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.
This is because the angle is only interpolated when the world is visible presently. Set a lower opacity for the automap background and you'll notice it works as expected.
Speaking of the player arrow, It looked backwards to me when I glanced at it. The old arrow appeared like an arrow should be, with the point of the arrow facing the same direction as the player. The new arrow seems to show the large point as facing the direction of the player (like it is backwards). I'm not sure I like the new design of the automap, but I haven't used it enough yet to really give my opinion. The old automap was perfect, and I'm not sure why it needed to be changed.
+ Doom: checked chainsaw sounds at map startup vs. original [ok]
The issue with the Doom Chainsaw, wasn't that it actually played a sound at map start up. The issue was and is, that it plays the wrong sound compared to Vanilla Doom.
The new builds of Dday, incorrectly play the Chainsaws attacking sound, DSSAWFUL, instead of DDSSAWUP.
Also, Heretic's Gauntlet’s highlight a bug of sorts. The raising sound of the Gauntlet’s at map start appears to change volume mid sound (I guess Dday is confused about the origin of the sound). Also, purely personal opinion; I think it starts playing too early in Heretic.
Exit switches now incorrectly only flicker, instead of staying pressed' during map exit and the screen wipe to the intermission.
It's noticeable because you are standing right in front of the switch.
The new builds of Dday, incorrectly play the Chainsaws attacking sound, DSSAWFUL, instead of DDSSAWUP.
I checked it against the vanilla Ultimate Doom, but I couldn't discern a significant difference to what the master branch sounds like. I could doublecheck later when the more important issues have been dealt with...
The first time one starts Dday and warps to this map, it takes about 8 seconds to load for me and runs at a good speed in the inside area the player starts in and is understandably almost unplayable when you are outside (it's a MASSIVE outside area).
However, if I quit Dday and re-launch it, the map now takes about 3.5 minutes to load and runs unplayable slow everywhere.
The other maps in the wad seem to be unaffected by this strange performance collapse.
Also, when looking from one end of the outdoor area in the map to the other (I don't think you can do this without cheating; the outside area is simply too slow on my computer for me to actually play the map and confirm), a 'hole in the sky' (the actual world seems unaffected, it's just the sky) forms that gets smaller and ultimately disappears when you move toward it.
Great to see the game endings issue was fixed. I was testing some stuff earlier, and came up with this:
1) When you see the cast of monsters at the end of the game (after beating Map30), all monster sprites are missing, but you can still "shoot" and "kill" them.
2) In Doom II/TNT/Plutonia games, pressing any key during a text screen will skip the text screen. In Vanilla Doom, only pressing the spacebar and the fire button would allow you to skip the text screen.
3) In Ultimate Doom, after completing an episode, you can press any key to bring up the menu during the text screen and the ending. Only Escape allowed this in Vanilla Doom.
4) On the cast of monsters screen in Doom II-based games, you can only press the Escape key to bring up the menu when the monster is in any sprite of its dying animation. Otherwise, pressing Escape will kill the monster on screen. The original behavior during this was that pressing any key except Escape would kill the monster, and pressing Escape would bring the menu up. Also in the original behavior during this process, pressing an F key (F1, F2, etc) would allow you to do whatever that F key does. For example, pressing F10 during the cast of monster screen would bring up a prompt to quit the game and pressing F1 would bring up the help screen. Also in Doomsday, if you tried to press Y to quit the game during this screen, you can only press Y to quit when the monster is in any sprite of its dying animation, just like with the Escape issue.
5) I saw that you can customize menu controls now. Is this a new feature? I tried to make it so that moving the mouse up and down would allow you to navigate the menu using your mouse. But what happened is that when I moved the mouse up for the game to recognize that, it gave me a "Mouse-Y" instead of a "Mouse+Y" for the navigate up control. But for the menu going down, moving the mouse backwards did correctly show "Mouse-Y". This turned out to be useless anyway, because the navigation using the mouse in the menu was just way too fast.
