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Doom64 EX 2.3 has been released along with an updated Doom Builder 64. Be sure to grab them at the downloads page!

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Author Topic: Doom64EX 2.3 Feedback Thread  (Read 2617 times)

Kaiser

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Doom64EX 2.3 Feedback Thread
« on: March 19, 2012, 12:03:51 AM »

NOTE: This build is a work-in-progress and will be updated periodically.

The release of version 2.2 was pretty embarrassing and version 2.3 will be resolving just about all of those bugs and other issues that was present in 2.2.

Changes:
  • Complete overhaul of the zone memory allocator. This replaces the old zone heap system that Doom used
  • Memory corruption fix due to some things being given the MF_NOBLOCKMAP flag
  • Fixes to sky due to front face culling
  • Sprites are properly culled and disable culling for laser sprites
  • Fixed pixel pack-alignment when taking screenshots or saving savegame thumbnails while in a widescreen resolution
  • Different logic when setting music and sound volumes
  • Out Gain cvar added for tweaking the overall gain output in Fluidsynth
  • Support for 65534 sidedefs and segs
  • Fixed buggy cameras in co-op mode
  • Fixes to Regional menu. Now displays 'Unavailable' if user doesn't have a localized version of the game
  • R_GLRegisterProc no longer errors out when failing to find a OpenGL extension address.
  • Fixed issue where it was failing to validate non-US versions of the IWAD
  • Include Microsoft Visual Studio runtime library (MSVCR71.DLL)
  • Wadgen will check for existing files and remove them before generating new ones
  • Fix in Wadgen for converting MIDI data. Some bytes of data were lost during conversion resulting in incomplete tracks

Download Link Last Updated: 03/18/12: http://dl.dropbox.com/u/18609/Kex_Engine.zip

Because that there was a fix in converting the MIDI data, I suggest you re-run wadgen to create a fresh new IWAD and Soundfont file.

Please report any bugs or feedback relating to this test build here.
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FirebrandX

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Re: Doom64EX 2.3 Feedback Thread
« Reply #1 on: March 19, 2012, 12:26:31 AM »

MUCH better! Dark Citadel has a sky now! Yay!

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Kr00zA

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Re: Doom64EX 2.3 Feedback Thread
« Reply #2 on: March 19, 2012, 05:16:13 PM »

Cool Beans 8) Thanks for all your hard work  ;)
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Keo

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Re: Doom64EX 2.3 Feedback Thread
« Reply #3 on: March 19, 2012, 06:30:45 PM »

I'm still hoping this strange bug where DB64 "forgets" Macros and linedef changes gets squashed soon, but other then that, I'm glad to see your gonna release a more solid Doom64 EX, even 2.2 is enjoyable, despite its bugs
« Last Edit: March 19, 2012, 06:36:33 PM by Keo »
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Keo

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Re: Doom64EX 2.3 Feedback Thread
« Reply #4 on: March 19, 2012, 07:07:43 PM »

I'm sorry for the double post, but I have found a bad bug

Alright, now it seems to go back to 2.2 as well, but Idk about 2.1 because I haven't tried that one, but when me and a buddy of mine try out 2.3 or 2.2 online, on coop (not sure of DM), but we seem to start with 0 pistol ammo, unable to pick up weapon ammo, and when we pick up any gun it has the same effect, the fist and chainsaw are the only effective weapons in online co-op.

AND I AM AWARE, that online is not the main focus, but I thought this might need some attention
« Last Edit: March 19, 2012, 07:09:59 PM by Keo »
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Kaiser

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Re: Doom64EX 2.3 Feedback Thread
« Reply #5 on: March 19, 2012, 08:54:04 PM »

I'm still hoping this strange bug where DB64 "forgets" Macros and linedef changes gets squashed soon

That has been fixed already


Alright, now it seems to go back to 2.2 as well, but Idk about 2.1 because I haven't tried that one, but when me and a buddy of mine try out 2.3 or 2.2 online, on coop (not sure of DM), but we seem to start with 0 pistol ammo, unable to pick up weapon ammo, and when we pick up any gun it has the same effect, the fist and chainsaw are the only effective weapons in online co-op.

What parameters you use to launch the game?
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Keo

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Re: Doom64EX 2.3 Feedback Thread
« Reply #6 on: March 19, 2012, 10:18:47 PM »

I'm still hoping this strange bug where DB64 "forgets" Macros and linedef changes gets squashed soon

That has been fixed already

Really now? Well shit, I need to update, heh, thanks Kaiser!

Alright, now it seems to go back to 2.2 as well, but Idk about 2.1 because I haven't tried that one, but when me and a buddy of mine try out 2.3 or 2.2 online, on coop (not sure of DM), but we seem to start with 0 pistol ammo, unable to pick up weapon ammo, and when we pick up any gun it has the same effect, the fist and chainsaw are the only effective weapons in online co-op.

What parameters you use to launch the game?

Well, usually I would run it with my mod I haven't announced yet, but before I modded for D64EX Co-op this has happened to the stock maps (on 2.2), the parameters I used was "-file <mywad>.wad", I had it set (both mod and stock) to go to 01 on skill "I own Doom!", and I'm always the server host.
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Kaiser

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Re: Doom64EX 2.3 Feedback Thread
« Reply #7 on: March 20, 2012, 01:06:21 AM »

Not sure what exactly you're doing. I am not getting the issue.

For sever I use this command:
DOOM64.EXE -iwad DOOM64.WAD -server -warp 01

For client I use this command:
DOOM64.EXE -iwad DOOM64.WAD -connect 127.0.0.1 -warp 01

Now of course if this issue occurs on custom levels, then I'll buy that, but I am having a very hard time believing that this issue is also occurring for the stock maps.
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Footman

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Re: Doom64EX 2.3 Feedback Thread
« Reply #8 on: March 20, 2012, 02:37:14 AM »

The bug is actually related to the keep items network options. Turning it off will allow you to pick up weapons and ammo again.
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Kaiser

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Re: Doom64EX 2.3 Feedback Thread
« Reply #9 on: March 20, 2012, 12:02:14 PM »

Ah ha! Okay I should take care of that later today then.
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ClockworkBastard

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Re: Doom64EX 2.3 Feedback Thread
« Reply #10 on: March 23, 2012, 05:04:20 PM »

Old saves still don't work.. and screw it.

Code: [Select]
Z_Malloc: failed on allocation of 4290772992 bytes (E:\sources\Doom64EX\2.2\src\kex\p_saveg.c:229)
PS That's weird if it tries to find Doom64 there E:\sources because path is E:\games\doom64ex I probably just can't understand this stuff
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Kaiser

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Re: Doom64EX 2.3 Feedback Thread
« Reply #11 on: March 23, 2012, 09:12:32 PM »

I think I stated before that the save game fixes in recent changes to 2.2 may have obsoleted some older save games.
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FirebrandX

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Re: Doom64EX 2.3 Feedback Thread
« Reply #12 on: March 27, 2012, 01:44:06 AM »

So far playing through the game, I've only had one minor issue that I took notice of. It seems there are artifacts around some of the HUD overlays. I play at 1920x1200, so I'm wondering if the scaling is causing some texture looping to occur by what looks to be 1 pixel.

I can try to post an image of the issue if you need, though I'll have to play in window mode as fullscreen gives a me a blank image when I try to cap it.
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FirebrandX

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Re: Doom64EX 2.3 Feedback Thread
« Reply #13 on: March 27, 2012, 02:06:30 AM »

Turns out it's the '8' specifically. Here's a screen pic of issue:



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FirebrandX

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Re: Doom64EX 2.3 Feedback Thread
« Reply #14 on: March 27, 2012, 07:10:06 AM »

Another bug to report:

Loading a save game will slowly degrade the reported percentages to secrets found (and possibly enemies killed as well). I confirmed this be repeatedly loading a saved game at the end of a stage I knew I had found all secrets on. The percentage kept getting lower and lower with each new load of the save file.
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