Reaper Grimm
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): « First ... « 3 4 5 [6] 7 8 9 » ... Last »  
Author
All times are GMT. The time now is 21:46. Post New Thread    Post A Reply
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



XIX IX VII XIII I said:


At any rate, here is the map 28, The Absolution save-file with all three artifacts so you can test it yourself:

The Absolution



You wouldn't happen to have a emulator save state on that level with all artifacts do you?

Old Post 07-27-08 21:36 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
XIX IX VII XIII I
Warming Up


Posts: 20
Registered: 07-05


I don't, but I can play through the game quickly enough if you'd like.

Edit: No mouse support for N64 emulators?

Last edited by XIX IX VII XIII I on 07-27-08 at 22:14

Old Post 07-27-08 21:43 #
XIX IX VII XIII I is offline Profile || Blog || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



XIX IX VII XIII I said:
I don't, but I can play through the game quickly enough if you'd like.

Edit: No mouse support for N64 emulators?



Nevermind, fixed it already. In the n64 version the switch will NOT activate until the current script (portal closing) is completed. So you really can't have all three portals closing, but rather one at a time.

For the savegame issue, I done a lot of a changes to where the savegame is invalid now unfortuently, but I am certain the other savegame issue that I fixed should resolve the one you had problems with.

Download link is updated with version 1.1c. Make sure you review changes.txt for whats been done and keep reporting any issues or bugs that may arise.

Old Post 07-27-08 23:32 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1753
Registered: 12-06


Awesome. I was also having some issues with savegames going corrupt. I'll try out this new version and see if it resolves it. Would you like the savegame that borked on me? I think I still have it...

Old Post 07-27-08 23:52 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



Mechadon said:
Awesome. I was also having some issues with savegames going corrupt. I'll try out this new version and see if it resolves it. Would you like the savegame that borked on me? I think I still have it...


nah, the savegames now won't work with this new version..
But out of curiosity, what map, and what was the last thing you did before saving?

Old Post 07-28-08 00:09 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1753
Registered: 12-06


If I remember correctly, I was just about to finish up Map17. I had already beat the Cyberdemon and I saved just before hitting the exit on that map. I think it saved ok, but after I came back to load it, the game crashed and I got an error (I should have written down what it said before I upgraded to 1.1c...oh well). Not sure if it matters or not, but I was playing on the 'Bring it On' skill level in 1280x1024 fullscreen mode.

Old Post 07-28-08 00:31 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00


Yeah that sounds like something that I fixed. Try saving after killing the two cyberdemons in map17 and try loading it again.

Old Post 07-28-08 01:39 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
RiffRaff1138
Green Marine


Posts: 41
Registered: 09-06


Well, this is odd. I just tried to use the new version, and the light in the yellow room at the end of the first level didn't revolve. The entire room was yellow, and with one section glowing. I figured it might be because I was using an old IWAD, and tried to make a new one. But whenever I attempted to do so, WadGen just crashed, no matter what version of the ROM I used.

Old Post 07-28-08 02:07 #
RiffRaff1138 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1753
Registered: 12-06



RiffRaff1138 said:
Well, this is odd. I just tried to use the new version, and the light in the yellow room at the end of the first level didn't revolve. The entire room was yellow, and with one section glowing. I figured it might be because I was using an old IWAD, and tried to make a new one. But whenever I attempted to do so, WadGen just crashed, no matter what version of the ROM I used.

Yup, I can confirm that. I haven't tried to generate a new IWAD yet though...I'll give that a spin and see what happens.

Anywho, concerning the savegame/Map17 thing, I just tested it again, but it appears that it's still bugged :(. The information I posted above is the same except for the difficulty which was 'I Own Doom!'. Here's the savegame in question:

http://www.zshare.net/download/1609029995e1814d/
(for the hell of it, I included my old Map17 savegame. See the readme for details)

I did exactly the same thing as I did before; I got through almost all of the map and beat the Cyberdemon. I then proceeded to the exit switch and saved. When I tried to load again, it crashed...though this time I didn't get an error message like before.

Oh, and I suppose I should be reporting these officially in the bug tracker...I'll go ahead and do that as well.

[edit]Mkay, those two bugs have been submitted in the tracker[/edit]

Last edited by Mechadon on 07-28-08 at 02:41

Old Post 07-28-08 02:25 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00


Fixed the sequenced lighting crap. (Updated download link).

The savegame crash is something that will require me to redesign due to the way things trigger specials when killed.

This is coming from a Pain Elemental and because that the Pain Elemental is removed after dying and also that its tied to a trigger when its killed, the game doesn't really like it when it has to check for a dead monster thats not there :\

Old Post 07-28-08 03:36 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Darkman 4
Heh fanboy.


Posts: 603
Registered: 12-03


Why did you choose Doom3D as the port to base this off of?

Old Post 07-28-08 03:38 #
Darkman 4 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



Mechadon said:

Anywho, concerning the savegame/Map17 thing, I just tested it again, but it appears that it's still bugged :(. The information I posted above is the same except for the difficulty which was 'I Own Doom!'.