Why is it that each time I start a map, my gun will fire by itself without pressing anything unless I press the fire button right before the map finishes loading? This started a few builds ago. It can't be the controller since I tested it by disconnecting the controller and loading Doomsday without it. Maybe it's related to what I recently read about the player sometimes moving without input by the player right at map start.
Also, yes, dynamic lights are one of the reasons for slowdown in many maps. There is no doubt about that. It happens too often that if I shut them off, it makes a world of difference with increase in performance.
Oddly enough and occasionally, and I don't know what causes it, sometimes I will play a map for a few minutes and then all of a sudden, the framerate gets horrible and slowly gets worse and worse, and deactivating textures, models, or anything else does no good, and I'm forced to shut it down.
Also, it does take longer to load Doomsday with these newer builds than pre-ringzero merger. I wonder why. Also, what is ringzero even supposed to do to make Doomsday better? No performance increase, introducing new bugs, and making loading times slower. But what does ringzero do for Doomsday that is not related to multiplayer? Please let me know.
The LAN support is cut from the 1.9.7 beta? Because I can't find it, the 1.9 beta6 version has the LAN support for multiplayer.
LAN support has not been dropped. Only dedicated servers are now supported, which must be started from the command line using the -dedicated argument.
EDIT by skyjake: Or you can use the launcher, which now has "Run as dedicated server" under Settings -> Game. You'd first have to start the dedicated server on one computer, then connect to it manually from the clients via the server's IP address on the LAN. We'll make this easier in a future release (after 1.9.7 is out) by, e.g., adding auto-discovery of servers on the local network.
1) When you see the cast of monsters at the end of the game (after beating Map30), all monster sprites are missing, but you can still "shoot" and "kill" them.
Will fix.
2) In Doom II/TNT/Plutonia games, pressing any key during a text screen will skip the text screen. In Vanilla Doom, only pressing the spacebar and the fire button would allow you to skip the text screen.
3) In Ultimate Doom, after completing an episode, you can press any key to bring up the menu during the text screen and the ending. Only Escape allowed this in Vanilla Doom.
These are intentional changes. Fire is exempted to allow you to kill the enemies as they appear.
On the cast of monsters screen in Doom II-based games, you can only press the Escape key to bring up the menu when the monster is in any sprite of its dying animation. Otherwise, pressing Escape will kill the monster on screen.
I believe this is a long standing issue with the cast call. I'll see what can be done about it.
Also in the original behavior during this process, pressing an F key (F1, F2, etc) would allow you to do whatever that F key does. For example, pressing F10 during the cast of monster screen would bring up a prompt to quit the game and pressing F1 would bring up the help screen.
Will fix. This is simply due to the "shortcuts" control binding context not being active during the cast call.
I saw that you can customize menu controls now. Is this a new feature?
No thats not new, it was implemented some time around 1.9.0-beta5 I recall.
I tried to make it so that moving the mouse up and down would allow you to navigate the menu using your mouse. But what happened is that when I moved the mouse up for the game to recognize that, it gave me a "Mouse-Y" instead of a "Mouse+Y" for the navigate up control. But for the menu going down, moving the mouse backwards did correctly show "Mouse-Y". This turned out to be useless anyway, because the navigation using the mouse in the menu was just way too fast.
Binding axis controls to events like that is not fully implemented yet.
Why is it that each time I start a map, my gun will fire by itself without pressing anything unless I press the fire button right before the map finishes loading?
As has been mentioned already, this is a known issue and is on the to-do list.
Oddly enough and occasionally, and I don't know what causes it, sometimes I will play a map for a few minutes and then all of a sudden, the framerate gets horrible and slowly gets worse and worse, and deactivating textures, models, or anything else does no good, and I'm forced to shut it down.
Are you per chance using Tea Monster's Demon model?
It was recently discovered that the model renderer made use of a fixed-size vertex buffer. The problem is that Doomsday did not prevent loading models which breached the limit imposed by the renderer and as such, when it attempted to draw any model that contained over 4096 vertices it would overflow and start overwriting the contents of memory after it.
