View Full Version : Hexen/C++ prealpha1 available
smite-meister
January 11th, 2004, 10:46 AM
It took a while, but here it is:
http://www.hut.fi/u/vberghol/doom/legacy_150prealpha1_win32.zip
The zip archive contains the Windows executable and a wad which should be merged to the legacy.wad from version 1.41. Make a backup copy of it first, of course.
The game requires the SDL runtime library (dll):
http://www.libsdl.org/release/SDL-1.2.6-win32.zip
If you want music, you'll also need SDL_mixer:
http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.5a-win32.zip
Since this is a prealpha (== very unstable, possibly dangerous), NOTHING is guaranteed:)
However, most Hexen gameplay elements should now work as expected.
Known bugs/features:
- loading a game from the menu may cause a crash
- seeing animated flats likewise (a certain lava flat in the Guardian of Fire, for example)
- Heretic won't work in the prealpha, but Doom should.
TheDruid
January 11th, 2004, 10:50 AM
Happy day. I don't think internet is implented so trying to play it on the internet should crash it.
smite-meister
January 11th, 2004, 10:53 AM
Yeah, I almost forgot:
Only single-player games will work in the prealpha.
Pate
January 11th, 2004, 10:56 AM
What Smite-Meister did not emphasize enough, is that this release is very very very buggy and incomplete. Do not use it for every day playing, because it will be unstable. Don't say we didn't warn you.
Hurdler
January 11th, 2004, 11:02 AM
That's is a great news :)
BTW, note that the map console command has changed (we might add "old style" map command in future alpha version). Now, you simply have to use it like that:
map X
where X is a number.
Rellik_jmd
January 11th, 2004, 11:21 AM
Sweet! :)
Jive
January 11th, 2004, 11:30 AM
wowwwwwwwwwwwwww!!!
Great news!
Thank you!
Exl
January 11th, 2004, 11:30 AM
Great job! It's finally revealed!
So... should we start dumping zip archives of bugs in this topic now? :p
MR_ROCKET
January 11th, 2004, 12:38 PM
Excellent !
Is md3 implemented in the pre-alpha or is it worth tinkering with yet ?
and is it going to use a model.dat or something ?
made me think of this when i saw the skin selection added heh.
TheDruid
January 11th, 2004, 01:15 PM
Rocket I believe the code for md3 models is in, but they wouldn't work because the new rendering system that hurdler is going to be working on itsn't implented yet. But hopefully soon enough :)-.
The Doomer
January 11th, 2004, 01:52 PM
Let the beta testing begin. ;)
XDelusion
January 11th, 2004, 02:25 PM
I'm in! :)
iori
January 11th, 2004, 02:44 PM
Me too!! I just saw this, and im Drooling! Way to go, TEAM LEGACY!!
MR_ROCKET
January 11th, 2004, 02:48 PM
Donno if we should start reporting bugs yet , but heres a few :
EDIT : Blah ! , This post is being updated to help keep all the reports right here if possible , this should help make things easier for the team developers as well.
////////////////////////////////////////////////////////
///// Da color legend : Software , Opengl , Hexen , Doom //////
////////////////////////////////////////////////////////*bliss*
Hexen reports so far by : MR.ROCKET
System specs :
CPU = 1.3 gig athlon
MEM = 256megs
VID = geforce 4
OS = winxp pro
DX VERS. dx 9.b
fully updated
in Hexen :
Software and Hexen iwad
fullscreen @ 640x480
-midi music only seems to play threw 1 channel
-in software mode , res changes sometimes crash the game
-resizing fullscreen playing window boarder doesn't display the right hud off sets
-some hud sprites aren't displayed right
-some attack sprites don't display or display wrong - like attact puffs
-when switching to game menu , player sprite appears several times in the playing field background - i think it has to do with the brakeing items sprite
-when switching to menu sometimes the hud grachic goes black but the item graphic are still displayed
-seems like some moving or crushing sectors don't display the texture at all , invisible
-if key is picked up and player dies the key doesn't respawn , lol trapped
-game seems to crash around after picking up the yellow key and before entering the temple on e1m1
-
-
-
working...
Opengl and Hexen iwad
fullscreen @ 640x480
-seems to be doing pretty much the same in opengl as in software mode ,other than things looking alot better and attack puff sprite looks right.
-hud sprite problems , same as listed in sodtware mode
-midi music only plays once , no loop
-auto aim doesnt seem to be functional
-mutiple player sprites appering for no reason , it seems to happen mostly while brakeing objects.
-some moving sectors/crushing cielings dont display textures.
-some sprites , like tree sprites do damage and have jittery movment.
here's a bit of outlog info aswell.
tags acting wierd or doing the wrong thing
-this sector was a door
Sound 'insects1', s = 33878
Line: s = 80, tag = 0
Line: s = 0, tag = 0
Line: s = 80, tag = 0
Batman dies in special sector
-crash ,this happend while entering a teleport on e1m2
Error: R_FlatNumForName: Could not find flat ÿ!ÿ
im pretty sure im using the full version of hexen , although iv never heard of that texture name.
-
-
-
working...
__________
Next entry :
System specs :
in Hexen :
-
-
-
__________
Doom2 reports so far by : Frades
System specs :
CPU = GenuineIntel 900MHz
MEM = 128.0MB RAM
VID = ATI RAGE 128 pro ultra 16.0MB
OS = Win98SE
DX VERS. = dx9.0
in Doom :
Opengl and Doom2 iwad
-game won't start when "nightmare" skill level selected (asks y or n and then brings back to title screen)
-mouselook can still be used when mouselook is set to 'off' in that case HOM appears on walls behind the player when it straight looks up/down.
-statusbar disappears when "scale statusbar" is set to 'on'
-autoaim doesn't work
-warp command-line option doesn't work
-crashes after demo lump not found/incompatible
-sometimes, the player sprite appears in random locations, one or several. They stay there for some time and usually disappear. It seems they are some sort of player non-blocking freezed objects, since they can be viewed from any angle (all sprite directions). This effect appears when i change or look inside various menu items and options ingame. (when the sprites start appearing, then they appear every time i move inside the options menu)
-sometimes crashes out when entering next map, next map's music keeps playing //map01
-Midi music plays only in one channel (when legacy starts, it seems to play both channels for a fraction of a second) //map01
-Midi music doesn't loop.. it stops after being finished one time. //map01
-Mouse button 2 is now Mouse button 3 (i use a 2-button mouse with no wheel) //map01
-No transparency anywhere //map01
-No dynamic lights/coronas anywhere //map01
-No water animation //map01
-Adding brightness doesn't affect walls //map01
-map shows strange brown line running all the way over map //map02
-IDCLEV doesn't work and/or crashes //map02
-the bars where the famous "sleeping monster" (near the beginning) is, have magically disappeared.. open by default? (try looking over there with idclip on and you'll understand) //map02 also appears in map06 etc.
-using MAP command (for example 'map map03' in map02) in console always takes player to map01 //map02
-teleporters don't work //map02
-linetype 228 (switch once, raise floor(change texture?)) doesn't work //map03
-crushing ceilings (continuous up-down movement) doesn't work //map04
-some lifts are very slow, linetype 112 //map04
-textures won't move when a lift comes up/down //map05
-player won't die sometimes (hp drops below zero and then jumps over zero again and you can still play some time.) //map05
-when player dies, none of the taken items respawn, all previously killed monsters remain dead.. basically all stays exactly how things were left when player died. //map05
-player's corpse remains on the map and blocks player //map05
-when player blocks a lift from moving up (head hits nearby ceiling), the lift gets broken and stays down forever. //map05
-when trying to open a red key door without having a red key, message tells me that i need a YELLOW key to open it //map05
-when trying to open a yellow key door without having a red key, message tells me that i need a RED key to open it //map05
-linetype (walk over once, raise floor(change texture?)) doesn't work //map05 (near exit door)
-linetype (205?) doesn't start crushing the ceiling.. does nothing //map06
-when adjusting brightness with F11, all keeps getting slowly brighter and brighter (when switching from brightness level 4 to 1, all keeps getting slowly darker.. fading) somehow this seems to be related to the parts of the map where light level is VERY low//map06
-switches in dead simple won't work (linedef type 200) //map07
-random walls/sprites have very high lighting level //map07
-cacodemons don't like to fly as much as they did earlier, instead they prefer to be close to the ground and walk stairs //map08
-doors act very strangely. they can't be closed, but have to wait for them to come down, when i try close the door when it's on it's way up or already open, it waits the time it would normally be open and then comes down really fast, instead of that slow speed.. sometimes they won't get completely closed that way, leaving a small gap under them, therefor allowing sound to pass thru and awaken monsters (the gap is different each time) //map08
-cyberdemon acts strangely and shoots walls/random locations. when player shoots cybie, it shoots back, but then gets tired and starts shooting random things //map08
-yellow skull key won't open regular yellow key door. //map08
-stair raise linetype doesn't work //map08
-linetype 200 doesn't work, but in some cases plays sound (lowre floor change texture) //map08
-slime doesn't hurt //map09
-monster only teleport linetype doesn't work //map10
-lifts are in strange positions in map30 //map30
-crashes when end boss is finished playing the "to win the game you must kill me - john romero" sound and trys to spawn those cubes wich form into monsters when they land //map30
-edges of partially transparent textures (on transparent parts) work like some kind of semi-working backwards mirrors. Must see that to understand.
