Since the problem is isolated to Doom, perhaps there is a configuration issue specific to that one plugin. When you did a fresh install, did you also clear the user runtime directory? It is a in a hidden folder on Windows: https://manual.dengine.net…
Well, the "-game" option needs to be given a game ID or it won't do anything useful, so it should be "-game doom2".
Where do you keep the IWADs? You may need to use the "-iwad" option to tell Doomsday which directory it is, e.g, "-iwad c:\games\…
At least your graphics card says it supports OpenGL 3.3, so that's good.
You should first try the very recently released 2.1.1, where I fixed a couple of bugs causing just the type of white artifacts that you're seeing.
If that doesn't help, t…
When you start doomsday-server.exe, does it print any kind of log file that could explain what is the problem? You could try starting it with an option like "-userdir c:\mytestfolder" so you'll know that the log will be written to c:\mytestfolder.
In theory yes, saves in old formats should be readable by Doomsday version 2. However, I haven't tested it personally recently so it may be malfunctioning.
I recommend you make backup copies of the saves just in case, and then see if Doomsday 2 r…
J345 wrote: »
there is white color glitch when shooting to some windows (screenshot of this is from Darkmere)
- similar problem is when shooting hedge in Sacred Grove
Which version of Doomsday are you using? This might be a bug in the recent…
Vermil wrote: »
That said, the mod uses the plane_move XG class, which I believe is currently disabled in modern Dday. So even if the maps were loadable, they may not function correctly.
plane_move isn't disabled on purpose. There must be a b…
The problem with the odm-v1.1 Info file is that the "category" contains the special "gamedata" tag, which causes Doomsday to think it's an IWAD. I've now applied a fix for this in 2.1.1.
Upon loading odm-v1.1.pk3, there does appear to be multiple…
Version 2.1 has a more advanced DGL shader (called "dgl.draw") that requires OpenGL 3.3 Core Profile. A failure to load it strongly suggests that your graphics/OpenGL drivers are incompatible or out of date.
Added this to the Manual, maybe it will help you: https://manual.dengine.net/guide/troubleshooting#doomsday_started_crashing_and_even_reinstall_won_t_help
(i.e., delete persist.pack in the runtime folder)
I recall seeing a conhelp.txt error message recently myself. This could indicate a problem with some of the same data files being indexed multiple times under different subdirectories. I’ll take a closer look.
You can use all features of Doomsday Script in animation scripts, so the answer to your question is yes.
In addition to setValue(), Animations have the methods value() and target() to query the animation's current value and the target value.
Compared to 1.10, unfortunately the renderer has been inflicted with some performance bottlenecks.
Here are some things you can do to see what is triggering the slowdown:
* If reducing pixel density or window resolution/size increases FPS back …
skyjake wrote: »
work 100% correctly
a bit buggy
To clarify, the presets define the correct bindings for all buttons and axes, but the bug is that some of the pre-existing bindings are not cleared when the correct ones are applied.
@Vermil The only gamepad defaults that work 100% correctly are the presets set via the Input Settings dialog, although it's a bit buggy still in build 2900. The duplicate axis bug is being worked on: https://tracker.dengine.net/issues/2307
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