Yeah, that's listed on the to-do list. When you start a new game the zoom level is fine, only when you switch maps (whether by starting a new game again, warping, or advancing to the next level).
Also, as stated, I'm still seeing the missing arrows and bloodsplats on various buildings on the Episode 3 intermission screen. Otherwise, it works fine on episodes 1 and 2.
Speaking of the intermission screen, how come it seems like with Doomsday, I have to press the spacebar really hard to get it to advance to the other screen? On just about every other source port, all I need to do is lightly tap the spacebar for it to advance to the next screen, whether it be pressing the spacebar to immediately calculate kills/items/secrets, or pressing the spacebar to advance to the "Entering Map" screen.
EDIT: Oh yeah, does this change
+ disable bindings for MP chat if there is only one player in game
Apply to single player as well? I recall a longstanding issue in which the MP chat bindings would interfere with various inputs of cheats, most noticably the IDBEHOLD(x) cheats.
Interesting, you can now shoot badguys with hitscan weapons from in the void. Also missile weapons auto aim at bad guys when you are in the void (though unlike hitscan attacks, they impact on the backs of the 1 sided walls).
Speaking of the intermission screen, how come it seems like with Doomsday, I have to press the spacebar really hard to get it to advance to the other screen? On just about every other source port, all I need to do is lightly tap the spacebar for it to advance to the next screen, whether it be pressing the spacebar to immediately calculate kills/items/secrets, or pressing the spacebar to advance to the "Entering Map" screen.
Pressing harder/softer will make no difference, the issue there is timing.
EDIT: Oh yeah, does this change
+ disable bindings for MP chat if there is only one player in game
Apply to single player as well? I recall a longstanding issue in which the MP chat bindings would interfere with various inputs of cheats, most noticably the IDBEHOLD(x) cheats.
Yes. That is precisely what it was implemented to address.
Interesting, you can now shoot badguys with hitscan weapons from in the void. Also missile weapons auto aim at bad guys when you are in the void (though unlike hitscan attacks, they impact on the backs of the 1 sided walls).
Neither could be done/occured in 1.8.6.
Indeed you can. Something I implemented a while back in fact.
What do you mean by a timing issue? That I need to press the spacebar at the right time or something? Would this be something on my end or in Doomsday?
Users should not be editing their mods if they encounter any issues loading them in the current release. If you find a problem, document it here in this thread and we'll address it by fixing the engine.
So, Bloodbat, there is an issue with the parsing of model flags?
1) With the MP chat bindings disabled during singleplayer games, I decided to test the IDBEHOLD cheat. I was able to do it interrupted by chat bindings, as expected, and the game prompted me for the powerup I wanted with the cheat. However, when I pressed a certain letter for the powerup, I was not given the powerup. I tried this with all powerups offered (A for Computer Area Map, I for Invisibility, S for Berserk, R for Radiation Suit, V for Invincibility, and L for Light Goggles). None of the above work and I was not given a "Power-up given" message. And yes, I did make sure to use clearbindings;defaultbindings as skyjake suggested.
2) I notice a little quirk with the map cheat. When using the map cheat (either on all lines or all lines+objects), Dave D. Taylor's initials are displayed on the player's arrow. However, when entering the map cheat, you do not see DDT's initials on the player until a map change, whether it be warping, exiting, newgame, etc. Also, DDT is supposed to disappear from the player's arrow when disabling the map cheat, but it does not.
3) What was the "Aspect correct view window geometry" supposed to fix? I remember having interest in that one when it was put on the to-do list, but I haven't seen any details on it.
I notice a little quirk with the map cheat. When using the map cheat (either on all lines or all lines+objects), Dave D. Taylor's initials are displayed on the player's arrow. However, when entering the map cheat, you do not see DDT's initials on the player until a map change, whether it be warping, exiting, newgame, etc. Also, DDT is supposed to disappear from the player's arrow when disabling the map cheat, but it does not.