I fixed this fault for Wednesday's build 404.
Also, it does take longer to load Doomsday with these newer builds than pre-ringzero merger. I wonder why. Also, what is ringzero even supposed to do to make Doomsday better? No performance increase, introducing new bugs, and making loading times slower. But what does ringzero do for Doomsday that is not related to multiplayer? Please let me know.
Ringzero has very little to do with multiplayer, nor is it about improving performance of the renderer. See here for more info.
Load performance in general has improved considerably since the ringzero merge. There are however a few known configurations which are presently under performing. These edge cases are currently being addressed.
Startup is now two-tiered. During the first phase Doomsday is locating resources for all the games you have installed, so that you may dynamically change game at any point once the engine has loaded without needing to quit and restart.
Oddly enough and occasionally, and I don't know what causes it, sometimes I will play a map for a few minutes and then all of a sudden, the framerate gets horrible and slowly gets worse and worse, and deactivating textures, models, or anything else does no good, and I'm forced to shut it down.
Are you per chance using Tea Monster's Demon model?
Yes, and also, I'm already using the latest build. The problem seems to be similar to the one I mentioned in Plutonia II and sometimes occurs if a pillar or object is moving as a result of me standing on a certain place on the floor. Maybe a result of many wall objects or openings activating at the same time? It almost appears to freeze even though it hasn't. That's how slow it can get. Sometimes it seems to happen for no apparent reason and was similar to that problem I mentioned that occured on map 09 in TNT Evilution most of the way through the map.
Also, maybe certain limits should be risen or removed. I'm sure my video card can hanlde anything Doomsday throws at it if Doomsday is written to use my hardware correctly and efficiently.
Anyways, when will dynamic light performance be improved. In 1.9.8, or maybe 2.0, or whenever the renderer is upgraded?
I read about ringzero in that link. It was a very short description. Doesn't seem like anything special. Just lets you load and unload certain games, assuming you play other games besides Doom and don't want to complete the game you are playing before moving on to another. Ringzero seems more like a very minor release. It just doesn't seem like a big deal but you went through a lot of trouble to complete it (giving Doomsday some extra functionality). All this time I was expecting it to also improve graphics and performance, not just give you a few extra functions and change an exe. There must be more to this if you guys put all that work into it.
Well, if you play more than just the one IWAD its very handy indeed. If I get bored playing a certain mod I can simply open the console, unload it then load something else without having to restart.
I suppose from a user's perspective this doesn't seem like much, I grant you. Given all it saves is a restart. However this functionality is a significant milestone on the road to Doomsday 2.0 and presents us many new opportunities to improve the user experience.
I do notice a bug that I think is older. Sometimes, I can hear a monster active behind walls as if it saw me even though it didn't. I can hear it moving around. The correct behavior should be that it only awakens when the wall or doors open and the monster is exposed.
All this time I was expecting it to also improve graphics and performance, not just give you a few extra functions and change an exe. There must be more to this if you guys put all that work into it.
Perhaps you have been misled by our use of the "ringzero" name for both DaniJ's long-time work branch and "ringzero" the engine feature. Only the latter is described on the aforementioned wiki page. While the feature itself is quote straightforward, it has some direct and indirect side-effects in the engine architecture and resource management that have lead to increased flexibility and robustness. 1.9.7 is about fixing the foundation so that we can do the cool things on it without the whole thing falling apart.
Indeed, I would estimate that most of the work we've been doing for the past year has had nothing to do with flashy graphics and performance.
Yeah we noticed the error too, however the build had already been done by the autobuilder. I'm looking into rebuilding it, but at the latest I can make a new build tomorrow (#407). I'll keep you posted...
EDIT: The updated build is on SourceForge (tagged 406.1). If you've already downloaded 406, please redownload.
