Mancubus
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Doom64 EX (Feedback build) Now at v1.1c
Pages (19): « 1 [2] 3 4 5 » ... Last »  
Author
All times are GMT. The time now is 13:16. Post New Thread    Post A Reply
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00


Thats a risk I'll have to make. Unless someone out there who has a firm knowledge on MIPS 4400 assembly can assist me in understanding how the rest of the data is compressed.

Old Post 07-10-08 19:16 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6452
Registered: 07-07


Hitting F9 after having just started the game provokes a crash.

Old Post 07-10-08 20:12 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



Gez said:
Hitting F9 after having just started the game provokes a crash.


Not occuring for me. What size is your rom and the generated iwad?

Old Post 07-10-08 20:25 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6452
Registered: 07-07


ROM: 16 777 216
Wad: 16 347 192

I'm getting a lot of crashes with F6 and F9, not always but more often than not.

Old Post 07-10-08 20:50 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1753
Registered: 12-06



Kaiser said:
Try disabling the music and see if the problem persists.


Ok, I disabled the music via the launcher, started a game on Map20...and I didn't have any lag whatsoever...in fact it played a lot smoother than before. I played till about Map25 :D


Trasher][ said:
- I get a W_ReadLump error when trying to load the Deathtrigger, Itemtrigger or Maskedflats test wads.

I can confirm this.

And I haven't had any problems/crashes when using F6/F9...not yet atleast.

Last edited by Mechadon on 07-10-08 at 21:13

Old Post 07-10-08 20:56 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00


Yeah, for some odd reason the custom Doom Builder corrupted some of those wads in /Maps

For the next update I'll have them recompiled..

Old Post 07-10-08 21:11 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 5536
Registered: 12-00


I'm having great fun with this. It's truly amazing to be playing D64 properly on the PC. It's so much crisper and "correct" than the TC. Thanks Kaiser.

A minor issue I noticed is sound and music volume. When I use the sliders in the options, the sounds and music get quiet very quickly (particularly the music). Max volume for music is still fairly quiet and nudging it a couple of notches to the left makes it almost inaudible. Not a huge issue because turning music up fully and having sounds 1 notch down is fine, it's just that most of the slider is redundant on my machine.

Old Post 07-10-08 21:29 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DaniJ
Senior Member


Posts: 1691
Registered: 08-03


Two crashes:
* After pulling the end of level switch in MAP01 (no error message, repeatable every time).
* Alt+Tab at any time "R_ClearFrame: Blt Failed".

Specs: Vistax64, C2Duo 3.2ghz, 2Gb RAM, GF8800 GTX
Installation dir: "C:\Users\DaniJ\Desktop\Doom64 EX"
Running Fullscreen.

Minor thing:
I think you should look at the terminology used in the video options menu for "Minimum Filter" and "Maximum Filter" as currently they don't make much sense.

Old Post 07-10-08 21:29 #
DaniJ is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
leileilol
dork stalker


Posts: 2726
Registered: 06-04



DaniJ said:
I think you should look at the terminology used in the video options menu for "Minimum Filter" and "Maximum Filter" as currently they don't make much sense.


Oh it makes sense, it's so you could either mix and match so you could have NEAREST (omg blocky) with trilinear mipmap blending (GL_NEAREST_MIPMAP_LINEAR) or bilinear (GL_NEAREST_MIPMAP_NEAREST), as well as standard bilinear (GL_LINEAR_MIPMAP_NEAREST) and trilinear (GL_LINEAR_MIPMAP_LINEAR) filtering.

Old Post 07-10-08 21:47 #
leileilol is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



DaniJ said:
Two crashes:
* After pulling the end of level switch in MAP01 (no error message, repeatable every time).



Uh.. wow?
Can you tell me the rom size and iwad size please?

Also in the meantime, try these things:

* Music off
* Windowed mode
* Lower resolution
* Use the exitlevel XX console command and see if that bombs out as well.


Enjay said:
I'm having great fun with this. It's truly amazing to be playing D64 properly on the PC. It's so much crisper and "correct" than the TC. Thanks Kaiser.

A minor issue I noticed is sound and music volume. When I use the sliders in the options, the sounds and music get quiet very quickly (particularly the music). Max volume for music is still fairly quiet and nudging it a couple of notches to the left makes it almost inaudible. Not a huge issue because turning music up fully and having sounds 1 notch down is fine, it's just that most of the slider is redundant on my machine.



Its a leftover bug from Doom3D. Thats on my todo list.

Old Post 07-10-08 21:55 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 5536
Registered: 12-00


Another thing I meant to mention before: when you finish a level, you get the stats screen. As your scores go up a gunshot can be heard with every change of the numbers (just like regular doom). When the count gets to the number that you achieved, you hear an explosion and the next counter starts (so far so good). However, with the last counter (time), when the numbers stop increasing, the gunshots keep on going until you hit a key to force them to finish.