Yeah, there are a couple of minor quirks like that with the automap. They stem from the way the original game used to handle them as player properties, which had to be changed for the sake of client server networking. I'll look into emulating it at some point...
What was the "Aspect correct view window geometry" supposed to fix? I remember having interest in that one when it was put on the to-do list, but I haven't seen any details on it.
Calculation of the view border and the dimensions of the game window. Previously the statusbar was drawn overhanging the game window at some aspect ratios.
Doomsday supports pretty much all standard resolutions. What makes you think it doesn't?
Because there is no option for that resolution that I can see. It only goes up to 1680 x 1050. That's right; I can type a custom resolution.
Also, I wonder when that HOM display bug will be fixed. The one where you enter a room or corridor and in the corner in between the fluid on the floor and the wall, it looks messed up. An example is attached to this post:
seems to work nicely for me in fact it works much better then the one i downloaded 1.8.6. which i had some problems with. i really like how the mouse sensitivity settings can really be exactly fine tuned to what you need. i have motion sensitivity issues so that really helps for me :-)
I don't see a difference graphically between the latest build with ringzero merged vs #364. Also I the automap borders are still too thick and is easily blurred when zoomed in or out.
I don't see a difference graphically between the latest build with ringzero merged vs #364.
You won't notice much difference if you are using a slew of addons like 3d models and hires textures. However, compare using just the original game resources and there is huge difference in fidelity.
Also I the automap borders are still too thick
I don't follow, what borders?
...and is easily blurred when zoomed in or out.
This sounds to me like fullscreen anti-aliasing artefacts. I'll see if there is anything I can do without disabling anti-aliasing.
I imagine Gary means the default thickness for the automap lines. In the newest build (397) they are much much thicker by default, than they were in older builds.
The slider for it starts in the middle; I personally moved it all the way to the left in build 397 to make the lines as narrow as I could.
The default line thickness results in lines as thick as they are in the original games.
I don't think that is what gary meant by "borders" though?
Note: The range for which you can specify the automap line width is presently limited by your video driver and OpenGL implementation. Some systems will have a greater range than others.
Ok, I tested build 397 just now. Here are the problems:
-The game takes much, much longer to load now than in build 364. The screen stops for quite a while on "starting game". It takes about a full minute or longer to start the game, whereas previously it was about 5 seconds. I'm using all the same addons as I was in the old build.
-The menu font is now high-res (thank goodness!), but the in-game small font is still low-res. Is this already known?
-All the skyboxes in the Skybox pack appear as HOMs in Doom2.
-Is it no longer possible to display the secrets, items, and kills in the automap? It seems they can only be displayed directly on the players view, which I do not like.
Back to 364 for me. It may be a while until I switch over... Here is doomsday.out after launching doom2 with my addons, in case it helps:
Executable: Doomsday Engine 1.9.7 [#395] (Candidate 32-bit) Jan 30 2012 12:12:19.
Sys_InitWindowManager: Using Win32 window management.
Initializing plugins...
