1.9.7 Candidate Testing

13468912

Comments

  • 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).

    Neither could be done/occured in 1.8.6.
  • 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.
    Vermil wrote:
    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?

    Thanks.
  • I fixed the slimeless Doom barrels, you need to edit D-Barrel.ded in jdr-barrel.1.01.pk3 (extra lines left for clarity) from

    Hope this helps someone.

    Edit DaniJ: Removed invalid advice regarding editing of a DED.
  • 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?
  • Yes, there seems to be, but maybe only with those? The reflection ones, for instance, seem to be working.
  • I wonder when Doomsday will support 1920x1080 resolution (my current monitor's resolution).
  • My latest test:

    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.
  • gary wrote:
    I wonder when Doomsday will support 1920x1080 resolution (my current monitor's resolution).
    Doomsday supports pretty much all standard resolutions. What makes you think it doesn't?
    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.
  • DaniJ wrote:
    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:
    HOM.jpg 177.6K
  • 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.
  • + Doom: sound effect missing for screen resize'


    Don't forget Heretic and HeXen :)
  • gary wrote:
    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.
  • DaniJ wrote:
    Also I the automap borders are still too thick
    I don't follow, what borders?

    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.
  • I mean that all the lines are thicker. The automap itself is thicker (the way the lines that represent the borders of the rooms are drawn).
  • Vermil wrote:
    + Doom: sound effect missing for screen resize'
    Don't forget Heretic and HeXen :)
    I checked 1.8.6: Heretic and Hexen didn't seem to have a sound effect for resize. Was there a sound effect in the originals?
  • Indeed, upon checking, 1.8.6 also appears to be missing the screen resize sounds for Heretic and HeXen.

    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?
  • 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
    "data\jdoom\auto\detail.wad" already loaded.
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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!
    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!
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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...
    
  • Here is screen with some bugs and requests for change:
    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.
    B) "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?
    B) 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.
    Bono_PL wrote:
    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.
  • edited 2012 Feb 3
    Played through, couple of things:

    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.
  • edited 2012 Feb 3
    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.
  • Vermil wrote:
    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'.
    I just want to point out that this change was as a result of user request for compatibility with user-made mods that replace the font patches.
  • Indeed, Dday used it's own 'FONTA' graphics for the message font rather than the in-Iwad 'STCFN' graphics until recently.

    This meant Dday was ignoring vanilla pwads that replaced the message font until recently.
  • 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.
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