Old Post 07-10-08 22:03 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05


This is pretty sweet, it's interesting to see D64 with jumping and freelook. :P
Can't wait for the custom Doom Builder.

Old Post 07-10-08 22:21 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
InsanityBringer
Member


Posts: 385
Registered: 08-07


I'm getting crashes trying to load this one savegame

http://basementnet.dyndns.org/ryan/files/doomsav0.zip

It is kind of annoying as this was the savegame I was playing through.

Old Post 07-10-08 23:26 #
InsanityBringer is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
skadoomer
Member


Posts: 554
Registered: 01-01


wow, seeing this makes me jealous of all the lighting options the developers had access to. Any chance of this being an option with the extension made to maps with the UDMF format?

Bugs i've noticed:

  • The screen wipe looks like the tutti-fruti effect. perhaps its my integrated intel video card.
  • in the testmap, i noticed the fire sky only looks right when i'm looking down. Is that just the way doom3d did skies?
  • Getting caught in a crusher isn't pretty. You can see through walls when your pushed down (map 02, the blue key room is a good example)

otherwise its a really solid build. I like it.

Old Post 07-10-08 23:50 #
skadoomer is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



InsanityBringer said:
I'm getting crashes trying to load this one savegame

http://basementnet.dyndns.org/ryan/files/doomsav0.zip

It is kind of annoying as this was the savegame I was playing through.



I'll take a look at that when I get home.


skadoomer said:
wow, seeing this makes me jealous of all the lighting options the developers had access to. Any chance of this being an option with the extension made to maps with the UDMF format?

Bugs i've noticed:
[list]
[*]The screen wipe looks like the tutti-fruti effect. perhaps its my integrated intel video card.
[*]in the testmap, i noticed the fire sky only looks right when i'm looking down. Is that just the way doom3d did skies?



Can you post a screenshot of that fire sky? Hit F5 to take a screenshot.

I am assuming this could be related to the intergrated video card...

Old Post 07-11-08 00:07 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kyka
Loser


Posts: 1846
Registered: 06-08


Whoah...... Never really taken a look at doom64 b4. But now I think I am gonna go play it. :)

Old Post 07-11-08 00:20 #
Kyka is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05


I just finished the first level and when I started level two I get massive lag. :S

Old Post 07-11-08 02:02 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1753
Registered: 12-06



KingofFlames said:
I just finished the first level and when I started level two I get massive lag. :S

I had a very similar problem. Try turning off the music as Kaiser suggested and see if it stops the lag.

Old Post 07-11-08 02:47 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00


Btw, the rom I am using to generate the iwad is 8,388,608 bytes (.z64) and the iwad produced is 16,351,232 bytes. If anyone who happens to have that size for the rom and WadGen still fails to generate the wad, please let me know.

Also for any other bugs that needs to be reported, please report them here since this will be a lot easier for me to track down. Also, feel free to take advantage of the discussion boards at sourceforge Thanks.

Two critical bugs are fixed (Map32 Hectic crash, and the savegame crash posted by InsanityBringer). The download link has been updated with the revised executable.

Will be working on the other issues and feature requests for the next official release soon. I will be working on the Doom64 editing specs as well followed by the release of several editing tools.

Last edited by Kaiser on 07-11-08 at 03:21

Old Post 07-11-08 03:15 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05


Awesome, can't wait for the editors. :D

And Mechadon, I turned the music priority to low and it worked.

Old Post 07-11-08 03:33 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Mad Butcher
Junior Member


Posts: 155
Registered: 05-03


This is nice. My only gripe is you can't move forward or back with the mouse. I use the mouse buttons to fire and strafe, so configuring forward and back to the mouse buttons is not an option.

Would it be possible to add forward/back mouse movement?

Old Post 07-11-08 06:47 #
Mad Butcher is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Patrick
someone employed to clean and maintain a building


Posts: 2005
Registered: 02-07


I'd like to see the lag/music issue resolved. for me, having the ambient tracks is vital for the whole doom64 experience. playing it without the music takes away a lot of atmosphere and terror that comes with playing doom 64. i like to turn out the light, crank up the music volume and keep the sound effects at half volume to feel immersed in the dark terror. can we expect to see some fix for this?

Old Post 07-11-08 06:56 #
Patrick is offline Profile || Blog || Search || Add Buddy IP || Edit/Delete || Quote
DaniJ
Senior Member


Posts: 1691
Registered: 08-03



leileilol said:
Oh it makes sense.
No it doesn't. What if I wanted to use 8x anisotropic sampling in conjunction with nearest neighbour filtering? The interface wouldn't let me. Do you seriously think I don't know about this stuff (I am a Doomsday developer).

