1.9.7 Candidate Testing

1235712

Comments

  • As far as I'm aware .sf2 is not supported by FMOD no, you'd need to convert your soundfont first.
  • 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.
  • Vermil wrote:
    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.
    Vermil wrote:
    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.
  • 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).
  • Can you point me to a DED you are now unable to load that I can test?
  • EDIT: PM sent instead.

    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.
  • Vermil wrote:
    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?
  • edited 2012 Jan 20
    I can reproduce it with the second mod I just PM'ed you.
  • 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.
  • Thanks, today's build solved Doom's title problems and the invulnerability graphics issues (along with some texture placement ones :)). The only two other problems I've noticed remain are with the Heretic title screen: the graphic is zoomed
    http://i214.photobucket.com/albums/cc76/bloodbatgot/Doomsday%20Errors/heretit.jpg
    Executable: Doomsday Engine 1.9.7 [#385] (Candidate 32-bit) Jan 20 2012 12:11:59.
    Sys_InitWindowManager: Using Win32 window management.
    Initializing plugins...
      jDoom
      jHeretic
      jHexen
      dpdehread
      dpwadmapconverter
    OpenGL information:
      Vendor: ATI Technologies Inc.
      Renderer: ATI Radeon HD 5700 Series
      Version: 4.2.11414 Compatibility Profile Context
      Available Compressed Texture Formats: 20
      Available Texture Units: 8
      Maximum Texture Anisotropy: 16
      Maximum Texture Size: 16384
      Line Width Granularity: 0.1
      Line Width Range: 1.0...63.0
      Extensions:
        GL_AMDX_debug_output           GL_AMDX_vertex_shader_tessella
        GL_AMD_conservative_depth      GL_AMD_debug_output           
        GL_AMD_depth_clamp_separate    GL_AMD_draw_buffers_blend     
        GL_AMD_multi_draw_indirect     GL_AMD_name_gen_delete        
        GL_AMD_performance_monitor     GL_AMD_pinned_memory          
        GL_AMD_sample_positions        GL_AMD_seamless_cubemap_per_te
        GL_AMD_shader_stencil_export   GL_AMD_shader_trace           
        GL_AMD_texture_cube_map_array  GL_AMD_texture_texture4       
        GL_AMD_transform_feedback3_lin GL_AMD_vertex_shader_tessellat
        GL_ARB_ES2_compatibility       GL_ARB_base_instance          
        GL_ARB_blend_func_extended     GL_ARB_color_buffer_float     
        GL_ARB_compressed_texture_pixe GL_ARB_conservative_depth     
        GL_ARB_copy_buffer             GL_ARB_depth_buffer_float     
        GL_ARB_depth_clamp             GL_ARB_depth_texture          
        GL_ARB_draw_buffers            GL_ARB_draw_buffers_blend     
        GL_ARB_draw_elements_base_vert GL_ARB_draw_indirect          
        GL_ARB_draw_instanced          GL_ARB_explicit_attrib_locatio
        GL_ARB_fragment_coord_conventi GL_ARB_fragment_program       
        GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
        GL_ARB_framebuffer_object      GL_ARB_framebuffer_sRGB       
        GL_ARB_geometry_shader4        GL_ARB_get_program_binary     
        GL_ARB_gpu_shader5             GL_ARB_gpu_shader_fp64        
        GL_ARB_half_float_pixel        GL_ARB_half_float_vertex      
        GL_ARB_imaging                 GL_ARB_instanced_arrays       
        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_sample_shading         
        GL_ARB_sampler_objects         GL_ARB_seamless_cube_map      
        GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters 
        GL_ARB_shader_bit_encoding     GL_ARB_shader_image_load_store
        GL_ARB_shader_objects          GL_ARB_shader_precision       
        GL_ARB_shader_stencil_export   GL_ARB_shader_subroutine      
        GL_ARB_shader_texture_lod      GL_ARB_shading_language_100   
        GL_ARB_shading_language_420pac GL_ARB_shading_language_packin
        GL_ARB_shadow                  GL_ARB_shadow_ambient         
        GL_ARB_sync                    GL_ARB_tessellation_shader    
        GL_ARB_texture_border_clamp    GL_ARB_texture_buffer_object  