Software and Doom2 iwad
-statusbar disappears (and will not come back) when entering any menu, player's face image begins to flicker/oscillate
-statusbar disappears when "scale statusbar" is set to 'on'
-all bugs mentioned above, except for the obvious lack of all opengl related things like dynlights and full mouselook etc. etc.
-
-
-
working..
__________
Next entry :
System specs :
in Doom :
-
-
-
__________
If anyone finds bugs not listed here , please post about them and I will update this post with them if your cool will that :)
-MR.ROCKET
what ? , i like tah purty colors..
Hurdler
January 11th, 2004, 02:54 PM
Yes, feel free to report bugs here.
Just a remind for everyone. Please do not forget let us know if the bugs appear with Hexen or Doom (or both) and if it happens in software or OpenGL mode (or both).
iori
January 11th, 2004, 03:11 PM
All i can say is, WOW. Just played through a bunch of doom and hexen, and im really impressed. :D The sound is SO much better!! Hexen works!! What a great way to start off some semi-new forums ;)
ok bugs: OPENGL ONLY
Transparencies are gone. No problem, considering that the lump is not in the wadfile ;) (though some hexen objects, like the mist are transparent).
Hexen 'Lurkers' or whatever those water/slime dealies are called can move up stair heights onto dry land.
When i was playing as the Warrior, i got weapon 3 (the hammer) but skipped weapon 2 (the axe), because i jumped levels into the 2nd hub right away. In Darkmyre i found and was able to use the clerics 2nd weapon, the Serpentstaff as well as my fighter weapons.
Could this thread be made a Sticky, because i think that its very important ;)
Hurdler
January 11th, 2004, 03:13 PM
Should we add a C++ forum along with the FAQ and the Multiplayer one ? I'll ask daddy ;)
MR_ROCKET
January 11th, 2004, 03:15 PM
yes this rocks legacy team !!
Hurdler , whos your daddy? hehe
iori
January 11th, 2004, 03:17 PM
Pheobus :D
Frades
January 11th, 2004, 03:20 PM
Is this supposed to work in Doom2 too? if it is, i could test this bastard for a few hours and see what i come up with..
iori
January 11th, 2004, 03:22 PM
Yeah i does. It works with all the legacy command lines, such as -IWAD, so thats how you test them separately.
Frades
January 11th, 2004, 03:23 PM
*starts a doom2 prealpha legacy testing marathon*
//Edit:
Should the renderer-related bugs be reported or do i have to ignore them?
iori
January 11th, 2004, 03:28 PM
Um, just post em...cant do any harm ;)
MR_ROCKET
January 11th, 2004, 03:33 PM
yea it works with doom2 , -IWAD DOOM2.WAD
edit : blah! we all posted at the same time, heh
iori
January 11th, 2004, 03:36 PM
Just some screens of it working, me being all happy and all :D
(and showing a bug or two)
Pic #1 (http://darknexus.dmhgames.ath.cx/Hosted/iori/temp/hexen01.jpg)
Pic #2 (http://darknexus.dmhgames.ath.cx/Hosted/iori/temp/hexen02.jpg)
MR_ROCKET
January 11th, 2004, 03:39 PM
ouch , better down size those shots a little..
forum mod will smack ya around a bit for that hehe
EDIT : sorry man didnt want yea ta get busted heh
DarkWolf
January 11th, 2004, 03:46 PM
I'll start testing when I get a chance, school starts tomorrow.
MR_ROCKET
January 11th, 2004, 03:48 PM
i havnt started back on testing , well i'm sorta testing pizza right now :P
Rellik_jmd
January 11th, 2004, 04:07 PM
i'm sorta testing pizza right now
Lucky bastage. :)
Agent Spork
January 11th, 2004, 04:12 PM
It doesn't even start up for me. It just.. kinda.. sits there.
iori
January 11th, 2004, 04:26 PM
Spork, same with me. What i did just to get it running was (probably bad) use wintex to merge the legacy.dat from the old legacy and the new wad together into 'legacy.wad'. Then run with -nocheckwadversion. I know this isnt good, but thats all i could do to get it to run...:P
ouch , better down size those shots a little..
forum mod will smack ya around a bit for that hehe
Um...isnt the max allowed size 800x600?? I swear it was....
Frades
January 11th, 2004, 04:36 PM
It works very nicely here.. i'm so happy :p
Anyway.. i don't know why, but Legacy has always been a trouble-free source port for me. And this prealpha works veri good (considering it's a prealpha)
Runs good, no random crashes.. only when i do certain things will crash it, but that's just because those things probably wasn't even meant to be completed yet.
Anyway.. i'm half way on map06 in doom2 right now and have exactly 23 serious bugs listed, but i suppose they are known by the coders, so i don't know if i should even post those. I mean, who wouldn't notice bugs like teleporters not working *wacky*.
Should i continue the testing?
DarkWolf
January 11th, 2004, 04:38 PM
I think it's 800x600 or 640x480. Anyway it's good habit just to post links since, although 800x600 fits in a full screen window in 1024x768, not all of us always browse with the browser maximized.
Don't worry too much about it, the tyrannical mods don't roam here very often.
iori
January 11th, 2004, 04:41 PM
By all means post them!! For the record theres a bug on map 20 (and any maps that use the "Floor Raise to next highest floor +Texture change linetype - #22)
Frades
January 11th, 2004, 04:45 PM
OK.. here's what i have so far..
All this is tested in opengl rendering mode.
Every bug has a map number, where i encountered the problem, behind it. (they are potentially on every map, it just depends when i notice the bug)
This is only as far as to the middle of map06 so far, if you think i should continue, let me know.
-Crashes after demo lump not found/incompatible
-Midi music plays only in one channel (when legacy starts, it seems to play both channels for a fraction of a second) //map01
-Midi music doesn't loop.. it stops after being finished one time. //map01
-Mouse button 2 is now Mouse button 3 (i use a 2-button mouse with no wheel) //map01
-No transparency anywhere //map01
-No dynamic lights/coronas anywhere //map01
-No water animation //map01
-Adding brightness doesn't affect walls //map01
-IDCLEV doesn't work and/or crashes //map02
-using MAP command (for example 'map map03' in map02) in console always takes player to map01 //map02
-teleporters don't work //map02
-linetype (switch once, raise floor(change texture?)) doesn't work //map03
-crushing ceilings (continuous up-down movement) doesn't work //map04
-some lifts are very slow, linetype 112 //map04
-textures won't move when a lift comes down or up //map05
-player won't die sometimes (hp drops below zero and then jumps over zero again and you can still play some time.) //map05
-when player dies, none of the taken items respawn, all previously killed monsters remain dead.. basically all stays exactly how things were left when player died. //map05
-player's corpse remains on the map and blocks player //map05
-when player blocks a lift from moving up (head hits nearby ceiling), the lift gets broken and stays down forever. //map05
-when trying to open a red key door without having a red key, message tells me that i need a YELLOW key to open it //map05
-when trying to open a yellow key door without having a red key, message tells me that i need a RED key to open it //map05
-linetype (walk over once, raise floor(change texture?)) doesn't work //map05 (near exit door)
-linetype (205?) doesn't start crushing the ceiling.. does nothing //map06
-when adjusting brightness with F11, all keeps getting slowly brighter and brighter (when switching from brightness level 4 to 1, all keeps getting slowly darker.. fading) somehow this seems to be related to the parts of the map where light level is VERY low//map06
That's about it for now..
(i COULD make screenshots, but i don't think there's much point in them, since the words speak for themselves)
//Edit:
forgot to mention.. it's Doom2 iwad.
