View Full Version : alpha 5 probs
hmm
February 20th, 2007, 12:16 PM
Hi,
Running Alpha 5 last night, I noticed a couple of weird errors:
- OpenGL version doesn't let you change to a res higher then 800x600 (its hangs if you try)
- Software version crashes automatically when going to video options
- In Ultimate Doom (Software version), End of first episode when the writing starts coming up (You defeated thing big baddasses...etc) the first letter of the 3rd/4th line onwards is missing...
- Using Windows Powershell(WinXP), glbsp built ep1(Ultimate Doom) incorrectly (using -v5 glnodes) and glvis crashed
Anyone get anything similar???
MR_ROCKET
February 20th, 2007, 02:18 PM
Hey,
I haven't tried building ult-doom nodes lately but some months back I'm pretty sure they both ran fine on it. the output files still exist anyway.
About the video res changes in opengl and software, they are known bugs as far as alpha3 about the time of being introduced to opengl render. - editing the res in both of your config and glconfig for now will fix part of the problem.
Also switching from fullscreen to windowed mode if you'v tried, sort of acts as a toggle button right now, strange I know. - If you try and switch it will want to go right back to fullscreen, but if you arrow over twice real fast it will stay on the given mode you might want to use.
It's an alpha, a common thing to see bugs like this.
Questions are cool here, but if you want to report a possible bug, report it at the bug tracker at sf where things might get fixed quicker that way. ;)
smite-meister
February 21st, 2007, 05:32 AM
End-of-episode texts fixed.
Has anyone else experienced the crashing/hanging bugs?
MI 5
February 21st, 2007, 10:31 AM
I have been experiencing some crashes. When I go into my player setup, if I go to change controls or mouse settings, the game crashes. If I go into change controls or mouse settings on the normal menu, it works.
Also, I have sound effects, but no music. Not to mention some commands seemed to have been taken out (like chasecam), but I assume they were taken out so that the required code can be tested more easily.
Heidi
February 21st, 2007, 11:14 AM
No hanging, but it will crash if certain resolutions like 1024x768, are set. The menu is a mess and I noticed that blood particles spouted by wounded enemies, remain on the floor for an indefinite period of time.
MR_ROCKET
February 21st, 2007, 12:18 PM
I get a really bad slowdown if I add a bot.
Heidi
February 21st, 2007, 01:36 PM
Rainbowstar.wad makes legacy crash like nothing else, and the broken visual effects are somewhat evident. How much has fragglescript changed?. I'm having problems with saving my config as well, Legacy just refuses to.
smite-meister
February 21st, 2007, 04:12 PM
When you report a bug or a crash, always mention whether you use software or OpenGL rendering, and what OS you use. If the OS happens to be Linux or equivalent, try running Legacy through gdb while you're at it :)
If you're using an unofficial build (like now), also give the build date (first row in stdout.txt), and make sure you're using the newest build available.
FS has not changed much, but we haven't yet ported all the FS fixes made to 1.43 after the branching to Legacy 2.
RainBowStar seems to crash because of a SW renderer bug (corrupted ylookup table, may have sth to do with translucent drawing). It's been there for a while, but I have no idea what's causing it.
The console commands have changed, now chasecam is no longer a cvar but a player property. It is activated by "player 0 chasecam 1", and deactivated by "player 0 chasecam 0". In OpenGL mode, note the cool chasecam crosshair that almost works.
About the music, what version of SDL_mixer do you have? Legacy needs version 1.2.7 or newer to play MIDI music properly.
MI 5
February 21st, 2007, 11:30 PM
I am using Windows XP service pack 2.
The version I am testing is Feb 19 2007 Doom Legacy 1.99.0 alpha5
When I tested legacy, I used both the software and opengl versions. They both produce the same crash as I described earlier.
The player properties work for me. More so, I noticed that you can change your species and have the abilities and health of say...a cyberdemon. Thats pretty awesome, and it would make a great multiplayer mode with some balancing tweaks. There are few strange things I came across as I experimented with the chasecam and species.
The animation frames do not play. No matter what specie I am (including the base skin Marine) the animations are stuck to the idle animation no matter what I am doing.
I also noticed that when you play as a doom monster, you cannot walk on stairs. The doom monsters had the ability to walk on stairs so I guess this is a glitch.
The colors of the skin also, do not change. They are stuck with green, no matter how many times you restart legacy. This goes for the marine as well.
As for the SDL_mixer, I'm having a bit of trouble installing it. Windows is having a hard time reading the files.
EDIT: Silly me. I looked at the other thread and realized I downloaded the Linux version. Question is, where do the files belong?
smite-meister
February 22nd, 2007, 02:36 AM
Fixed the "change controls" crash.
I noticed that you can change your species and have the abilities and health of say...a cyberdemon.
That's still unfinished and needs to be integrated with DECORATE... And if you play as cyberdemon you are too tall to fit in most areas anyway :)
I also noticed that when you play as a doom monster, you cannot walk on stairs.