        GL_ARB_texture_buffer_object_r GL_ARB_texture_compression    
        GL_ARB_texture_compression_bpt GL_ARB_texture_compression_rgt
        GL_ARB_texture_cube_map        GL_ARB_texture_cube_map_array 
        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_gather         
        GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample    
        GL_ARB_texture_non_power_of_tw GL_ARB_texture_query_lod      
        GL_ARB_texture_rectangle       GL_ARB_texture_rg             
        GL_ARB_texture_rgb10_a2ui      GL_ARB_texture_snorm          
        GL_ARB_texture_storage         GL_ARB_timer_query            
        GL_ARB_transform_feedback2     GL_ARB_transform_feedback3    
        GL_ARB_transform_feedback_inst GL_ARB_transpose_matrix       
        GL_ARB_uniform_buffer_object   GL_ARB_vertex_array_bgra      
        GL_ARB_vertex_array_object     GL_ARB_vertex_attrib_64bit    
        GL_ARB_vertex_buffer_object    GL_ARB_vertex_program         
        GL_ARB_vertex_shader           GL_ARB_vertex_type_2_10_10_10_
        GL_ARB_viewport_array          GL_ARB_window_pos             
        GL_ATI_draw_buffers            GL_ATI_envmap_bumpmap         
        GL_ATI_fragment_shader         GL_ATI_meminfo                
        GL_ATI_separate_stencil        GL_ATI_texture_compression_3dc
        GL_ATI_texture_env_combine3    GL_ATI_texture_float          
        GL_ATI_texture_mirror_once     GL_EXT_abgr                   
        GL_EXT_bgra                    GL_EXT_bindable_uniform       
        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_copy_buffer             GL_EXT_copy_texture           
        GL_EXT_direct_state_access     GL_EXT_draw_buffers2          
        GL_EXT_draw_instanced          GL_EXT_draw_range_elements    
        GL_EXT_fog_coord               GL_EXT_framebuffer_blit       
        GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object     
        GL_EXT_framebuffer_sRGB        GL_EXT_geometry_shader4       
        GL_EXT_gpu_program_parameters  GL_EXT_gpu_shader4            
        GL_EXT_histogram               GL_EXT_multi_draw_arrays      
        GL_EXT_packed_depth_stencil    GL_EXT_packed_float           
        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_specular_color GL_EXT_shader_image_load_store
        GL_EXT_shadow_funcs            GL_EXT_stencil_wrap           
        GL_EXT_subtexture              GL_EXT_texgen_reflection      
        GL_EXT_texture3D               GL_EXT_texture_array          
        GL_EXT_texture_buffer_object   GL_EXT_texture_compression_bpt
        GL_EXT_texture_compression_lat GL_EXT_texture_compression_rgt
        GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map       
        GL_EXT_texture_edge_clamp      GL_EXT_texture_env_add        
        GL_EXT_texture_env_combine     GL_EXT_texture_env_dot3       
        GL_EXT_texture_filter_anisotro GL_EXT_texture_integer        
        GL_EXT_texture_lod             GL_EXT_texture_lod_bias       
        GL_EXT_texture_mirror_clamp    GL_EXT_texture_object         
        GL_EXT_texture_rectangle       GL_EXT_texture_sRGB           
        GL_EXT_texture_shared_exponent GL_EXT_texture_snorm          
        GL_EXT_texture_storage         GL_EXT_texture_swizzle        
        GL_EXT_timer_query             GL_EXT_transform_feedback     
        GL_EXT_vertex_array            GL_EXT_vertex_array_bgra      
        GL_EXT_vertex_attrib_64bit     GL_IBM_texture_mirrored_repeat
        GL_KTX_buffer_region           GL_NV_blend_square            
        GL_NV_conditional_render       GL_NV_copy_depth_to_color     
        GL_NV_copy_image               GL_NV_explicit_multisample    
        GL_NV_float_buffer             GL_NV_half_float              
        GL_NV_primitive_restart        GL_NV_texgen_reflection       
        GL_NV_texture_barrier          GL_SGIS_generate_mipmap       
        GL_SGIS_texture_edge_clamp     GL_SGIS_texture_lod           
        GL_SUN_multi_draw_arrays       GL_WIN_swap_hint              
        WGL_EXT_swap_control          
      Extensions (WGL):
        WGL_ARB_extensions_string      WGL_ARB_pixel_format          
        WGL_ATI_pixel_format_float     WGL_ARB_pixel_format_float    