Jive
January 11th, 2004, 05:32 PM
- I hang my Ati Radeon 9700 Pro if I try to play with fullscreen mode.
- Windowed mode is available, even with opengl mode, but at 1024x768x8 (and not 32)
- Doom E1M1: the game freeze each time I shoot the guys near the green armor with my pistol.
- Legacy 1.50 allow me to play 1 or 2 minutes before hanging
Planky
January 11th, 2004, 06:16 PM
-using MAP command (for example 'map map03' in map02) in console always takes player to map01 //map02
Didn't hurdler say somewhere that that command got changed so you only had to write 'map 3' instead of 'map map03' or whatever number?
DarkWolf
January 11th, 2004, 06:19 PM
Yeah, the older system might be put in eventually. My question is, does "map (non-exmx/non-mapxx lump)" work?
Frades
January 11th, 2004, 06:25 PM
Typing MAP12 gives unknown command.
Here is an updated list of bugs (total 40) up to map11:
Some are added in map02 and at the beginning also.
Doom2 opengl
-warp command-line option doesn't work
-crashes after demo lump not found/incompatible
-sometimes, the player sprite appears in random locations, one or several. They stay there for some time and usually disappear.
-sometimes crashes out when entering next map, next map's music keeps playing //map01
-Midi music plays only in one channel (when legacy starts, it seems to play both channels for a fraction of a second) //map01
-Midi music doesn't loop.. it stops after being finished one time. //map01
-Mouse button 2 is now Mouse button 3 (i use a 2-button mouse with no wheel) //map01
-No transparency anywhere //map01
-No dynamic lights/coronas anywhere //map01
-No water animation //map01
-Adding brightness doesn't affect walls //map01
-map shows strange brown line running all the way over map //map02
-IDCLEV doesn't work and/or crashes //map02
-the bars where the famous "sleeping monster" (near the beginning) is, have magically disappeared.. open by default? (try looking over there with idclip on and you'll understand) //map02 also appears in map06 etc.
-using MAP command (for example 'map map03' in map02) in console always takes player to map01 //map02
-teleporters don't work //map02
-linetype 288/228? (switch once, raise floor(change texture?)) doesn't work //map03
-crushing ceilings (continuous up-down movement) doesn't work //map04
-some lifts are very slow, linetype 112 //map04
-textures won't move when a lift comes up/down //map05
-player won't die sometimes (hp drops below zero and then jumps over zero again and you can still play some time.) //map05
-when player dies, none of the taken items respawn, all previously killed monsters remain dead.. basically all stays exactly how things were left when player died. //map05
-player's corpse remains on the map and blocks player //map05
-when player blocks a lift from moving up (head hits nearby ceiling), the lift gets broken and stays down forever. //map05
-when trying to open a red key door without having a red key, message tells me that i need a YELLOW key to open it //map05
-when trying to open a yellow key door without having a red key, message tells me that i need a RED key to open it //map05
-linetype (walk over once, raise floor(change texture?)) doesn't work //map05 (near exit door)
-linetype (205?) doesn't start crushing the ceiling.. does nothing //map06
-when adjusting brightness with F11, all keeps getting slowly brighter and brighter (when switching from brightness level 4 to 1, all keeps getting slowly darker.. fading) somehow this seems to be related to the parts of the map where light level is VERY low//map06
-switches in dead simple won't work (linedef type 200) //map07
-random walls/sprites have very high lighting level //map07
-cacodemons don't like to fly as much as they did earlier, instead they prefer to be close to the ground and walk stairs //map08
-doors act very strangely. they can't be closed, but have to wait for them to come down, when i try close the door when it's on it's way up or already open, it waits the time it would normally be open and then comes down really fast, instead of that slow speed.. sometimes they won't get completely closed that way, leaving a small gap under them, therefor allowing sound to pass thru and awaken monsters (the gap is different each time) //map08
-cyberdemon acts strangely and shoots walls/random locations. when player shoots cybie, it shoots back, but then gets tired and starts shooting random things //map08
-yellow skull key won't open regular yellow key door. //map08
-stair raise linetype doesn't work //map08
-linetype 200 doesn't work, but in some cases plays sound (lowre floor change texture) //map08
-slime doesn't hurt //map09
-monster only teleport linetype doesn't work //map10
-random crash on map11 exit, midi continues to play, display screwed up.
Meh.. i need some sleep now.. it's 04:2something. I'm just not awake enough to play all the way to map12 again and the warp nor map commands seem to work *wacky*
//Edit:
Ahh.. my mistake there.. typing "MAP12" indeed gives unknown command, but "MAP 12" warps to map12. This is a bit confusing, so it would be good to have the old way of warping put back in also.
MR_ROCKET
January 11th, 2004, 06:36 PM
yea it was changed to just the map xx command instead of map mapxx
DW , you mean like pwad map warping ? , if so , yea.
yea Frades , it seems alot of the tags dont work , teleports nothing , lifts are for some reason moving floors tag in doom.
or its using the hexen tag heh.
Frades
January 11th, 2004, 06:46 PM
Hehe.. i don't even know if i should continue here.
The doors acting silly and cacos not wanting to fly were really strange.
I mean, the red head-biters just wlew around and when i shot them on their giant face, they dropped down to the floor and started to crawl and slide on stairs.
But then again.. how much can a monster fly.. it's been 10 years, so about time they got some R&R there :p
And that cybie was.. blind. Strangest thing is, that even when he hit me, he always aimed my feet.
Rellik_jmd
January 11th, 2004, 06:57 PM
he always aimed my feet.
OMG THA CYBERS HAVE MOUSELOOK NOW! :)
Planky
January 11th, 2004, 06:59 PM
I'd be wanting to shoot your feet too if I could smell them
*dark*
Frades
January 11th, 2004, 07:03 PM
Uhh.. didn't see that one coming..
You better get back on the topic before the imps scratch your health to -13, like it happened with me on that prealpha thingy.
Actually i'd understand -13, since cybie hits you to -76 or more, but what i don't understand why the health should pop up to 32 after being -13% alive :p
MR_ROCKET
January 11th, 2004, 07:16 PM
lot of times the cyber demon wanted to shoot opposite direction of me.
was kinda funny when he spotted me and turned directly around and started cappin the wall, hehe.
btw , it doesnt seem like autoaim is enabled in the alpha. it dosnt seem to matter if you turn it on or off.
shame shame , auto aim is a doom default..
Frades
January 11th, 2004, 07:21 PM
i guess that's his way of telling you "LEMME OUT OF HAR!"
too bad the walls are strong enough to block rockets.
Anyway.. should i look for more bugs in addition to those 40 i posted or is that a rather pointless thing to do at this stage?
MR_ROCKET
January 11th, 2004, 07:26 PM
i dont see why not.
Oh hey , was thinking it might be better to take all the reports from Doom and all the reports from Hexen and place them in one post as I started to do on page 1 , so is it alright with everyone if I do this? , frades ?, iori?
everyone ? heh
Frades
January 11th, 2004, 07:32 PM
i say "m00"
do as you wish.. it's not like i own the bugs :p
MR_ROCKET
January 11th, 2004, 07:35 PM
lol , well me neither heh, just wanna try to keep things organized for tah team :)
cool deal man..:) i'll update the post.
xiO
January 11th, 2004, 09:03 PM
I merged legacy.dat with the new merge wad, then tried to play (using both SDL dll's) and it did nothing. Looked in task manager and it was 99% cpu usage for legacy.exe
FYI
MR_ROCKET
January 11th, 2004, 09:15 PM
are you running it like this ?
Legacy.exe -nocheckwadversion -IWAD DOOM2.wad
xiO
January 11th, 2004, 09:46 PM
I used 'nocheckwadversion' but not 'iwad..'
I did get it to work eventually, though. Before, i was opening legacy.wad and merging with the legacy_merge.wad. Instead I opened legacy_merge.wad and merged it with legacy.wad and that seemed to work without using 'nocheckwadversion.' But I think that might have been just a coincidence.
I think the real problem was that opengl mode wouldn't work fullscreen. I set it to windowed in the config.cfg and it worked. (also changed to 16bit)
I had to laugh when I would fire a rocket and instead of the smoke that normally comes off it was the player sprite. The player sprite was always in a fixed position, though. I would move around to different spots in the outside area of map01 and see the sprite from different angles.
