on hoping the monsters didn't kill me from a distance until the visual unfroze itself. I died a few times that way.
In Armadosia map #16 (the one that I mentioned in the first sentence with slowdown) seems to have that same freezing problem when I heard a pillar activate late into the map. It sounded like a pillar but I don't know what it was. It is where you enter a dark cave-like room with blood pools, then enter a larger cave-like room with blood pools with a cage above you on each side full of zombies and monsters. Walking in there activates something that causes the visuals to freeze briefly.
Edit: I'm using the latest build now. Slowdown on map 16 of Armadosia is the same. Also, if you go into the console and change the texture filter or mippmapping at all, it will freeze. I best not touch that until it is fixed.
Edit #2: I'm using the built in joystick option instead of Pinnicle Profiler right now and got it all set up, but I notice that turning is too sensitive. It seems like it is either on or off and there is no in between with the built in joystick option for Doomsday. I wonder how to remedy this without having to revert back to using Pinnicle Game Profiler. Maybe I will have to use Pinnicle again? It gives me more options.
I'll spend more time looking at the maps you mentioned. However, a cursory look indicated no serious performance issues on my system at least, with no addons loaded (are you using addons, if so which?).
When you say you get "freezing" when you alter texture filter/mipmapping values via the console, is this not just the engine updating textures? The engine will halt play while it updates the texture content uploaded to your video card as per your request.
Have you disabled delta mode? ctl-look-joy-delta 1
Can you give me a complete list of all the addons you have loaded?
I also have no idea where saved games are stored. when I updated, I didn't delete the entire Doomsday folder. I just clicked the uninstall exe and installed the latest build.
Edit: What is ctl-look-joy-delta 1? Is that a console command? I entered that in the game menu and it didn't do anything.
1) Axis scale and deadzone. These modify values coming from the joystick and should be used to scale the output to a comfortable range.
2) Joystick hardware mode. Some joysticks and gamepads have a hardware button for switching between 'digital' and 'analog' mode; Doomsday has no control over this.
Edit: I was changing some controls in the options menu and to select things, the default value is to press 'enter'. But it had other things that I assigned to it and I was clearing it by pressing 'Delete'. Now I can't select anything because the select function has no key assigned to it. What do I do now?
Open the console and enter the following, exactly as written:
Alternatively, delete your bindings.cfg file in the Doomsday runtime directory (e.g., C:\Users\Gary\Documents\Doomsday Frontend\runtime\configs\doom\player\bindings.cfg)
As I discussed via ICQ, I can replicate the intermission pause issue however use-to-skip works fine for me, when bound to the spacebar (as Vermil is using).