jDoom
jHeretic
jHexen
dpdehread
dpwadmapconverter
OpenGL information:
Vendor: NVIDIA Corporation
Renderer: GeForce 7800 GS/AGP/SSE2
Version: 2.1.2
Available Compressed Texture Formats: 3
Available Texture Units: 4
Maximum Texture Anisotropy: 16
Maximum Texture Size: 4096
Line Width Granularity: 0.1
Line Width Range: 0.5...10.0
Extensions:
GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixe
GL_ARB_conservative_depth GL_ARB_copy_buffer
GL_ARB_depth_clamp GL_ARB_depth_texture
GL_ARB_draw_buffers GL_ARB_ES2_compatibility
GL_ARB_explicit_attrib_locatio GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_framebuffer_object GL_ARB_get_program_binary
GL_ARB_half_float_pixel GL_ARB_half_float_vertex
GL_ARB_imaging GL_ARB_internalformat_query
GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range
GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object GL_ARB_point_parameters
GL_ARB_point_sprite GL_ARB_provoking_vertex
GL_ARB_robustness GL_ARB_sampler_objects
GL_ARB_separate_shader_objects GL_ARB_shader_objects
GL_ARB_shading_language_100 GL_ARB_shading_language_420pac
GL_ARB_shading_language_includ GL_ARB_shadow
GL_ARB_sync GL_ARB_texture_border_clamp
GL_ARB_texture_compression GL_ARB_texture_cube_map
GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
GL_ARB_texture_float GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle
GL_ARB_texture_rg GL_ARB_texture_storage
GL_ARB_texture_swizzle GL_ARB_timer_query
GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_window_pos GL_ATI_draw_buffers
GL_ATI_texture_float GL_ATI_texture_mirror_once
GL_S3_s3tc GL_EXT_texture_env_add
GL_EXT_abgr GL_EXT_bgra
GL_EXT_blend_color GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader GL_EXT_depth_bounds_test
GL_EXT_direct_state_access GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object
GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_provoking_vertex GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color GL_EXT_shadow_funcs
GL_EXT_stencil_two_side GL_EXT_stencil_wrap
GL_EXT_texture3D GL_EXT_texture_compression_dxt
GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotro
GL_EXT_texture_format_BGRA8888 GL_EXT_texture_lod
GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
GL_EXT_texture_object GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode GL_EXT_texture_storage
GL_EXT_texture_swizzle GL_EXT_timer_query
GL_EXT_vertex_array GL_EXT_vertex_array_bgra
GL_EXT_import_sync_object GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region
GL_NV_alpha_test GL_NV_blend_minmax
GL_NV_blend_square GL_NV_complex_primitives
GL_NV_copy_depth_to_color GL_NV_depth_clamp
GL_NV_fbo_color_attachments GL_NV_fence
GL_NV_float_buffer GL_NV_fog_distance
GL_NV_fragdepth GL_NV_fragment_program
GL_NV_fragment_program_option GL_NV_fragment_program2
GL_NV_framebuffer_multisample_ GL_NV_half_float
GL_NV_light_max_exponent GL_NV_multisample_filter_hint
GL_NV_occlusion_query GL_NV_packed_depth_stencil
GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners
GL_NV_register_combiners2 GL_NV_texgen_reflection
GL_NV_texture_barrier GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
GL_NV_texture_lod_clamp GL_NV_texture_rectangle
GL_NV_texture_shader GL_NV_texture_shader2
GL_NV_texture_shader3 GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_program
GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_NV_vertex_program3
GL_NVX_conditional_render GL_OES_depth24
GL_OES_depth32 GL_OES_depth_texture
GL_OES_element_index_uint GL_OES_fbo_render_mipmap
GL_OES_get_program_binary GL_OES_mapbuffer
GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8
GL_OES_standard_derivatives GL_OES_texture_3D
GL_OES_texture_float GL_OES_texture_float_linear
GL_OES_texture_half_float GL_OES_texture_half_float_line
GL_OES_texture_npot GL_OES_vertex_array_object
GL_OES_vertex_half_float GL_SGIS_generate_mipmap
GL_SGIS_texture_lod GL_SGIX_depth_texture
GL_SGIX_shadow GL_SUN_slice_accum
GL_WIN_swap_hint WGL_EXT_swap_control
Extensions (WGL):
WGL_ARB_buffer_region WGL_ARB_create_context
WGL_ARB_create_context_profile WGL_ARB_create_context_robustn
WGL_ARB_extensions_string WGL_ARB_make_current_read
WGL_ARB_multisample WGL_ARB_pbuffer
WGL_ARB_pixel_format WGL_ARB_pixel_format_float
WGL_ARB_render_texture WGL_ATI_pixel_format_float
WGL_EXT_extensions_string WGL_EXT_swap_control
WGL_NV_float_buffer WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangl
Initializing Render subsystem...
Setting up platform state...
Sfx_InitChannels: 16 channels.
S_Init: OK.
Initializing Resource subsystem...
Initializing Binding subsystem...