But this is why it is alpha. Great work, guys. Keep it up :)
Exl
January 11th, 2004, 10:58 PM
*blinks*
That's a lot of discussion for one night... Well anyway I'll try some betatesting of my own this afternoon.
iori
January 12th, 2004, 12:01 AM
Yeah, for a Pre-Alpha, its really stable ;). No comp freezes yet, just program crashes ;)
smite-meister
January 12th, 2004, 01:25 AM
I opened legacy_merge.wad and merged it with legacy.wad and that seemed to work without using 'nocheckwadversion.' But I think that might have been just a coincidence.
That's no coincidence. legacy.wad contains a lump named VERSION, which holds the version number. The VERSION lump in the legacy_merge.wad is supposed to overwrite the one in legacy.wad.
iori
January 12th, 2004, 01:28 AM
Oh, REALLY?? I thought i had to use that as a hack to get it to work on my machine :) - i was actually surprised when it did work, but given that it was supposed to happen... :D
Frades
January 12th, 2004, 04:30 AM
Ok.. i suppose that's about it from me.
---
*OpenGL Doom2 iwad
-game won't start when "nightmare" skill level selected (asks y or n and then brings back to title screen)
-mouselook can still be used when mouselook is set to 'off' in that case HOM appears on walls behind the player when it straight looks up/down.
-statusbar disappears when "scale statusbar" is set to 'on'
-autoaim doesn't work
-warp command-line option doesn't work
-crashes after demo lump not found/incompatible
-sometimes, the player sprite appears in random locations, one or several. They stay there for some time and usually disappear. It seems they are some sort of player non-blocking freezed objects, since they can be viewed from any angle (all sprite directions). This effect appears when i change or look inside various menu items and options ingame. (when the sprites start appearing, then they appear every time i move inside the options menu)
-sometimes crashes out when entering next map, next map's music keeps playing //map01
-Midi music plays only in one channel (when legacy starts, it seems to play both channels for a fraction of a second) //map01
-Midi music doesn't loop.. it stops after being finished one time. //map01
-Mouse button 2 is now Mouse button 3 (i use a 2-button mouse with no wheel) //map01
-No transparency anywhere //map01
-No dynamic lights/coronas anywhere //map01
-No water animation //map01
-Adding brightness doesn't affect walls //map01
-map shows strange brown line running all the way over map //map02
-IDCLEV doesn't work and/or crashes //map02
-the bars where the famous "sleeping monster" (near the beginning) is, have magically disappeared.. open by default? (try looking over there with idclip on and you'll understand) //map02 also appears in map06 etc.
-using MAP command (for example 'map map03' in map02) in console always takes player to map01 //map02
-teleporters don't work //map02
-linetype 228 (switch once, raise floor(change texture?)) doesn't work //map03
-crushing ceilings (continuous up-down movement) doesn't work //map04
-some lifts are very slow, linetype 112 //map04
-textures won't move when a lift comes up/down //map05
-player won't die sometimes (hp drops below zero and then jumps over zero again and you can still play some time.) //map05
-when player dies, none of the taken items respawn, all previously killed monsters remain dead.. basically all stays exactly how things were left when player died. //map05
-player's corpse remains on the map and blocks player //map05
-when player blocks a lift from moving up (head hits nearby ceiling), the lift gets broken and stays down forever. //map05
-when trying to open a red key door without having a red key, message tells me that i need a YELLOW key to open it //map05
-when trying to open a yellow key door without having a red key, message tells me that i need a RED key to open it //map05
-linetype (walk over once, raise floor(change texture?)) doesn't work //map05 (near exit door)
-linetype (205?) doesn't start crushing the ceiling.. does nothing //map06
-when adjusting brightness with F11, all keeps getting slowly brighter and brighter (when switching from brightness level 4 to 1, all keeps getting slowly darker.. fading) somehow this seems to be related to the parts of the map where light level is VERY low//map06
-switches in dead simple won't work (linedef type 200) //map07
-random walls/sprites have very high lighting level //map07
-cacodemons don't like to fly as much as they did earlier, instead they prefer to be close to the ground and walk stairs //map08
-doors act very strangely. they can't be closed, but have to wait for them to come down, when i try close the door when it's on it's way up or already open, it waits the time it would normally be open and then comes down really fast, instead of that slow speed.. sometimes they won't get completely closed that way, leaving a small gap under them, therefor allowing sound to pass thru and awaken monsters (the gap is different each time) //map08
-cyberdemon acts strangely and shoots walls/random locations. when player shoots cybie, it shoots back, but then gets tired and starts shooting random things //map08
-yellow skull key won't open regular yellow key door. //map08
-stair raise linetype doesn't work //map08
-linetype 200 doesn't work, but in some cases plays sound (lowre floor change texture) //map08
-slime doesn't hurt //map09
-monster only teleport linetype doesn't work //map10
-lifts are in strange positions in map30 //map30
-crashes when end boss is finished playing the "to win the game you must kill me - john romero" sound and trys to spawn those cubes wich form into monsters when they land //map30
-edges of partially transparent textures (on transparent parts) work like some kind of semi-working backwards mirrors. Must see that to understand.
*Software Doom2 iwad
-statusbar disappears (and will not come back) when entering any menu, player's face image begins to flicker/oscillate
-statusbar disappears when "scale statusbar" is set to 'on'
-all bugs mentioned above, except for the obvious lack of all opengl related things like dynlights and full mouselook etc. etc.
---
Enjoy. All other things i could think of, worked more of less as they were supposed to work.
I guess i won't touch the prealpha again until next release.
ToXiCFLUFF
January 12th, 2004, 08:55 AM
I think a C++ buglist could be useful. I'm not sure what has been said, but I found you could use items after dying (hexen, opengl) which was a little odd. Apart from that it was awesome to be playing Hexen in Legacy, despite the many problems.
Agent Spork
January 15th, 2004, 01:49 PM
ToXiCFLUFF
January 16th, 2004, 12:24 AM
Last edited by Agent Spork on January 16th, 2004 at 12:25 AM [.......emptiness].
Insightful post Sporky, It changed my life. Really did.
iori
January 16th, 2004, 12:33 AM
lol@toxfluff
He had something there ;)....hmm mustve not been relevant or had already been said or something :p
MR_ROCKET
January 16th, 2004, 05:55 AM
Spork always had a way with words :P
MR_ROCKET
January 17th, 2004, 05:44 PM
hmm surely frades and I arnt the only ones to find some bugs , but if so cool..
Im still lookin, just been a bit busy lately..
whos sherly ? n/m
Rellik_jmd
January 17th, 2004, 08:46 PM
I'm Linda, Sherly's on a coffee break. How can I help ya hon? Heh.
I haven't tried the C++ version yet. Just too many other things to do.
iori
January 18th, 2004, 12:01 AM
Slacker
MR_ROCKET
January 18th, 2004, 03:55 AM
I'm tellin Hurdler on U !
Rellik_jmd
January 18th, 2004, 09:25 AM
talk to tha hand :)
MR_ROCKET
January 18th, 2004, 02:13 PM
lol
seriously though ,I'm wondering about the 2nd level crashing in Hexen. And who all gets the crash and where at and if these people should start posting outlogs in /code or something ?
Planky
January 18th, 2004, 06:52 PM
'The procedure entry point Mix_CloseAudio could not be located in the dll SDL_mixer.dll.'
I tried to launch legacy, but this error msg pops up...
iori
January 18th, 2004, 11:32 PM
...And you do have SDL_Mixer.dll right?!....
Planky
January 19th, 2004, 06:31 PM
Yup, sitting right next to legacy.exe. If I remove the dll, it comes up saying the dll is missing. Go figure.
Might have something to do with WinXP *rollseyes*
Exl
January 19th, 2004, 10:42 PM
Maybe your SDL_mixer file got screwed up. Try these: http://www.whacked.daniel-carroll.co.uk/temp/legacy_prealpha_dlls.zip
MR_ROCKET
January 20th, 2004, 11:29 PM
you da man exl !
or something..
MR_ROCKET
February 3rd, 2004, 02:11 PM
Yea , It's not XP cause im on XPpro and wasn't having that problem.. Is it working now Planky ?
Btw , anyone got some bug reports other than just little ol me and Frades?
Planky
February 3rd, 2004, 03:18 PM
I haven't touched my pc in a few weeks, other than checking email. I check it tonight if I remember :)
Planky
February 5th, 2004, 03:54 AM
Hey exl, can you put those dll's back up? (Im getting a 404)
Exl
February 5th, 2004, 05:33 AM
Cheeze (http://www.whacked.daniel-carroll.co.uk/temp/legacy_prealpha_dlls.zip) is your master.
iori
February 5th, 2004, 04:59 PM
Stop with the cheese already! Its sick....and....SICK I TELL YOU!