Kaiser said:
Can you tell me the rom size and iwad size please?

Doom 64(E)[!].z64 - (8,388,608 bytes)
Doom64.wad - (16,351,232 bytes)

I'll try your suggestions and edit this post.

EDIT: Disabling the music stops the exitlevel crash and allows me to at least play the game.

In addition, I've done a bit of experimentation and it appears Doom64.exe is leaking a fair bit of memory (around 1mb on average, per-map load).

EDIT2: How do I bring up the console?

Last edited by DaniJ on 07-11-08 at 10:08

Old Post 07-11-08 09:25 #
DaniJ is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Fiend
Member


Posts: 555
Registered: 06-04


Even though this is inexplicably awesome, the weapons seem to be too fast. Specifically, the chaingun.

Old Post 07-11-08 14:07 #
Fiend is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
chopkinsca
Nothing


Posts: 1180
Registered: 10-02


It seems like hell knights and barons don't infight. Was this intentional? They infight in the original version.

Old Post 07-11-08 15:19 #
chopkinsca is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



DaniJ said:
In addition, I've done a bit of experimentation and it appears Doom64.exe is leaking a fair bit of memory (around 1mb on average, per-map load).

EDIT2: How do I bring up the console?



Hit ~

If possible, can you sync up to the SVN on sourceforge and take a peek at anything that may be causing this leak? I noticed the leak myself and I spent a good amount of time trying to figure it out. I even threw in EE's version of the zone memory allocator, but did noticed that the memory being used is still stacking up slightly.


chopkinsca said:
It seems like hell knights and barons don't infight. Was this intentional? They infight in the original version.


Go ahead and note that on the bug tracker page. That is not intentional.


Fiend said:
Even though this is inexplicably awesome, the weapons seem to be too fast. Specifically, the chaingun.


Doom64's clock rate on the N64 is a lot slower than that on the PC. The sprite tic rates is completly yanked from the data inside the rom, so the chaingun's firing rate is 100% accurate.


Mad Butcher said:
This is nice. My only gripe is you can't move forward or back with the mouse. I use the mouse buttons to fire and strafe, so configuring forward and back to the mouse buttons is not an option.

Would it be possible to add forward/back mouse movement?



Mention this on the feature request forum on sourceforge if possible please.

Old Post 07-11-08 15:56 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Haloless0320
I dont know how to use punctuation.Properly


Posts: 553
Registered: 02-04


I've got a question.I'm not trying to be an asshole and if I come across as one I'm sorry but didn't someone already make an exact clone of Doom 64 called Absolution for Doomsday?Just curious,whats different on this one Kaiser?

Old Post 07-11-08 17:38 #
Haloless0320 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DaniJ
Senior Member


Posts: 1691
Registered: 08-03



Kaiser said:
If possible, can you sync up to the SVN on sourceforge and take a peek at anything that may be causing this leak? I noticed the leak myself and I spent a good amount of time trying to figure it out. I even threw in EE's version of the zone memory allocator, but did noticed that the memory being used is still stacking up slightly.
Ok, I'll try and have a look at this at some point over the weekend.


Doom64's clock rate on the N64 is a lot slower than that on the PC. The sprite tic rates is completly yanked from the data inside the rom, so the chaingun's firing rate is 100% accurate.
Just to clarify: The clock rate of the main processor in the N64 (the so-called "Reality Engine") is actually 93.75MHz (62.5 core, 1.5* multiplier). I'll happily assume that DOOM64 won't be running at native speed thus there will be an in-software game ticker much like PC DOOM. Now, given the fact that the N64 was designed to be used with televisions exclusively, I would hazard a guess that the game ticker clocks somewhere in the range of 12-24hz.

I've been working on reverse engineering the game code for a while now but to date I've been focusing on the AI routines but I could look into the core loop and see if I can find out the real tick rate.

BTW, once I get there, I'd be happy to send you [kaiser] the code.

Old Post 07-11-08 17:42 #
DaniJ is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Fisk
Forum Regular


Posts: 821
Registered: 02-07


@Haloless: Kaiser was on the team that made that project, I'm sure he knows that. I'm going to make a stab in the dark and say he simply wasn't happy with the TC, that it wasn't accurate enough?

Old Post 07-11-08 17:43 #
Fisk is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Remiel
Mini-Member


Posts: 65
Registered: 04-08



Fisk said:
@Haloless: Kaiser was on the team that made that project, I'm sure he knows that.
In fact, Kaiser was the one who made Absolution in the first place!

Old Post 07-11-08 17:49 #
Remiel is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 13:16. Post New Thread    Post A Reply
Pages (19): « 1 [2] 3 4 5 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Doom64 EX (Feedback build) Now at v1.1c

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory