Fuser Marucs Posted Tuesday at 06:11 AM 8 hours ago, Grizzly said: This probably has been reported already, but I'm getting sound completely cutting out when there's a lot of it happening. It's very noticable when running around very busy levels like Doom 2 Map 10 (in this particular case because I am triggering a lot of monsters I can't shoot 'cuz I pistol-started the level). A lot of sounds, including player weapon fire, will simply not play when things get busy. There are missing sounds when things aren't busy as well - most noticeably in Doom2 - however Edward form Nightdive has said that sound issues will be addressed in the first major patch so it sounds like they're on it already! 0 Share this post Link to post
Edward850 Posted Tuesday at 07:17 AM 54 minutes ago, Fuser Marucs said: There are missing sounds when things aren't busy as well - most noticeably in Doom2 - however Edward form Nightdive has said that sound issues will be addressed in the first major patch so it sounds like they're on it already! I basically rewrote the entire sound event system that seemed to have come from the original Xbox version, at best I could determine was that events could accidentally step over eachother and you'll have sound handles attached to the wrong objects. There was some strange stuff in there probably related to their splitscreen implementation that we didn't really need anymore. Plus the old event system only handled 16 sounds at once (I believe it was designed to be fire-and-forget and not designed to actually stop sounds) which was causing... weird issues. There's some additional weirdness from Kex's audio system being multithreaded and Doom's audio being extremely not (which isn't really something one can fix without remaking Doom's audio management entirely), but I believe I've managed to iron that out as long as you don't run out of audio channels provided by the underlying sound system, which is at least 64. 11 Share this post Link to post
Fuser Marucs Posted Tuesday at 04:04 PM 8 hours ago, Edward850 said: I basically rewrote the entire sound event system that seemed to have come from the original Xbox version, at best I could determine was that events could accidentally step over eachother and you'll have sound handles attached to the wrong objects. There was some strange stuff in there probably related to their splitscreen implementation that we didn't really need anymore. Plus the old event system only handled 16 sounds at once (I believe it was designed to be fire-and-forget and not designed to actually stop sounds) which was causing... weird issues. There's some additional weirdness from Kex's audio system being multithreaded and Doom's audio being extremely not (which isn't really something one can fix without remaking Doom's audio management entirely), but I believe I've managed to iron that out as long as you don't run out of audio channels provided by the underlying sound system, which is at least 64. Firstly, thank you for taking the time to respond, and secondly, thank you for telling us exactly what you're doing about it - much appreciated 👍🏻 3 Share this post Link to post
Trov Posted Wednesday at 06:37 AM (edited) Kex Doom seems to be missing the "kaleidoscope effect w/ F_SKY1" feature of Boom's "Create Fake Ceiling/Floor" It is an intended effect that is described in the Boom Reference (though it doesn't describe how it is accomplished on a technical level) If the control sector has F_SKY1 as the ceiling, then there is a special case where when you go under the fake floor, the floor and fake ceiling get the control sector's floor texture and both extend to the horizon, but the virtual floor's distance from the player's camera mirrors the ceiling's distance from the player's camera. (Which means, the further the player falls below the fake floor, the further the virtual floor appears to drop down below them). The same effect applies if you use F_SKY1 as the floor of the control sector, and the player's head goes above the fake ceiling (both the kaleidoscope floor and ceiling become the control sector ceiling texture and the same distance mirroring happens). It's kinda hard to describe with words, so here's a video example @ 4 minutes in: An example is the end teleport of MAP01 in Swim With The Whales. Just enter the map, IDKFA, hit the switch right in front of you, and jump into the water square. 2 Share this post Link to post
Dead Pixel Posted Wednesday at 10:24 PM (edited) I experience a game-breaking bug in the Garrison map of Doom II Master Levels. I cannot progress once I reach a certain point of the map. I'm missing the yellow skull key, which is up on an unreachable platform and there is NO way to lower it. I have scoured the level for literal days, trying to find the switch or line def trigger that lowers the platform with the yellow skull key. And nothing. This appears to be a bug, because this is not my first time playing through Doom II Master Levels. I've beaten this map many times before. But now with this new port, I got stuck in the Garrison map, with the yellow skull key being completely unreachable and nothing is triggering the platform to lower so I can get it. So the level is unbeatable, at least on my end. 0 Share this post Link to post
Dead Pixel Posted Wednesday at 10:25 PM Also, when is this major patch coming? I've been hearing about it for nearly a month now and it still hasn't arrived. I don't mean to sound impatient or rude. Just asking. Thanks. 0 Share this post Link to post
Andromeda Posted Wednesday at 10:30 PM 4 minutes ago, Dead Pixel said: I experience a game-breaking bug in the Garrison map of Doom II Master Levels. I cannot progress once I reach a certain point of the map. I'm missing the yellow skull key, which is up on an unreachable platform and there is NO way to lower it. I have scoured the level for literal days, trying to find the switch or line def trigger that lowers the platform with the yellow skull key. And nothing. This appears to be a bug, because this is not my first time playing through Doom II Master Levels. I've beaten this map many times before. But now with this new port, I got stuck in the Garrison map, with the yellow skull key being completely unreachable and nothing is triggering the platform to lower so I can get it. So the level is unbeatable, at least on my end. Not a bug, you're meant to get on the staircase's railing and drop down to the yellow key that way. 0 Share this post Link to post
Dead Pixel Posted Wednesday at 10:35 PM 4 minutes ago, Andromeda said: Not a bug, you're meant to get on the staircase's railing and drop down to the yellow key that way. I did try that out and it wasn't working for me. It won't let me up on the staircase railing. But I will try it again. Thanks for response in any case! Appreciated. 1 Share this post Link to post
OpenRift Posted Wednesday at 10:58 PM 31 minutes ago, Dead Pixel said: Also, when is this major patch coming? I've been hearing about it for nearly a month now and it still hasn't arrived. I don't mean to sound impatient or rude. Just asking. Thanks. Given Nightdive's spotty reputation with post-launch patches due to being at the mercy of publishers and IP holders, it's hard to say. 1 Share this post Link to post
MikeyNels Posted Wednesday at 11:25 PM For the multiplatform games they tend to release BIG patches that address a ton of issues at once (they did that for ROTT and Dark Forces, where the updates came out a few months after launch). It takes a lot to get patches approved for the consoles (especially Nintendo) so it makes sense to try and fix as much as possible in one big sweep. 1 Share this post Link to post
OpenRift Posted yesterday at 12:03 AM 37 minutes ago, MikeyNels said: For the multiplatform games they tend to release BIG patches that address a ton of issues at once (they did that for ROTT and Dark Forces, where the updates came out a few months after launch). It takes a lot to get patches approved for the consoles (especially Nintendo) so it makes sense to try and fix as much as possible in one big sweep. RoTT still has issues though, which is a whole other can of worms in of itself. 2 Share this post Link to post
Trov Posted yesterday at 02:43 AM Minor Cosmetic MBF+ Bug: In MBF DOS and newer ports, conveyors were adjusted so that the player's view doesn't bob when they are standing still on a conveyor, while in Boom the player view bobs as they are standing still a conveyor. In Kex Doom, the player's view bobs when standing on conveyors even in MBF and MBF21 complevels. In my opinion, since it's purely cosmetic, it could be fixed for all complevels. 3 Share this post Link to post
GooberMan Posted yesterday at 08:56 AM View bobbing is pretty far from cosmetic, since the bob amount directly impacts demo playbacks (via lowering weapon time on weapon switch). I've implemented a duplication of the functionality on the rendering side as a result to support the bobbing percent slider. The MBF and greater information is valuable though. 5 Share this post Link to post