        WGL_ARB_multisample            WGL_EXT_swap_control          
        WGL_EXT_swap_control_tear      WGL_ARB_pbuffer               
        WGL_ARB_render_texture         WGL_ARB_make_current_read     
        WGL_EXT_extensions_string      WGL_ARB_buffer_region         
        WGL_EXT_framebuffer_sRGB       WGL_ATI_render_texture_rectang
        WGL_EXT_pixel_format_packed_fl WGL_I3D_genlock               
        WGL_NV_swap_group              WGL_ARB_create_context        
        WGL_AMD_gpu_association        WGL_AMDX_gpu_association      
        WGL_ARB_create_context_profile WGL_NV_float_buffer           
    Initializing Render subsystem...
    Setting up platform state...
    I_InitJoystick: C
    Sfx_InitChannels: 16 channels.
    S_Init: OK.
    Initializing Resource subsystem...
    Initializing Binding subsystem...
    Initializing InFine subsystem...
    Initializing UI subsystem...
    Loading game resources...
      IWAD identification: 00ef0a7e
    "data\jheretic\auto\.basedata\e2endpcx.lmp" already loaded.
    "data\jheretic\auto\.basedata\fonta00.lmp" already loaded.
    "data\jheretic\auto\.basedata\fonta60.lmp" already loaded.
    "data\jheretic\auto\.basedata\fonta61.lmp" already loaded.
    "data\jheretic\auto\.basedata\fonta62.lmp" already loaded.
    "data\jheretic\auto\.basedata\fonta63.lmp" already loaded.
    "data\jheretic\auto\.basedata\fontb00.lmp" already loaded.
    "data\jheretic\auto\.basedata\fontb59.lmp" already loaded.
    "data\jheretic\auto\.basedata\fontb60.lmp" already loaded.
    "data\jheretic\auto\.basedata\fontb61.lmp" already loaded.
    "data\jheretic\auto\.basedata\fontb62.lmp" already loaded.
    "data\jheretic\auto\.basedata\fontb63.lmp" already loaded.
    "data\jheretic\auto\.basedata\mapmask.lmp" already loaded.
    "data\jheretic\auto\.basedata\menufog.lmp" already loaded.
    "data\jheretic\auto\.basedata\pal18to8.lmp" already loaded.
    Parsing primary config "configs\heretic\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...
    Definitions:
       10 animation groups
        4 composite fonts
        8 finales
       19 lights
       49 map infos
        4 materials
     1491 models
      106 particle generators
        3 skies
       23 songs
      143 sound effects
      128 sprite names
     1223 states
       20 surface decorations
      144 surface reflections
      211 text strings
        4 texture environments
      161 things
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
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    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Failed locating model "Particles/FX/RespawnFOG/TeleFog.dmd", ignoring.
    Warning: Texture "Particle00" not found.
    ----------------------------------------------------------------------
    Heretic: Shadow of the Serpent Riders
    ----------------------------------------------------------------------
    Wrote screenshot "heretic-ext-001.tga"
    Wrote screenshot "heretic-ext-002.tga"
    Shutting down the console...
    

    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 :)
  • Bloodbat wrote:
    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.
  • Great, can't wait, in the mean time converting my sound font to .dls has provided an acceptable (though not great) solution.

    Thanks :)
  • edited 2012 Jan 28
    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.
  • Whoa, does this change
    + compare ac/deceleration numerically vs. 1.8.6 (walk/run) [input-toggle-sharp]

    Mean that player movement should now be similar or replicate what it was in vanilla Doom?
  • 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.
  • edited 2012 Jan 27
    @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
  • edited 2012 Jan 27
    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).
  • gary wrote:
    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?
  • gary wrote:
    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).
    gary wrote:
    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).
  • gary wrote:
    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.
    Vermil wrote:
    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.
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