Rellik_jmd
February 5th, 2004, 10:10 PM
Cheese is exl-ent!
Exl
February 5th, 2004, 11:41 PM
30!
Rellik_jmd
February 6th, 2004, 10:50 AM
Exl-scuse me? :p
Exl
February 6th, 2004, 10:53 AM
Should I say "31!" or should I STFU? ;)
iori
February 8th, 2004, 02:26 AM
STFU_
Rellik_jmd
February 8th, 2004, 08:30 AM
It'd be nice if Smite would come in here every once in a while and let us drooling fanatics know whats shakin. :)
Hurdler
February 8th, 2004, 09:25 AM
Maybe I can post some screenshots of the new renderer ;) I'll make just one for now...
EDIT: here it is (http://legacy.newdoom.com/images/debug/new_renderer.jpg)
You will see it's much more contrasted than the old renderer ;)
Doom_Dude
February 8th, 2004, 10:17 AM
Whoah!
Exl
February 8th, 2004, 11:06 AM
Hehe yeah... quite contrastful :p
Aliotroph?
February 8th, 2004, 11:22 AM
Excellent! Perfect contrast and a dramatic simplification of the interface! :D
Pate
February 8th, 2004, 03:31 PM
That is sure looking great, Hurdler. But a more importantly question is: what's the frame rate? ;)
Rellik_jmd
February 8th, 2004, 03:52 PM
Doom is now "shoot the black square with another black square". :-)
Pate
February 8th, 2004, 03:54 PM
Doom is now "shoot the black square with another black square". :-)
We have come a long way from the days of Pong, yes sirree!
Boingo the Clown
February 8th, 2004, 05:19 PM
Yes, but who can forget all that blood flying everywhere whenever your ball got past your opponent's paddle?
Rellik_jmd
February 8th, 2004, 06:26 PM
Heh, pong where the paddles gib. You might be onto something there Boigo.....
Boingo the Clown
February 8th, 2004, 07:17 PM
Boigo?
ToXiCFLUFF
February 8th, 2004, 07:23 PM
Boigo the cow
iori
February 9th, 2004, 12:39 AM
L M A O
Rellik_jmd
February 9th, 2004, 07:40 AM
*chants softly to self*
Don't abuse mod powers, don't abuse mod powers, don't abuse mod powers......
Sure they deserve a good smiting but that would be wrong.... or something....
*mouse arrow wavers over the edit buttons*
I must say thou, Planky rocks, I mean he is just sooo cool, not to mention devilishly handsome! :D
Planky
February 9th, 2004, 12:08 PM
Don't abuse mod powers, don't abuse mod powers, don't abuse mod powers......
*mouse hovers over the edit button on rellik's post*
Arrrrgh! I can't take it! *clicks*
*dark*
Oh it's on now beeeyatch! The mod war has begun!!!! :-p
iori
February 9th, 2004, 12:50 PM
...something smells fishy here...
*takes trout out of pocket and drops in the dustbin*
smite-meister
February 9th, 2004, 01:20 PM
It'd be nice if Smite would come in here every once in a while and let us drooling fanatics know whats shakin.
Right now I'm cursing at Fortran.
I've been using it at work to do some numerical simulations, and I just realized that the "pointers" in F90 are useless fakes.
Oh, you mean Legacy?:D
I've been reading the Quake2 source to learn about FPS netcode.
Next I'll try fixing the bugs you found in prealpha1 and see if we could have a working Doom/Heretic/Hexen single player mode for prealpha2.
ToXiCFLUFF
February 9th, 2004, 01:26 PM
Right now I'm cursing at Fortran.
I've been using it at work to do some numerical simulations, and I just realized that the "pointers" in F90 are useless fakes.
Oh, you mean Legacy?:D
I've been reading the Quake2 source to learn about FPS netcode.
Next I'll try fixing the bugs you found in prealpha1 and see if we could have a working Doom/Heretic/Hexen single player mode for prealpha2. Oh, I simply cannot wait. Will having all the games under one .exe affect projects which currently use Heretic mobjs, frames, codepointers etc,? Or are they added onto the list, as the Heretic ones are in the C version of Legacy?
Hurdler
February 9th, 2004, 01:42 PM
If smite-meister is not too quick for me, just after prealpha2 I might include some pre new renderer code based on that prealpha2 version.
But be sure it will looks like the firsts glLegacy alpha versions and that it will display probably only native doom maps properly, and without any eye candy stuffs and it might not work on strange or old 3D cards (that's why, I prefer smite-meister releases first the prealpha2 version without my new code).
BTW, Ville, please ask your teachers to stop learning Fortran, we still use that old language simply because physics and mathematics people use it, argh ;)
smite-meister
February 10th, 2004, 06:30 AM
Will having all the games under one .exe affect projects which currently use Heretic mobjs, frames, codepointers etc,?
No, the Hexen mobjinfos and the states are just added to the end of the list. I have separated the weapon states to their own table, but that can be handled using a relatively simple internal mapping in the Legacy DeHackEd module.
[Edit] Or can it? Is it common to mix weapon frames with thing frames when doing Dehacked editing? Theoretically it should be possible if you set the function pointers correctly for each frame, but it's also risky.
Anyway, we can undo the changes if necessary.
ToXiCFLUFF
February 10th, 2004, 06:43 AM
No, the Hexen mobjinfos and the states are just added to the end of the list. I have separated the weapon states to their own table, but that can be handled using a relatively simple internal mapping in the Legacy DeHackEd module.
[Edit] Or can it? Is it common to mix weapon frames with thing frames when doing Dehacked editing? Theoretically it should be possible if you set the function pointers correctly for each frame, but it's also risky.
Anyway, we can undo the changes if necessary. Heh, I think you and I have actually had this conversation before, Smite :) Anyway, it isn't common at all.
Aliotroph?
February 11th, 2004, 01:30 AM
BTW, Ville, please ask your teachers to stop learning Fortran, we still use that old language simply because physics and mathematics people use it, argh ;)
Yeah, physics people like my dad! He still uses Fortran 77 for all kinds of things. He had me writing him some GUIs in Matlab! I can tell you that only ended in disaster. I did manage to make him a nifty little 3D plot program for his simulations though so he plays with that all the time now.
M@rkos_64
March 17th, 2004, 06:48 AM
Wow! What a buggy version! Have anybody got invulnerability in software mode? But nothing compares to cyberdemon :D .OK, here is the list of all bugs that I have found up to time (DOOM I: up to E1M2, DOOM ][: up to MAP09):
iwad doom.wad (Ultimate Doom), software mode:
much of linedef types show wrong type in console when activating //e1m1
when using status bar overlay in 512x384, all items are in wrong place //e1m1
normal status bar disappears when entering the menus //e1m1
autoaim doesn't work //e1m1
imps hurt other imps (applies also to each other kind of monsters) //e1m1
linedef type 48 (scroll texture LEFT) scrolls texture RIGHT //e1m1
animated flats (NUKAGE, FWATER, BLOOD, LAVA) doesn't work //e1m1
nukage doesn't hurt //e1m1
when player dies in single-player, he respawns as in cooperative (no monsters or things are respwaned) and his corpse is blocking //e1m1
status bar sometimes displays wrong player mug (eg. player has 49% and he looks as if he has 80-100%) //e1m1
linedef type 88 is very slow //e1m1
linedef type 36 doesn't work //e1m1
there are no intermissions //e1m1->e1m2
linedef type 62 is very slow //e1m2
sector type 8 (light glows) doesn't work //e1m2
iwad doom2.wad, software mode:
every bugs listed above and:
teleporters don't work //map02
when trying to open red key door without having the red key, legacy says that I need YELLOW key //map02
linedef type 20 (switch once floor raise to next higher floor, change texture) doesn't work //map03
crushers don't work //map04
when trying to open yellow key door without having the red key, legacy says that I need RED key //map04
linedef type 22 doesn't work //map05
linedef type 123 doesn't bring lift back to up after lowering //map05
linedef type 49 doesn't work //map06
linedef type 88 is very slow //map06
there are no intermission texts //map06->map07
linedef type 71 (switch once floor lower to 8 above lowest floor) doesn't work //map07
linedef type 8 (walk once stair raise by 8) doesn't work //map08
invulnerability produces colormap effect, but only on weapon, flats and walls (sprites remain unchanged) //map08
yellow skull doesn't open yellow door //map08
red skull doesn't open red door //map08
linedef type 15 (switch once floor raise by 24, change texture) doesn't work //map09
linedef type 100 (walk once stair raise by 16) doesn't work //map09
Peachey
April 11th, 2004, 09:39 AM
Whould it be possible to play Quake with legacy, cos it will have the md2 modles and stuff.