Initializing InFine subsystem...
Initializing UI subsystem...
Loading game resources...
IWAD identification: 00f7df83
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Parsing primary config "configs\doom\game.cfg"...
Clearing binding context 'deui'...
Clearing binding context 'console'...
Clearing binding context 'message'...
Clearing binding context 'chat'...
Clearing binding context 'shortcut'...
Clearing binding context 'gameui'...
Clearing binding context 'menu'...
Clearing binding context '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!
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Definitions:
48 animation groups
6 composite fonts
1086 detail textures
16 finales
214 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.
Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
Warning: Texture "Particle00" not found.
----------------------------------------------------------------------
DOOM 2: Hell on Earth
----------------------------------------------------------------------
Shutting down the console...
Bugs/change requests list:
1. In menu currently work fine only "bigger" HQ font.
A) "bigger" HQ font - work correct. "smaller" font is only in original LQ. HQ version from jDUI doesn't work.
2. In 16:9 resolutions (screens from 1920x1080) ALL weapons models are hiding under the screen.
3. In options menu some subtitles are over other subtiltes.. In my opinion it doesn't look good (A). Maybe all the options should have its own window, which will be the center of the screen? other menu with HQ fonts bug.
4. Correct view of weapon models in 4:3 resolution (screens from 1024x768)
Sorry for my English, I am from Poland, and I love Doomsday Engine so I would like to help you if I can
Amazing work DENG Team!
The screen stops for quite a while on "starting game". It takes about a full minute or longer to start the game, whereas previously it was about 5 seconds. I'm using all the same addons as I was in the old build.
I'll do some profiling of the start game process and see what's slowing it down.
The menu font is now high-res (thank goodness!), but the in-game small font is still low-res. Is this already known?
Will fix.
All the skyboxes in the Skybox pack appear as HOMs in Doom2.
Will fix.
Is it no longer possible to display the secrets, items, and kills in the automap? It seems they can only be displayed directly on the players view, which I do not like.
Thats already on the todo list, I intend to make that optional.
2. In 16:9 resolutions (screens from 1920x1080) ALL weapons models are hiding under the screen.
This is an old issue, its present in 1.8.6 too. The cause of the problem is the HUD model renderer assumes a 4:3 aspect ratio.
In options menu some subtitles are over other subtiltes.. In my opinion it doesn't look good (A). Maybe all the options should have its own window, which will be the center of the screen?
I don't consider this a major issue but I do agree it could look better. I intend to handle this by implementing a mask in the font renderer which fades out the text before it reaches the edges of the screen, however I think this can wait until a subsequent release.
1) Did the player movement regress in the latest build, 397? There were several times when I thought I was in super turbo mode or something. Again, this could just be me.
2) I would start some levels immediately moving in one direction or another. For example, in E3M2, I would start out immediately strafing to the right without even touching any key, and I would have to hold down keys for it to stop and get under control. Then, in the following level, E3M3, I immediately started out the level running forward, right into the Demon that's facing you at the start of the level (Ultra Violence only I believe). Had to hold down the back key I believe to get under control. I'm trying to figure out if I can replicate this more often.
3) Here's a crash report. I was in E3M4 blasting a couple of Demons:
Problem Event Name: AppHangB1
Application Name: Doomsday.exe
Application Version: 1.9.7.0
Application Timestamp: 4f29103e
Hang Signature: b25b
Hang Type: 2
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Hang Signature 1: b25b921fdeca66d5e9121267c3323d50
Additional Hang Signature 2: 8d77
Additional Hang Signature 3: 8d770d8ba25c6f717893bdd957f3063f
Additional Hang Signature 4: 9cd4
Additional Hang Signature 5: 9cd48e62c08417cf29c7ca4cd3f05970
Additional Hang Signature 6: d27c
Additional Hang Signature 7: d27c9696f42fe913d94089a2cb6536a6
4) Another crash report. This time, tried to go through E3M3 again, entering the secret room that has a Berserk, a Backpack, and a Box of Shotgun Shells.