Oops, it's the Block Monsters linedef at the beginning of MAP01. Fixed.
The colors of the skin also, do not change.
Sprite skins do not yet work, this is also why you get no animation.
(on the SDL* dll files) Question is, where do the files belong?
You can put the dlls either in the same directory as Legacy.exe, or in the c:\windows\system directory, if you want them to be shared by all applications.
Exl
February 22nd, 2007, 03:54 AM
If this is the build I made a few days ago, it was compiled with -DNO_MIXER so... no SDL mixer there.
Also I never intended for it to be publicly available. I was too lazy to add a "do not bug developers about things in this build" line to the readme, considering I wouldn't very much like it myself if everybody started reporting bugs on something I am not yet ready to release.
Edit: While we're on the subject anyway, in the OpenGL renderer sprite offsets are not taken into account. For example the imps' sprites on MAP01 shift to the right when they start their attacking sequence. Offsets stored in the olde sprite format are supposed to correct this.
MR_ROCKET
February 22nd, 2007, 04:16 AM
No wonder the sound isn't right then heh no SDL_mixer'er.
Exl now I feel bad for asking.
Argh blame it on that blasted Demis for leaking it..
Should DooMAD take the link off the wiki even though it's stated as an unofficial alpha version?
Exl
February 22nd, 2007, 04:47 AM
Up to smitemeister really.
MR_ROCKET
February 22nd, 2007, 07:15 AM
Well it probably wouldn't be that big of a deal if the sound system was working heh. - most everything else seems to be working pretty good, minus the fore most above about video.
Because evidently Smite does want some feed back.
I'd imagine a compile log could be of some help to him so he'd know what's there and what's not in the Windows version.
What would it take to compile it with the MIX's yo? - sorry for asking argh.
MI 5
February 22nd, 2007, 08:37 AM
Oh, this wasn't supposed to be released? Sorry, I didn't have knowledge on this. But it's always good to see progress.
MR_ROCKET
February 22nd, 2007, 09:46 AM
Well it's an alpha build, you just happened to walk in at the right time or at least before a sign could be put up saying "its an unofficial non-public win32 alpha5 release". :D
Actually an update of the last version hosted on the wiki.
So yeah, Smite needs to give DooMAD the ok to host the pre-versions or not on the Wiki. I guess if thats the case?
Exl
February 22nd, 2007, 11:33 AM
I compiled one with SDL_mixer, it worked fine. All else is default as in the makefile, except I used -O2 to have the output optimized a wee bit.
MI 5
February 24th, 2007, 07:18 PM
Is it still ok to post bugs here?
Heidi
March 3rd, 2007, 06:09 PM
When you report a bug or a crash, always mention whether you use software or OpenGL rendering, and what OS you use. If the OS happens to be Linux or equivalent, try running Legacy through gdb while you're at it :)
If you're using an unofficial build (like now), also give the build date (first row in stdout.txt), and make sure you're using the newest build available
Oops, sorry.
. Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519)
. http://www.teamhellspawn.com/legacyalpha/doomlegacy2_19feb2007.zip in software mode.
DooMAD
March 4th, 2007, 11:16 AM
Apologies if there are any concerns regarding the distribution of compiled alpha versions via the wiki. I assumed that as anyone can get them from the IRC channel, which is technically publically available, that it would be okay to post them on the wiki too. Not to mention that the files are always freely available directly from the SVN itself.
The wiki itself just sort of... happened, so hopefully no one minds. If there's anything that needs to be changed, feel free to either edit it or tell me to change it. I certainly wouldn't want to do anything the developers don't approve of. Smite-meister has already edited the Development page a few times, so I know he's fully aware of what's on there.
MR_ROCKET
March 4th, 2007, 02:31 PM
Roger that DooMAD, and I didn't want to sound like I was pointing any fingers, more so in interest.
So for now on if anyone hears about it, make sure to tell Exl to tell Smite before anything gets uploaded. :D
I'll have a bug report here soon, but I'm gonna be out of town for a few weeks.
MI 5
March 5th, 2007, 04:53 PM
Here is more on my bug report:
This is all on software mode. Not tested on GL.
1. No pain sounds from the player when getting hit.
2. Exiting a level causes a graphics glitch on the stats screen (Sometimes)
3. No map name after exit on the stats screen.
4. Landing on an object that is going upwards towards the ceiling (sometimes still) makes you sink into the floor, and makes a weird repeating landing noise (The landing seems to have changed a bit so you fall further, so that might be the problem).
5. MAP05, activating the second switch in the basement (the right of the fork) does not open the big door at the end. Strange however, I warped to that map and it worked.
6. Sound seems to cut off at times (Usually when monster cries and gunfire are heard)
7.If a flying creature dives down to the player, the player gets stuck together with the creature until the creature moves.
Finally....
8. Skull keys in the HUD are out of place.
Thank you Legacy team for the wonderful project that you have made and continue to develop! I hope that one day it becomes the best source port out there!
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