Probebly not but ill askeny way
Frades
April 11th, 2004, 09:44 AM
I think Doom and Quake are entirely different games in any aspect so i doubt that this will ever be an option.. Tha fact that Legacy will support 3d models won't change the way how the levels or lighting would be rendered and those are done completely differently in Quake.
Exl
April 11th, 2004, 11:21 AM
Doom != Quake.
Quake's engine is true 3D, whereas Doom's is more like 2.5D. Also the entire game handling is much too different. It's never going to happen. Nor will it have any use, since there are already plenty of Quake ource ports out there.
Kame
April 12th, 2004, 03:54 AM
thanks for the hexen legacy i was waiting a long time:) *burn* red 16
Peachey
April 12th, 2004, 01:14 PM
Doom != Quake.
Quake's engine is true 3D, whereas Doom's is more like 2.5D. Also the entire game handling is much too different. It's never going to happen. Nor will it have any use, since there are already plenty of Quake ource ports out there.
Fare enuff
M@rkos_64
April 14th, 2004, 12:53 PM
No, the Hexen mobjinfos and the states are just added to the end of the list. I have separated the weapon states to their own table, but that can be handled using a relatively simple internal mapping in the Legacy DeHackEd module.
[Edit] Or can it? Is it common to mix weapon frames with thing frames when doing Dehacked editing? Theoretically it should be possible if you set the function pointers correctly for each frame, but it's also risky.
Anyway, we can undo the changes if necessary.
Don't separate weapon and thing states! This is unnecessary and some paches that skipped some weapon frames and replaced it with thing frames may not work.
About "2.5D": What do you think about changing legacy into true 3d? There would be another map format along with the Doom format and Hexen format, but based on polygons and real 3d. Something like hibrid md2s with doom format but with much more possiblites. I have written a prototype 3d format and I can post it here...
And.. wow! legacy supports 2.5d fractal map format... :D
OK here is my prototype format. This is uncomplete and some features (as portals/skyboxes) will be added, but now...
First, there is VERTEXES structure that contains coordinates and tag of vertex. Vertex are also refernece points for things placement, so they can be moved by POLYGONES special action.
VERTEXES = VERTEX[...]
VERTEX = <x> //0000
<y> //0002
<z> //0004
<tag> //0006
(all are shorts)
Next is THINGS structure with the same meaning as in doom and hexen, but with new structure:
THINGS = THING[...]
THING = <vertex> //0000 //Vertex id on which the thing is sitting
<angle> //0002 //The same as doom's thing angle
<z angle> //0004 //Angle, but in z. Something as freelook angle. -90 is fully down, +90 is fuly up, 0 is stright. This may be very useful for particle fountains.
<thing id>//0006 //doomednum of course
<flags> //0008 //the same as hexen's
Also, when the thing moves, it will move coordinates of vertex that it is attached to, so create for each thing its own vertex, or...
VPOINTS is structure with structure like SEGS and SSECTORS. For each plane there are 3 or more VPOINTS placed sequentialy.
VPOINTS = <vertex num>[...]
POLYGONS are real polygons displayed on screen. They are something as linedefs, but you can stay on some of them.
POLYGONS = POLYGON[...]
POLYGON = <from this VPOINT> //0000
<this number of VPOINTS> //0002
<front sector> //0004
<back sector> //0006
<front texture or flat> //0008
<back texture or flat> //0010
<front texture x> //0018
<back texture x> //001A
<front texture y> //001C
<back texture y> //001E
<front texture rot> //0020
<back texture rot> //0022
<texture scrool speed x> //0024
<texture scrool speed y> //0026
<texture rotation speed> //0028
(textures will rotate around its 0,0 point)
<friction %> //002A
<translucent %> //002C
<flags> //002E
Bit 0 and bit 1:
00 - No blocking
01 - Monsters blocking
10 - Monsters and players blocking
11 - Everything blocking
Bit 2 - Hidden
Bit 3 - Shown
Bit 4 - Secret, displayed as red on automap
Note: automap will have to be changed as the map would be full red because of floor polygons...
Bit 5 - pass thru
Bit 6 - If set, then texture on this polygone won't be displayed, but will be used as sky behind this line.
Bits 7-9: damage taken when standing on this poly:
000 - none
001 - 5/sec
010 - 10/sec
011 - 20/sec
100 - player immediatly dies when stands on this poly
001 - 5/sec \
010 - 10/sec | when player health is lower than 10%, level ends
011 - 20/sec /
Bit 10 - standing on this line conts as secret %
Bit 11 - For scrolling floor polys. When set, the objets on it will move togheter with texture
Bit 12 - This poly blocks sound travelng beetween sectors
<tag of this poly> //0030
<special action> //0032
<argument 1> //0034
<argument 2> //0036
<argument 3> //0038
<argument 4> //003A
<argument 5> //003C
<argument 6> //003E
(end)
SECTORS = SECTOR[...]
SECTOR = <colormap1> //0000
<colormap2> //0008
<effect> //0010
Bits 0-2: lighting
000 - display colormap1 at all time
001 - blink 1 second
010 - blink 0.5 second
011 - blink random
100 - light glowing 1 sec
101 - blink 1 second synchro
110 - blink 0.5 second synchro
111 - flicker
Note: All lighting effects will be the same as doom's original, but blinking/oscilating beetween colormaps. They can be either BOOM colormaps or legacy #RRGGBBI format. There will be no lighting integer field, but it can be done using legacy colormaps, for example light 0 level would be #000000Z, level 128 as #000000L and level 255 as #000000A. Also "gamma" lighting will be possible using #FFFFFFx.
Bits 3-5: the same as poly's flag's bits 7-9, but it's damage taken when standing in sector (for something like 3d water)
Bit 6 - standing in this sector counts as secret %
Bit 7 - suppress all sounds in this sector
Bit 8 - if set, the fog of the same color as actual colormap will be present in sector.
<sector tag> //0012
<gravity % in this sector> //0014
Note: this makes gravity console command and [level info] gravity field obsolete
<friction %> //0016
(for something as 3d water)
<splat things id> //0018
<splat spawn angle> //001A
<splat spawn z angle> //001C
Note: Splats are things present in whole sector, spawned at playtime and removed immediatly when they touch blocking poly or solid thing. In case that they end on camera or player, they will last on view in appropriate position for some time.
<wind power in this sector>//001E
Note: There will be one more wind thing, next free 500x number that controls wind in one direction, equivalent to thing's angle and z angle.
(end)
I will develop poly actions types when I will have some free time. Also the FraggleScript functions need to be redeveloped for new map format. Special actions will be such as starting scripts, moving vertexes (and also things if it is thing's vertex), setting sector properties and much more.
Also there can be some lumps as SEGS/SSECTORS/NODES/REJECT/BLOCKMAP, but they also need to be redeveloped under 3d.
Crying Woolf
April 15th, 2004, 06:43 AM
Möp
so i AM too late in offering a linux port, right?
-EDIT-
Ok... linux-port ^^
u use SDL so it should work on linux, and 4other platforms it "should" be true as well
-/EDIT-
damn :P
but why are there so many bugs?
hmmmmmmm
there's nothing that needs a change from jHexen, just the window and the music... the rest can be done quite easy i think :)
gonna have a look now
NICE WORK :)
-EDIT-
...
thought the source's included :(
-/EDIT-
GreetZ,
Woolf
Hurdler
April 15th, 2004, 02:51 PM
Crying Woolf. You are not late if you want to improve the Linux port. The current C++ version works as well under Windows and Linux, but you can still help by implementing Linux specific stuffs (if needed). If you want there is also work to do on 3D sounds (probably using OpenAL for portability) or network.
About the fact there are "so many bugs", most of them are just things not yet converted properly to the C++ version and thus are known issues. The conversion is not yet completely done (that's why it's still named an alpha version and not yet a beta version).
The source code can be found on the CVS. If you really need a tarball, we can build one.
Crying Woolf
April 16th, 2004, 05:51 AM
hmmm :)
sounds good
but i need an overview of the project to be able to tell you where i can help
is there a project page? what other libs do u use? ...
i hope there's something i can help you with :D
GreetZ,
Woolf
smite-meister
April 17th, 2004, 05:39 AM
The current development CVS branch is called "doomlegacy_c++" (Unless you already know how to use CVS, you should familiarize yourself with it).