Problem Event Name: APPCRASH
Application Name: Doomsday.exe
Application Version: 1.9.7.0
Application Timestamp: 4f29103e
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
5) Fun fact: Typing IDCLEV-Tab-Tab brings you to E1M1 in Doomsday.
The JDUI needs updating to work fully with the newest DDay.
The 'FONTAxx' graphics, which are used for the small font, in it, need renaming to 'STCFNxx'.
Also, the JDUI download on the DDay site seems to lack graphics for all the main menu options except the Nightmare skill, so those won't be replaced.
There does however appear to be an issue that the full screen hud numbers aren't being replaced by the JDUI; I'll see if it's another naming issue or an actual bug.
Seems that each time I start a map, the fire button automatically activates without me touching the fire button and will only stop when I press the button.
Something odd when playing 'Hell To Pay' in the new Dday builds; it features a 5 frame flat animation of a ceiling fan, taking advantage of lump order to add the extra frame. Dday simply displays the original Doom2 animation (i.e. Dday doesn't even display the new graphics in the place of the four original frames).
One can see the issue on Map07 in the North West Building. Indeed, one of the sectors actually has the additional frame set as it's intial texture, but it doesn't animate in Dday.
Also, in HacX, in the newest build (402), the skill level menu items are too long for the screen.
The player arrow on the automap in the newest build (404), in Heretic or HeXen, doesn't update facing angle unless the player is also moving forward or backward. Doom seems fine.
Comments
Also, as stated, I'm still seeing the missing arrows and bloodsplats on various buildings on the Episode 3 intermission screen. Otherwise, it works fine on episodes 1 and 2.
Speaking of the intermission screen, how come it seems like with Doomsday, I have to press the spacebar really hard to get it to advance to the other screen? On just about every other source port, all I need to do is lightly tap the spacebar for it to advance to the next screen, whether it be pressing the spacebar to immediately calculate kills/items/secrets, or pressing the spacebar to advance to the "Entering Map" screen.
EDIT: Oh yeah, does this change
Apply to single player as well? I recall a longstanding issue in which the MP chat bindings would interfere with various inputs of cheats, most noticably the IDBEHOLD(x) cheats.
Neither could be done/occured in 1.8.6.
Yes. That is precisely what it was implemented to address.
Indeed you can. Something I implemented a while back in fact.
Thanks.
Hope this helps someone.
Edit DaniJ: Removed invalid advice regarding editing of a DED.
So, Bloodbat, there is an issue with the parsing of model flags?
1) With the MP chat bindings disabled during singleplayer games, I decided to test the IDBEHOLD cheat. I was able to do it interrupted by chat bindings, as expected, and the game prompted me for the powerup I wanted with the cheat. However, when I pressed a certain letter for the powerup, I was not given the powerup. I tried this with all powerups offered (A for Computer Area Map, I for Invisibility, S for Berserk, R for Radiation Suit, V for Invincibility, and L for Light Goggles). None of the above work and I was not given a "Power-up given" message. And yes, I did make sure to use clearbindings;defaultbindings as skyjake suggested.
2) I notice a little quirk with the map cheat. When using the map cheat (either on all lines or all lines+objects), Dave D. Taylor's initials are displayed on the player's arrow. However, when entering the map cheat, you do not see DDT's initials on the player until a map change, whether it be warping, exiting, newgame, etc. Also, DDT is supposed to disappear from the player's arrow when disabling the map cheat, but it does not.
3) What was the "Aspect correct view window geometry" supposed to fix? I remember having interest in that one when it was put on the to-do list, but I haven't seen any details on it.
Yeah, there are a couple of minor quirks like that with the automap. They stem from the way the original game used to handle them as player properties, which had to be changed for the sake of client server networking. I'll look into emulating it at some point...
Calculation of the view border and the dimensions of the game window. Previously the statusbar was drawn overhanging the game window at some aspect ratios.