Which part? The gun or the monsters seeing through walls? As for the seeing through walls part, it happens on map 24 in the Armadosia wad. Even at the beginning, at least with the previous build (I haven't used 406 yet) there is a Mancubis that activates behind a wall before you hit the switch that opens up that wall. It also occurs with other monsters behind other doors and walls in the same level.
2. I figured out what the issue is with the player arrow in the automap. It only looks like a proper arrow when you are zoomed in really close. When zoomed out to a normal distance so the map can actually be viewed, the arrow looks more like it is backwards. This needs to be changed. As it is now, it's very confusing. I'm still not sure why the automap was changed at all. I think the new one is worse.
3. Are there supposed to be ambient colors (like outdoor lighting) in outside areas in Doom2? I only see them in Ultimate Doom, but I remember seeing them at one point in a previous build in Doom2. Why are they missing?
Kind of gets annoying how each time I die or start a new level, I have to re-adjust the automap zoom level. Imagine doing this every single time, especially in wads like Armadosia where the difficulty and map sizes makes death a common occurance for the player. I think this should be fixed ASAP before other more minor things. I would think it is more important than tiny things like: "Doom: sound effect missing for screen resize".
Also, I wonder when the visual bug of HOMs along the floor/wall in some corridors will be fixed.
I'm using the latest build (406.1) and it seems that in the Armadosia map 25, I can't proceed and was forced to use 'noclip' but I don't want to cheat. About a few minutes into the map after going through a few rooms and collecting the plasma rifle and warping back to the room at the beginning, I enter a hall, go down an elevator, then enter a hall down there, which has lava on the floor, ceiling, and walls. There is a pain elemental down there that I kill, but when I hit the face switch at the end of that hall, I hear something lower, but the wall has not changed at all, no pathways have opened, and pressing the 'use' button along the wall doesn't do anything, and shooting along the wall does nothing and reveals no hidden openings. The lava causes a lot of damage. Even running back to the elevator is a dead end, and doors up there have closed shut.
I was stuck. I used the noclip command to pphase through that wall where it looks like it should have opened and I see 4 radiation suits behind it, but near that is just a big lava area with tall islands in the area and nowhere to go at all with unreachable ledges and areas.
I wonder if these builds are preventing certain walls or other movable terrain from raising or lowering. Can someone please test this on their end and use the warp command to get to this map or something? I want to see if anyone else has problems like this and please either give me advice or provide a fix.
1. Daniel Norton's Detail Textures don't work once again. This was fixed already in build 364...
This is most likely an entirely different issue. I'll look into it.
I figured out what the issue is with the player arrow in the automap. It only looks like a proper arrow when you are zoomed in really close. When zoomed out to a normal distance so the map can actually be viewed, the arrow looks more like it is backwards. This needs to be changed. As it is now, it's very confusing. I'm still not sure why the automap was changed at all. I think the new one is worse.
As I have already said several times, the only difference is lines in the automap are by default drawn at the same width as the original game. You can change this by simply opening the automap options menu (or the console) and adjusting the Line Width value so they are thinner.
Are there supposed to be ambient colors (like outdoor lighting) in outside areas in Doom2? I only see them in Ultimate Doom, but I remember seeing them at one point in a previous build in Doom2. Why are they missing?
The only sky in DOOM2 that will produce a noticeable difference in color is SKY3, which is only used in the latter third of the game.
As I have already said several times, the only difference is lines in the automap are by default drawn at the same width as the original game. You can change this by simply opening the automap options menu (or the console) and adjusting the Line Width value so they are thinner.
Oh, for some reason I missed it when you said this... Sorry. You are right, it looks much better with thinner lines. I think that should be the default maybe? I think the only issue with the automap now is the fact that it reverts to zoomed out, as Gary said. Oh, and the mapname is still missing from the automap, of course. Might I suggest that the automap also display the map number before the mapname? This is especially nice for usermade wads. At the moment, you have to use the console to figure out the current map number.