I did exactly the same thing as I did before; I got through almost all of the map and beat the Cyberdemon. I then proceeded to the exit switch and saved. When I tried to load again, it crashed...though this time I didn't get an error message like before.



Fixed. Download link updated.
Let me know if something comes up.

Old Post 07-28-08 04:57 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



Darkman 4 said:
Why did you choose Doom3D as the port to base this off of?



Kaiser said:


Easy to work with and program. Its basically what I was looking for, which is the 'base' Doom code on a Win32 platform. Its easy for me to understand whats going on, compared to Boom/Prboom etc where tons of stuff has already been applied to it and more likely half of the content is just throw away because they're not needed for D64.




RiffRaff1138 said:
WadGen just crashed, no matter what version of the ROM I used.


Is this from the newest 1.1c version?

Old Post 07-28-08 05:02 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
RiffRaff1138
Green Marine


Posts: 41
Registered: 09-06



Kaiser said:
Is this from the newest 1.1c version?
Yes it is.

Also, another bug; it seems that items are no longer effected by gravity. For instance, the megaarmor and blue keycard in map 02, and the chaingun in map 04, all hang in midair when their respective platforms lower.

Old Post 07-28-08 05:19 #
RiffRaff1138 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



RiffRaff1138 said:
Yes it is.


Fixed.


RiffRaff1138 said:
Also, another bug; it seems that items are no longer effected by gravity. For instance, the megaarmor and blue keycard in map 02, and the chaingun in map 04, all hang in midair when their respective platforms lower.


Fixed. Although this brings back the bug of the red torches in map28 that sticks to the floor when they lower.


Download link updated once again.

Old Post 07-28-08 06:10 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
XIX IX VII XIII I
Warming Up


Posts: 20
Registered: 07-05


The mother demon in map 28 no longer spawns in the latest version. Also, there is some strange wall texture glitching.

http://img291.imageshack.us/img291/1382/doom64glitchav2.th.jpg

Old Post 07-28-08 06:32 #
XIX IX VII XIII I is offline Profile || Blog || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



XIX IX VII XIII I said:
The mother demon in map 28 no longer spawns in the latest version. Also, there is some strange wall texture glitching.



Aware of the rendering glitching. Line clipping issues.

For the other issue:
Type in exmap twice to get the full automap preview, do you see any red arrows (enemies) outside the level?

Old Post 07-28-08 06:40 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
MP2E
Junior Member


Posts: 107
Registered: 09-07


Excellent job, love this port. A few things though,
1. Will we see a linux build soon?.. This will require you to write a renderer not based on DirectX...
2. Will a software renderer be added in the future?
3. Will the code for the music be optimized/handled differently so that the CPU usuage goes down? Perhaps the wad converter could convert the music to MOD format?

Old Post 07-28-08 06:53 #
MP2E is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1753
Registered: 12-06


Found another bug...it's probably related to all of the weird floating things bug.

http://img401.imageshack.us/img401/713/sshot002uc7.jpg

That's Map04 I believe.

However I didn't have any problems with the Motherdemon in the latest version. It spawned just fine after I hit all three of the switches and I also checked outside of the map (exmap twice) and there were monsters outside.

Last edited by Mechadon on 07-28-08 at 07:36

Old Post 07-28-08 07:27 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
XIX IX VII XIII I
Warming Up


Posts: 20
Registered: 07-05


There are indeed monsters remaining in the dummy sector. I attempted the map a few times and couldn't make the monsters come out. I then clipped into the dummy sector and "woke up" the monsters, which caused it to work fine. So, obviously, a few of the monsters (specifically a Pain Elemental) don't hear my guns and trip the teleport Linedef.

I'm using the 1.1c version now (I updated it). I haven't tested the artifact / switch problem because the old save states no longer work (as you said) and haven't had time to make a run through.

I am fairly sure the mother demon cannot (or will not) spawn until all monsters are killed (save Lost Souls, which don't count, presumably because they're spawned by the Pain Elementals and cannot be counted toward monster counts for that trigger).

I remember long ago on the actual Doom 64 game having three or four Lost Souls flying around while fighting the mother demon, but never with a Hell Knight or even Imp walking around.

Edit: One thought I had was perhaps the rendering issues are causing monsters to attack each other in the dummy sector and creating issues with them properly spawning into the main area. I write that because a few of the times I clipped into the dummy sector their were Lost Souls sitting there, which would only appear from a Pain Elemental spawning them (or otherwise attacking something). Just a guess, really.

Last edited by XIX IX VII XIII I on 07-28-08 at 11:41

Old Post 07-28-08 11:31 #
XIX IX VII XIII I is offline Profile || Blog || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



Mechadon said:
Found another bug...it's probably related to all of the weird floating things bug.


Redownload, the link was updated with this fix... I think.


MP2E said:
Excellent job, love this port. A few things though,
1. Will we see a linux build soon?.. This will require you to write a renderer not based on DirectX...
2. Will a software renderer be added in the future?
3. Will the code for the music be optimized/handled differently so that the CPU usuage goes down? Perhaps the wad converter could convert the music to MOD format?