There is no project page as such (yet), but I've written some documentation for coders. You can find it in the doomlegacy_c++/docs/ directory:
http://cvs.sourceforge.net/viewcvs.py/doomlegacy/doomlegacy_c%2B%2B/docs/
Check out especially TODO.html and coding.html.
The rest of the documentation files are not really up-to-date.
Currently, Hurdler is rewriting the OpenGL renderer.
I'm finishing the Hexen compatibility and fixing bugs.
The new netcode comes next.
A Peach Styley
April 21st, 2004, 12:54 PM
So how r u peeps getting on with the new legacy eny big leaps yet?
Hurdler
April 21st, 2004, 01:41 PM
Is it normal I don't understand your question ? Can you reformulate it ?
Exl
April 21st, 2004, 01:53 PM
Babelfish tells me this:
So how are you people getting on with the new legacy? Any major progress yet?
A Peach Styley
April 22nd, 2004, 01:14 PM
Sorry bought that (damm texting makeing me write like a fool0
Hurdler
April 22nd, 2004, 02:04 PM
hehe. The problem with that is that people who understand english perfectly have no problem to understand you, but when it's not your mother tongue, it's a bit harder. Now that I see what you meant, I can understand your sentence, but before, I couldn't be sure I read it the right way.
MR_ROCKET
May 3rd, 2004, 05:45 AM
lol i understand that Hurdler , you should see me and Jive talk in msn sometimes heh , but we try :)
anyhows , good day :) and i was wondering , could there possibly be any new screenshots of legacy c++ and its new render ?
Hurdler
May 3rd, 2004, 07:11 AM
I'll try to post new terrific ones in the next few days ;)
ToXiCFLUFF
May 3rd, 2004, 05:17 PM
I can't wait :)
MR_ROCKET
May 6th, 2004, 01:28 AM
/me plugs in cam corder. :P
kevingpo
May 6th, 2004, 08:40 PM
Damn, where's the source code to the C++ version of Legacy. I like to have a look at it.
Things I like to see:
1. C++ for this massive programming project programmed by many authors - team working requirements, etc.
2. use of SDL stuff (mixer, net, etc)
good stuff
MR_ROCKET
May 7th, 2004, 03:13 AM
http://sourceforge.net/cvs/?group_id=2479
http://sourceforge.net/project/memberlist.php?group_id=2479
http://cvs.sourceforge.net/viewcvs.py/*checkout*/doomlegacy/doomlegacy_c%2B%2B/docs/features.html?content-type=text%2Fplain&rev=1.8
http://cvs.sourceforge.net/viewcvs.py/*checkout*/doomlegacy/doomlegacy_c%2B%2B/docs/TODO.html?content-type=text%2Fplain&rev=1.22
Setzer
July 22nd, 2004, 12:43 PM
Despite the fact that I know jack-all about coding, or anything besides gaming, I'll give it a shot. After DOOM, Heretic, etc., I haven't played Hexen in years. Thanks guys.
Jaquboss
August 11th, 2004, 11:29 AM
WOW I can have all veapons in hexen (peck to!!) now i can shot korax with BFG!
You only need to make pwad with sprites , use gimme ammo and gimme weapons !
VERY FUNNY!
Rellik_jmd
November 13th, 2004, 08:26 PM
OMG look who it is. :-p
So how's it going? How long before we can point the legacy launcher at our Doom3 folder and play old Doom with the new monsters? :D
MR_ROCKET
November 14th, 2004, 02:26 AM
Morning Rellik :)
This may come to a surprise to you but I over heard something about you take a break from Doom for awhile , this cant be true and if it is remove me from your will *book*
you know as well as I , this is the rich mans Doom and noobie talk like that simply will not be tolerated here on the legacy forum *bliss* !
Rellik_jmd
November 14th, 2004, 11:14 AM
Heh, well lifes crazy like that. Just not really any time for Doom anymore. Hopefully that'll change by this time next year and I'll have all kinds of cool Legacy to play when I come back for real. :-)
MR_ROCKET
November 15th, 2004, 03:01 AM
Understood , first things first :)
Just be prepared to get your a$$ pounded in DM when your back for good :P
ont : legacy alpha should be soon huh? *munch*
http://legacy.newdoom.com/
The Doomer
December 15th, 2004, 12:31 PM
Hey Hurdler. Could we be looking at a Christmas release for the next Alpha/Beta version of the C++ version? That would be one of the best Christmas presents ever in my opinion. ;)
Hurdler
December 15th, 2004, 03:00 PM
Yes, but I'm not sure I'll be able to finish what I have to finish for it. We will see, but I can't do any promises. I wanted to release it already a few weeks ago, but my life said something else. I should have more time just after christmass though, so even if we are not ready, do not deseperate ;)
MR_ROCKET
December 15th, 2004, 03:33 PM
Its cool sir Hurdler, good things always seem to take a little longer :)
Dont feel rushed, *shocked* when its done its done *kewl*
Midas
March 7th, 2005, 01:56 PM
WoW! Doom & Heretic have never looked any better!! (w/ stable 1.42) I'm having trouble getting the C++ Legacy to run Hexen though. . .tried merging the merge wad using DeepSea several different ways, but no luck. Sometimes it gets to the menu, sometimes it doesn't. The farthest success I've had is getting <i>almost</i> into the first map. ...been studying all the posts... Legacy reads everything fine up to a point, but it exits to the desktop.
Nothing unusual about my setup either:
Win XP Home sp2
AMD Athlon +3200
ATI Radeon 9600 SE
These are the results--
Error file -- Fatal signal: Segmentation Fault (SDL Parachute Deployed)
Output file --
Found response file doomargs.tmp!
7 command-line args:
-IWAD
HEXEN.WAD
-nojoy
-nocd
-config
config.cfg
Jan 11 2004 Doom Legacy 1.50 prealpha1 16:04:25
Hexen: Beyond Heretic
Z_Init: Init zone memory allocation daemon.
W_Init: Init WADfiles.
Added PWAD file K:\Doom Legacy Alpha/legacy.wad (83 lumps)
Added IWAD file K:\Doom Legacy Alpha/HEXEN.WAD (2856 lumps)
COM_Init: Init the command buffer
Sys_Init: Init system-specific stuff.
SV_Init
gravity set to 1
CL_Init
V_Init: Init the video module.
Found 16 video modes
I_StartupGraphics: windowed 320 x 200 x 8 bpp
HU_Init: Init the Heads Up Display
M_Init: Init menu.
R_Init: Init DOOM refresh daemon.
InitTextures...PNAMES: lump 1:72, 148 patches
TEXTURE1: lump 1:73, 148 textures, maxoff 5382
TEXTURE2: lump 1:74, 1 textures, maxoff 40
InitFlats...
InitSprites...
Sprite: PLAY | frames = 24
InitColormaps...
S_Init: Init sound module.
I_InitSound: sound module ready
configured audio device with 512 samples/slice
I_InitMusic: music initialized
Sound 'DSSPLASH', s = 10546
Reading SNDINFO...
480 sounds found.
Reading SNDSEQ...
done. 14 sequences.
blood lasts for 20 seconds
config file: config.cfg
executing config.cfg
Default resolution: 200 x 320 (8 bpp)
D_CheckNetGame: Checking network game status.
I_SetVideoMode: fullscreen 320 x 200 (8 bpp)
executing autoexec.cfg
StartMusic: HEXEN
------------------------------------
CRASH!*&%^$#$%@!
I was excited for a second cuz it looked like it was about to work...then my hopes were smashed with a violent crash back into the desktop. All my windows were resized to 320x200 @ 8-bit color too. :p Yeah yeah I know it's an alpha version. hehehe. I even tried the ''-nocheckwadversion'' too, but that didn't seem to do anything either.
Excellent Job on the GL port so far!!
Any suggestions? The only things I haven't tried yet is rebooting in SAFEMODE & turning off all the firewall/avs/Java/MS .NET Framework stuff.
Thanks!
MR_ROCKET
March 7th, 2005, 05:31 PM
Well you are running the pre-alpha version that's a little over a year old now.
Since then I don't know if any newer drivers or xpsp2 has any effect on things but the version will crash when alot if different actions are made in the game from what I remember.
It may not be anything new to the version your testing but I'm sure the developers appreciate your feedback :)
Aliotroph?
March 7th, 2005, 07:29 PM
You didn't try and run HeXen with 1.42 did you? That shouldn't work at all.