I'm using the latest build (406.1) and it seems that in the Armadosia map 25, I can't proceed and was forced to use 'noclip' but I don't want to cheat. About a few minutes into the map after going through a few rooms and collecting the plasma rifle and warping back to the room at the beginning, I enter a hall, go down an elevator, then enter a hall down there, which has lava on the floor, ceiling, and walls. There is a pain elemental down there that I kill, but when I hit the face switch at the end of that hall, I hear something lower, but the wall has not changed at all, no pathways have opened, and pressing the 'use' button along the wall doesn't do anything, and shooting along the wall does nothing and reveals no hidden openings. The lava causes a lot of damage. Even running back to the elevator is a dead end, and doors up there have closed shut.
I also used -noclip to enter another part of a map and go through many narrow halls where walls lowered and once again I hit a dead end. I wonder if Doomsday is 100% compatible with this wad. Why aren't certain walls and switches doing what they should? Maybe a similar problem to what beta 4 had years ago with the cyber demon gate not lowering in Ultimate Doom - Thy Flesh consumed map, or maybe similar to the stair step bug not raising every stair like in beta 6.8?
Edit: Actually, I located several areas in Armadosia map 25 where a switch either doesn't do what it is supposed to, or an area that I walk onto doesn't open the wall when it should, even though I hear it trying to open. Why is that? This results in having to use -noclip several times. I used -noclip and walked around areas of the map to see where I am supposed to come from and where to go, so I got an idea what is supposed to happen and where I should go.
Also, at the end of the previous map (map 24), there was another instance where the switch didn't do what it should have (completely lower and raise an elevator). It was located late in the map somewhere past the blue key door, you enter a hall and on the right, there is an elevator and a bunch of imps in tiny corridors above. Then the hall turn at a 90 degree angle and there is a face switch at the end.
Also, I discovered that what is likely making the monsters awaken without seeing me is me firing off my gun, even though they are not in the room, meaning seperated by a wall or door. I thought that they were supposed to awaken only if they are not blocked by a wall or door when you fire a weapon.
LAN support has not been dropped. Only dedicated servers are now supported, which must be started from the command line using the -dedicated argument.
EDIT by skyjake: Or you can use the launcher, which now has "Run as dedicated server" under Settings -> Game. You'd first have to start the dedicated server on one computer, then connect to it manually from the clients via the server's IP address on the LAN. We'll make this easier in a future release (after 1.9.7 is out) by, e.g., adding auto-discovery of servers on the local network.
Comments
The issue with the Doom Chainsaw, wasn't that it actually played a sound at map start up. The issue was and is, that it plays the wrong sound compared to Vanilla Doom.
The new builds of Dday, incorrectly play the Chainsaws attacking sound, DSSAWFUL, instead of DDSSAWUP.
Also, Heretic's Gauntlet’s highlight a bug of sorts. The raising sound of the Gauntlet’s at map start appears to change volume mid sound (I guess Dday is confused about the origin of the sound). Also, purely personal opinion; I think it starts playing too early in Heretic.
Exit switches now incorrectly only flicker, instead of staying pressed' during map exit and the screen wipe to the intermission.
It's noticeable because you are standing right in front of the switch.
http://imageshack.us/photo/my-images/703/heretic.jpg/
http://imageshack.us/photo/my-images/542/hexen.jpg/
http://www.doomworld.com/idgames/index.php?id=16356
The first time one starts Dday and warps to this map, it takes about 8 seconds to load for me and runs at a good speed in the inside area the player starts in and is understandably almost unplayable when you are outside (it's a MASSIVE outside area).
However, if I quit Dday and re-launch it, the map now takes about 3.5 minutes to load and runs unplayable slow everywhere.
The other maps in the wad seem to be unaffected by this strange performance collapse.
Also, when looking from one end of the outdoor area in the map to the other (I don't think you can do this without cheating; the outside area is simply too slow on my computer for me to actually play the map and confirm), a 'hole in the sky' (the actual world seems unaffected, it's just the sky) forms that gets smaller and ultimately disappears when you move toward it.