1. Need to port to open gl, sound needs to not be directsound, input needs to not be directinput.. so everything will need to be ported over to SDL. That makes me sad :(
2. No software rendering. Doom64 was not built with software rendering in mind.
3. Unfortuently no. If using 'Lowest' setting for the music priority is not working, then I will need to find an alternative to how the music plays, but I am not resorting to mp3 playback, thats out of the question. I would like to find a way (or better yet, someone with mips knowledge) to extract the music samples from the rom and build .mod files like that. If I had my hands on the samples, .mod files is possible.


XIX IX VII XIII I said:
There are indeed monsters remaining in the dummy sector. I attempted the map a few times and couldn't make the monsters come out. I then clipped into the dummy sector and "woke up" the monsters, which caused it to work fine. So, obviously, a few of the monsters (specifically a Pain Elemental) don't hear my guns and trip the teleport Linedef.


I've been trying to dup this and every monster came out successfully. Try redownloading and give it another try.
Also to get the artifacts, enter the following cheat:

exgivea# (replace # with 1 through 3).

Last edited by Kaiser on 07-28-08 at 15:54

Old Post 07-28-08 15:47 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1753
Registered: 12-06



Kaiser said:
Redownload, the link was updated with this fix... I think.


Err, I thought I did. I'll try it again :P

Old Post 07-28-08 19:46 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
XIX IX VII XIII I
Warming Up


Posts: 20
Registered: 07-05


Map 28 works fine now. I'm not really sure what was happening. The only remaining bugs or problems I've ran across now have already been mentioned.

Thanks again and I'll let you know if I run into anything else. =)

Old Post 07-28-08 22:50 #
XIX IX VII XIII I is offline Profile || Blog || Email || Search || Add Buddy IP || Edit/Delete || Quote
RiffRaff1138
Green Marine


Posts: 41
Registered: 09-06



Kaiser said:
Redownload, the link was updated with this fix... I think.
Nope, I'm definitely using the latest version (with a new IWAD, I might add), and I've got chandeliers on the floor as well.

Old Post 07-29-08 00:49 #
RiffRaff1138 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



RiffRaff1138 said:
Nope, I'm definitely using the latest version (with a new IWAD, I might add), and I've got chandeliers on the floor as well.


Okay, how the hell did that happen...

Fixed. Now re-download :P

Old Post 07-29-08 01:47 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
leileilol
dork stalker


Posts: 2726
Registered: 06-04


PowerVR KYRO II doesn't like Doom64 EX because oddly, it has to fill up the texture memory pretty quickly. This is bad because PowerVR's chipsets tend to white out any additional textures (it has to load all for a frame). Setting texturemip and spritemip to 2 doesn't help at all either.
http://leileilol.mancubus.net/crap/kyro2doom64.jpg

FYI the card has 64mb of memory, and it does support texture compression

Old Post 07-29-08 08:53 #
leileilol is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00


Out of curiosity, run map26 - Hardcore..

Old Post 07-29-08 15:48 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
POTGIESSER
Senior Member


Posts: 1686
Registered: 06-04


Great job so far Kaiser. I tried using a playstation controller through a twin PS port USB hub. Didn't work in either port. No biggie if this doesn't end up being implemented. Also I was able to bind the ESC key to various commands. Luckily it just brought up the menu. Also the first time in trying out map28 with latest version the boss appeared. But after dying and trying again it would not work after waxing all the demons. I tried again today and it seemed to work fine.

Old Post 07-29-08 20:00 #
POTGIESSER is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Kaiser
Doom64 Guru


Posts: 2632
Registered: 08-00



POTGIESSER said:
Great job so far Kaiser. I tried using a playstation controller through a twin PS port USB hub. Didn't work in either port. No biggie if this doesn't end up being implemented. Also I was able to bind the ESC key to various commands. Luckily it just brought up the menu. Also the first time in trying out map28 with latest version the boss appeared. But after dying and trying again it would not work after waxing all the demons. I tried again today and it seemed to work fine.


If you get the final boss to not spawn after all enemies are dead, save it and post me the savegame file so I can debug it, if you have the chance. Thanks.

Old Post 07-29-08 20:38 #
Kaiser is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
XIX IX VII XIII I
Warming Up


Posts: 20
Registered: 07-05


Another texture glitch issue, this time in map 13, Dark Citadel. What you're looking at is the skull texture that the spears shoot from. They appear after you click the switch in that room to grab the blue key.

http://img154.imageshack.us/img154/318/doom64glitch2qn9.th.jpg

I did experience this on my first play-through as well, but it's not too big of a deal since it's really only obvious for about 15 seconds or so. Other than this, I've had no real issues thus far.

Old Post 07-30-08 06:01 #
XIX IX VII XIII I is offline Profile || Blog || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 21:46. Post New Thread    Post A Reply
Pages (19): « First ... « 3 4 5 [6] 7 8 9 » ... 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