Midas
March 7th, 2005, 10:59 PM
Hehehe, Aliotroph...that gives me an idea...brb...DRATS! That didn't work either. :( I've tried it with/without the Launcher, windowed vs. fullscreen, SE vs. Full version. grrrrr. Funny things happen when I run Doom 1 with Legacy 1.5 tho. I've got a bunch of new sounds playing from a DMAUD mod I ran with it years ago. I'm like OMG! ¿WT_! ? Clint Eastwood's famous Dirty Harry line "Go ahead. Make my day!" came outta my speakers at 10+ volume & just about blew me outta my chair. ;)
I got Legacy to run a little bit further with Hexen:
...
executing K:\Doom Legacy Alpha/config.cfg
Default resolution: 800 x 600 (8 bpp)
I_InitCD: Init CD audio
CD audio initialized.
D_CheckNetGame: Checking network game status.
I_SetVideoMode: fullscreen 800 x 600 (8 bpp)
executing autoexec.cfg
StartMusic: HEXEN
Sound 'CHAT3', s = 13983
Sound 'DORSTP4', s = 10130
Reading MAPINFO...
new cluster 1 (map 1)
...done. 4 maps.
===============
Crash. Isn't it supposed to go into the Character Gen next instead of loading Map 1?
One other thing I haven't tried yet is removing the old demo's & recompiling the Iwad itself.
Midas
March 7th, 2005, 11:18 PM
Whoa! Argh! It works! I changed a couple things in the Legacy Launcher & now HeXeN works!!
Output File reads--
Found response file doomargs.tmp!
11 command-line args:
-IWAD
HEXEN.WAD
-nojoy
-nosound
-coopsound
-nomusic
-nocd
-ds3d
-config
config.cfg
Jan 11 2004 Doom Legacy 1.50 prealpha1 16:04:25
Hexen: Beyond Heretic
Z_Init: Init zone memory allocation daemon.
W_Init: Init WADfiles.
Added PWAD file K:\Doom Legacy Alpha/legacy.wad (83 lumps)
Added IWAD file K:\Doom Legacy Alpha/HEXEN.WAD (4249 lumps)
COM_Init: Init the command buffer
Sys_Init: Init system-specific stuff.
SV_Init
gravity set to 1
CL_Init
V_Init: Init the video module.
Found 16 video modes
I_StartupGraphics: windowed 320 x 200 x 8 bpp
HU_Init: Init the Heads Up Display
M_Init: Init menu.
R_Init: Init DOOM refresh daemon.
InitTextures...PNAMES: lump 1:414, 353 patches
TEXTURE1: lump 1:415, 359 textures, maxoff 13408
TEXTURE2: lump 1:416, 1 textures, maxoff 40
InitFlats...
InitSprites...
Sprite: PLAY | frames = 24
InitColormaps...
S_Init: Init sound module.
Sound 'DSSPLASH', s = 10546
Reading SNDINFO...
480 sounds found.
Reading SNDSEQ...
done. 14 sequences.
blood lasts for 20 seconds
config file: config.cfg
executing config.cfg
Default resolution: 800 x 600 (8 bpp)
D_CheckNetGame: Checking network game status.
I_SetVideoMode: windowed 800 x 600 (8 bpp)
executing autoexec.cfg
Playing back demo 'DEMO1'.
Reading MAPINFO...
new cluster 1 (map 1)
new cluster 100 (map 7)
new cluster 2 (map 8)
new cluster 4 (map 21)
new cluster 3 (map 27)
new cluster 5 (map 35)
...done. 50 maps.
Deferred: Starting a new game
Map request..activating 1...Activating map 1
Map::Setup: MAP01
Reading MapInfo...
doom offsets: 0, 0
heretic offsets: 0, 0
hexen offsets: 0, 65535
Map in Hexen format!
vertices: 1657, lines: 1769
[says the next check bytes about 50x]
SS: 198 =>0
SS: 199 =>0
12 Polyobjs
Sprite: TRE4 | frames = 1
Sprite: TRE5 | frames = 1
Sprite: TWTR | frames = 9
Sprite: CDLR | frames = 4
Sprite: WLTR | frames = 9
Sprite: CPS3 | frames = 1
Sprite: STT2 | frames = 1
Sprite: BRTR | frames = 13
Sprite: TLGL | frames = 5
Sprite: RBL3 | frames = 1
Sprite: POT1 | frames = 1
Sprite: POT3 | frames = 1
Sprite: RKBL | frames = 1
Sprite: GAR1 | frames = 1
Sprite: ETTN | frames = 18
Sprite: SGM2 | frames = 1
Sprite: SGMP | frames = 1
Sprite: KEY7 | frames = 1
Sprite: SLC3 | frames = 1
Sprite: RKBK | frames = 1
Sprite: BBLL | frames = 7
Sprite: TSMK | frames = 26
Sprite: KEY5 | frames = 1
Sprite: NONE | Sprite: PSBG | frames = 9
Sprite: XMAS | frames = 11
Sprite: MSS2 | frames = 1
Sprite: MSS1 | frames = 1
Sprite: TRDT | frames = 17
Sprite: MAN1 | frames = 9
Sprite: PTN2 | frames = 3
Sprite: PTN1 | frames = 3
Sprite: ARM3 | frames = 1
Starting an opening ACS (script 253)
Starting an opening ACS (script 254)
Starting an opening ACS (script 255)
RespawnPlayers: 1, count = 0
CoopRespawn, p = 08E2ED50, pnum = 0
SpawnPlayer
Sprite: MAGE | frames = 25
HUD::ST_Start
spawn done
Sprite: MWND | frames = 9
Sprite: LEF1 | frames = 9
Sprite: LEF3 | frames = 5
Sprite: LEF2 | frames = 9
Sprite: BLOD | frames = 3
ExeSpecial (80), tag 1 (1)
Starting ACS script 1
ExeSpecial (66), tag 16 (16)
ExeSpecial (136), tag 5 (5)
Sprite: SGSA | frames = 25
ExeSpecial (136), tag 6 (6)
ExeSpecial (136), tag 5 (5)
ExeSpecial (136), tag 6 (6)
Sprite: SGSB | frames = 5
[says the next line about 20x]
ExeSpecial (136), tag 5 (5)
ExeSpecial (136), tag 6 (6)
Sprite: PBIT | frames = 10
Batman died
Sound cache cleanup...
========================
:);):p
Aliotroph?
March 8th, 2005, 12:33 AM
If I had any idea where I put HeXen I'd give this a go. Hehehe.
Midas
March 8th, 2005, 01:16 AM
LMAO now. The rocket launcher shoots the warrior sprite w/sparks & smoke shootin' out his tailpipe. RoFL. That's gotta be the funniest thing I've seen in ages!!!
I couldn't find my full copy of Heretic, so I bought one on eBay for $20. There's a handful of HeXen's available too.
Legacy Rox!!
Aliotroph?
March 8th, 2005, 01:21 AM
I'm sure I have an ancient copy of HeXen lying around somewhere. I can't find it though. Heh, in Canada it's legal to just downgrab another one from KaZaA although I'd rather have my bloody CD back. Might be time to see if Radio Shack has any jewel case bargains lately. I got Quake II and Heretic II for $10 each that way. :D
iori
March 8th, 2005, 01:28 AM
Indeed. Though never get Deus Ex like that. I've bought 2 different jewel case packs of Deus Ex in different packaging, and they were just Extended demos! Damn Activision Value Publishing!
Aliotroph?
March 8th, 2005, 08:18 AM
WTF Bastards! Should be illegal to sell demos. ;)
Well, I got this thing running with DooM last night. Riddled with weird bugs but insanely fast! All about the speed!
I managed to stick a door half way open. :D
doommaster666
March 9th, 2005, 09:48 PM
Is there anywhere I can get a demo of the hexen 2 mission pack: portal of praevus? Or a place to buy the full version?
Aliotroph?
March 9th, 2005, 10:25 PM
HeXen 2? Dunno. I thought HeXen II sucked.
iori
March 9th, 2005, 10:48 PM
I dont think there was a demo of the Hexen 2 mission pack - demos are usually only for full games.
yaku
March 10th, 2005, 06:13 AM
Aliotroph says true Hexen2 sucks. It's based on quake engine, but its more like a rpg ... it's just boring
Ferion
March 22nd, 2005, 01:04 AM
I have a question.What time do you need for pubblish this new legacy version?
iori
March 22nd, 2005, 02:11 AM
Just sit tight, it'll be here soon enough.
wario
March 22nd, 2005, 06:22 AM
i hope so....i cant wait :D
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