The LAN support is cut from the 1.9.7 beta? Because I can't find it, the 1.9 beta6 version has the LAN support for multiplayer.
1) When you see the cast of monsters at the end of the game (after beating Map30), all monster sprites are missing, but you can still "shoot" and "kill" them.
2) In Doom II/TNT/Plutonia games, pressing any key during a text screen will skip the text screen. In Vanilla Doom, only pressing the spacebar and the fire button would allow you to skip the text screen.
3) In Ultimate Doom, after completing an episode, you can press any key to bring up the menu during the text screen and the ending. Only Escape allowed this in Vanilla Doom.
4) On the cast of monsters screen in Doom II-based games, you can only press the Escape key to bring up the menu when the monster is in any sprite of its dying animation. Otherwise, pressing Escape will kill the monster on screen. The original behavior during this was that pressing any key except Escape would kill the monster, and pressing Escape would bring the menu up. Also in the original behavior during this process, pressing an F key (F1, F2, etc) would allow you to do whatever that F key does. For example, pressing F10 during the cast of monster screen would bring up a prompt to quit the game and pressing F1 would bring up the help screen. Also in Doomsday, if you tried to press Y to quit the game during this screen, you can only press Y to quit when the monster is in any sprite of its dying animation, just like with the Escape issue.
5) I saw that you can customize menu controls now. Is this a new feature? I tried to make it so that moving the mouse up and down would allow you to navigate the menu using your mouse. But what happened is that when I moved the mouse up for the game to recognize that, it gave me a "Mouse-Y" instead of a "Mouse+Y" for the navigate up control. But for the menu going down, moving the mouse backwards did correctly show "Mouse-Y". This turned out to be useless anyway, because the navigation using the mouse in the menu was just way too fast.
Also, yes, dynamic lights are one of the reasons for slowdown in many maps. There is no doubt about that. It happens too often that if I shut them off, it makes a world of difference with increase in performance.
Oddly enough and occasionally, and I don't know what causes it, sometimes I will play a map for a few minutes and then all of a sudden, the framerate gets horrible and slowly gets worse and worse, and deactivating textures, models, or anything else does no good, and I'm forced to shut it down.
Also, it does take longer to load Doomsday with these newer builds than pre-ringzero merger. I wonder why. Also, what is ringzero even supposed to do to make Doomsday better? No performance increase, introducing new bugs, and making loading times slower. But what does ringzero do for Doomsday that is not related to multiplayer? Please let me know.
EDIT by skyjake: Or you can use the launcher, which now has "Run as dedicated server" under Settings -> Game. You'd first have to start the dedicated server on one computer, then connect to it manually from the clients via the server's IP address on the LAN. We'll make this easier in a future release (after 1.9.7 is out) by, e.g., adding auto-discovery of servers on the local network.
Will fix.
These are intentional changes. Fire is exempted to allow you to kill the enemies as they appear.
I believe this is a long standing issue with the cast call. I'll see what can be done about it.
Will fix. This is simply due to the "shortcuts" control binding context not being active during the cast call.
No thats not new, it was implemented some time around 1.9.0-beta5 I recall.
Binding axis controls to events like that is not fully implemented yet.
As has been mentioned already, this is a known issue and is on the to-do list.
Are you per chance using Tea Monster's Demon model?
It was recently discovered that the model renderer made use of a fixed-size vertex buffer. The problem is that Doomsday did not prevent loading models which breached the limit imposed by the renderer and as such, when it attempted to draw any model that contained over 4096 vertices it would overflow and start overwriting the contents of memory after it.
I fixed this fault for Wednesday's build 404.
Ringzero has very little to do with multiplayer, nor is it about improving performance of the renderer. See here for more info.
Load performance in general has improved considerably since the ringzero merge. There are however a few known configurations which are presently under performing. These edge cases are currently being addressed.
Startup is now two-tiered. During the first phase Doomsday is locating resources for all the games you have installed, so that you may dynamically change game at any point once the engine has loaded without needing to quit and restart.