Because there is no option for that resolution that I can see. It only goes up to 1680 x 1050. That's right; I can type a custom resolution.
Also, I wonder when that HOM display bug will be fixed. The one where you enter a room or corridor and in the corner in between the fluid on the floor and the wall, it looks messed up. An example is attached to this post:
Don't forget Heretic and HeXen
I don't follow, what borders?
This sounds to me like fullscreen anti-aliasing artefacts. I'll see if there is anything I can do without disabling anti-aliasing.
I imagine Gary means the default thickness for the automap lines. In the newest build (397) they are much much thicker by default, than they were in older builds.
The slider for it starts in the middle; I personally moved it all the way to the left in build 397 to make the lines as narrow as I could.
I don't think that is what gary meant by "borders" though?
Note: The range for which you can specify the automap line width is presently limited by your video driver and OpenGL implementation. Some systems will have a greater range than others.
The original Heretic used KEYUP and the original HeXen used KEYS2A, tied to 'PickupKey' in the SNDINFO lump.
Maybe the screen resize sounds in all games could be given unique sound defs using the link option?
-The game takes much, much longer to load now than in build 364. The screen stops for quite a while on "starting game". It takes about a full minute or longer to start the game, whereas previously it was about 5 seconds. I'm using all the same addons as I was in the old build.
-The menu font is now high-res (thank goodness!), but the in-game small font is still low-res. Is this already known?
-All the skyboxes in the Skybox pack appear as HOMs in Doom2.
-Is it no longer possible to display the secrets, items, and kills in the automap? It seems they can only be displayed directly on the players view, which I do not like.
Back to 364 for me. It may be a while until I switch over... Here is doomsday.out after launching doom2 with my addons, in case it helps:
http://img19.imageshack.us/img19/1256/bugsvc.jpg
Bugs/change requests list:
1. In menu currently work fine only "bigger" HQ font.
A) "bigger" HQ font - work correct.
"smaller" font is only in original LQ. HQ version from jDUI doesn't work.
2. In 16:9 resolutions (screens from 1920x1080) ALL weapons models are hiding under the screen.
3. In options menu some subtitles are over other subtiltes.. In my opinion it doesn't look good (A). Maybe all the options should have its own window, which will be the center of the screen?
other menu with HQ fonts bug.
4. Correct view of weapon models in 4:3 resolution (screens from 1024x768)
Sorry for my English, I am from Poland, and I love Doomsday Engine so I would like to help you if I can
Amazing work DENG Team!
1) Did the player movement regress in the latest build, 397? There were several times when I thought I was in super turbo mode or something. Again, this could just be me.
2) I would start some levels immediately moving in one direction or another. For example, in E3M2, I would start out immediately strafing to the right without even touching any key, and I would have to hold down keys for it to stop and get under control. Then, in the following level, E3M3, I immediately started out the level running forward, right into the Demon that's facing you at the start of the level (Ultra Violence only I believe). Had to hold down the back key I believe to get under control. I'm trying to figure out if I can replicate this more often.
3) Here's a crash report. I was in E3M4 blasting a couple of Demons:
4) Another crash report. This time, tried to go through E3M3 again, entering the secret room that has a Berserk, a Backpack, and a Box of Shotgun Shells.
5) Fun fact: Typing IDCLEV-Tab-Tab brings you to E1M1 in Doomsday.
The 'FONTAxx' graphics, which are used for the small font, in it, need renaming to 'STCFNxx'.
Also, the JDUI download on the DDay site seems to lack graphics for all the main menu options except the Nightmare skill, so those won't be replaced.
There does however appear to be an issue that the full screen hud numbers aren't being replaced by the JDUI; I'll see if it's another naming issue or an actual bug.
This meant Dday was ignoring vanilla pwads that replaced the message font until recently.
One can see the issue on Map07 in the North West Building. Indeed, one of the sectors actually has the additional frame set as it's intial texture, but it doesn't animate in Dday.
Also, in HacX, in the newest build (402), the skill level menu items are too long for the screen.