Yes, and also, I'm already using the latest build. The problem seems to be similar to the one I mentioned in Plutonia II and sometimes occurs if a pillar or object is moving as a result of me standing on a certain place on the floor. Maybe a result of many wall objects or openings activating at the same time? It almost appears to freeze even though it hasn't. That's how slow it can get. Sometimes it seems to happen for no apparent reason and was similar to that problem I mentioned that occured on map 09 in TNT Evilution most of the way through the map.
Also, maybe certain limits should be risen or removed. I'm sure my video card can hanlde anything Doomsday throws at it if Doomsday is written to use my hardware correctly and efficiently.
Anyways, when will dynamic light performance be improved. In 1.9.8, or maybe 2.0, or whenever the renderer is upgraded?
I suppose from a user's perspective this doesn't seem like much, I grant you. Given all it saves is a restart. However this functionality is a significant milestone on the road to Doomsday 2.0 and presents us many new opportunities to improve the user experience.
Indeed, I would estimate that most of the work we've been doing for the past year has had nothing to do with flashy graphics and performance.
Executable: Doomsday Engine 1.9.7 [#406] (Candidate 32-bit) Feb 10 2012 12:21:33. 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. "data\jdoom\auto\.basedata\fontb032.lmp" already loaded. "data\jdoom\auto\.basedata\fontb033.lmp" already loaded. "data\jdoom\auto\.basedata\fontb034.lmp" already loaded. "data\jdoom\auto\.basedata\fontb035.lmp" already loaded. "data\jdoom\auto\.basedata\fontb036.lmp" already loaded. "data\jdoom\auto\.basedata\fontb037.lmp" already loaded. "data\jdoom\auto\.basedata\fontb038.lmp" already loaded. "data\jdoom\auto\.basedata\fontb039.lmp" already loaded. "data\jdoom\auto\.basedata\fontb040.lmp" already loaded. "data\jdoom\auto\.basedata\fontb041.lmp" already loaded. "data\jdoom\auto\.basedata\fontb042.lmp" already loaded. "data\jdoom\auto\.basedata\fontb043.lmp" already loaded. "data\jdoom\auto\.basedata\fontb044.lmp" already loaded. "data\jdoom\auto\.basedata\fontb045.lmp" already loaded. "data\jdoom\auto\.basedata\fontb046.lmp" already loaded. "data\jdoom\auto\.basedata\fontb047.lmp" already loaded. "data\jdoom\auto\.basedata\fontb048.lmp" already loaded. "data\jdoom\auto\.basedata\fontb049.lmp" already loaded. "data\jdoom\auto\.basedata\fontb050.lmp" already loaded. "data\jdoom\auto\.basedata\fontb051.lmp" already loaded. "data\jdoom\auto\.basedata\fontb052.lmp" already loaded. "data\jdoom\auto\.basedata\fontb053.lmp" already loaded. "data\jdoom\auto\.basedata\fontb054.lmp" already loaded. "data\jdoom\auto\.basedata\fontb055.lmp" already loaded. "data\jdoom\auto\.basedata\fontb056.lmp" already loaded. "data\jdoom\auto\.basedata\fontb057.lmp" already loaded. "data\jdoom\auto\.basedata\fontb058.lmp" already loaded. "data\jdoom\auto\.basedata\fontb059.lmp" already loaded. "data\jdoom\auto\.basedata\fontb060.lmp" already loaded. 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"data\jdoom\auto\.basedata\sndcurve.lmp" already loaded. "data\jdoom\auto\.basedata\stcfn032.lmp" already loaded. Parsing primary config "configs\doom\game.cfg"... Clearing binding context 'deui'... Clearing binding context 'console'... Clearing binding context 'message'... Clearing binding context 'chat'... Clearing binding context 'shortcut'... Clearing binding context 'gameui'... Clearing binding context 'menu'... Clearing binding context 'map-freepan'... Clearing binding context 'map'... Clearing binding context 'game'... Parsing definition files... readAllDefinitions: Error, failed to locate required game definition "doom2.ded". Con_Error: Stack overflow imminent, aborting...All games in the new build (406), produce this error with trying to locate their main ded:
Parsing definition files:
' readAllDefinitions: Error, failed to locate required game definition "XXXX.ded" '
EDIT: The updated build is on SourceForge (tagged 406.1). If you've already downloaded 406, please redownload.
This must be the problem I had with the gun firing at the beginning of a map. But I use Win7 64, so it isn't just Win32.
Also, anyone else notice that monsters sometimes act like they can see through walls and doors and awaken when they shouldn't?
Have an example of this? I haven't noticed anything fishy yet...
1. Daniel Norton's Detail Textures don't work once again. This was fixed already in build 364... They can be downloaded here:
http://filebeam.com/1a85ba067a2c6b5b088086bd2eb39549
2. I figured out what the issue is with the player arrow in the automap. It only looks like a proper arrow when you are zoomed in really close. When zoomed out to a normal distance so the map can actually be viewed, the arrow looks more like it is backwards. This needs to be changed. As it is now, it's very confusing. I'm still not sure why the automap was changed at all. I think the new one is worse.
3. Are there supposed to be ambient colors (like outdoor lighting) in outside areas in Doom2? I only see them in Ultimate Doom, but I remember seeing them at one point in a previous build in Doom2. Why are they missing?
Also, I wonder when the visual bug of HOMs along the floor/wall in some corridors will be fixed.
I was stuck. I used the noclip command to pphase through that wall where it looks like it should have opened and I see 4 radiation suits behind it, but near that is just a big lava area with tall islands in the area and nowhere to go at all with unreachable ledges and areas.
I wonder if these builds are preventing certain walls or other movable terrain from raising or lowering. Can someone please test this on their end and use the warp command to get to this map or something? I want to see if anyone else has problems like this and please either give me advice or provide a fix.
This is most likely an entirely different issue. I'll look into it.
As I have already said several times, the only difference is lines in the automap are by default drawn at the same width as the original game. You can change this by simply opening the automap options menu (or the console) and adjusting the Line Width value so they are thinner.
The only sky in DOOM2 that will produce a noticeable difference in color is SKY3, which is only used in the latter third of the game.
Oh, for some reason I missed it when you said this... Sorry. You are right, it looks much better with thinner lines. I think that should be the default maybe? I think the only issue with the automap now is the fact that it reverts to zoomed out, as Gary said. Oh, and the mapname is still missing from the automap, of course. Might I suggest that the automap also display the map number before the mapname? This is especially nice for usermade wads. At the moment, you have to use the console to figure out the current map number.
I also used -noclip to enter another part of a map and go through many narrow halls where walls lowered and once again I hit a dead end. I wonder if Doomsday is 100% compatible with this wad. Why aren't certain walls and switches doing what they should? Maybe a similar problem to what beta 4 had years ago with the cyber demon gate not lowering in Ultimate Doom - Thy Flesh consumed map, or maybe similar to the stair step bug not raising every stair like in beta 6.8?
Edit: Actually, I located several areas in Armadosia map 25 where a switch either doesn't do what it is supposed to, or an area that I walk onto doesn't open the wall when it should, even though I hear it trying to open. Why is that? This results in having to use -noclip several times. I used -noclip and walked around areas of the map to see where I am supposed to come from and where to go, so I got an idea what is supposed to happen and where I should go.
Also, at the end of the previous map (map 24), there was another instance where the switch didn't do what it should have (completely lower and raise an elevator). It was located late in the map somewhere past the blue key door, you enter a hall and on the right, there is an elevator and a bunch of imps in tiny corridors above. Then the hall turn at a 90 degree angle and there is a face switch at the end.
Also, I discovered that what is likely making the monsters awaken without seeing me is me firing off my gun, even though they are not in the room, meaning seperated by a wall or door. I thought that they were supposed to awaken only if they are not blocked by a wall or door when you fire a weapon.
Okay, thanks