[Fixed] Weird occurences
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Weird occurences
51.cab seems to not be able to play any MP3 wad in my collection of add-on files. This has not happened in 47.cab, which makes me wonder if any of the streamlining that was done in the interim could possibly have had an adverse effect. Is this a fmod.dll thing?
Also, the score tally screen usually displays the correct name of the level in all of my Doom PWADs. I overlooked the fact that the map screen doesn't display the correct name of the custom level, because I noticed that not every level designer is thorough enough to modify all the information for the level that they are designing. That trend's more apparent in older PWADs such as Memento Mori 2, etc. Current PWADs, such as VOID.WAD by Cyb, display all of the correct info. Others, like Alien Vendetta, include .deh files that change all of the level names to the names for the megawad. But at the very least, the tally screen shows the correct name of the level before you play it -- with or without any additional corrections by the author(s). I'm just wondering what that's all about.
Also, upon level start-up the player weapon sprite (no matter what weapon it is) "pops" up to view, in the uncapped FPS setting. I doubt this would really interfere with any of the gameplay, but it's merely a quirk that I just started to notice.
Also, the score tally screen usually displays the correct name of the level in all of my Doom PWADs. I overlooked the fact that the map screen doesn't display the correct name of the custom level, because I noticed that not every level designer is thorough enough to modify all the information for the level that they are designing. That trend's more apparent in older PWADs such as Memento Mori 2, etc. Current PWADs, such as VOID.WAD by Cyb, display all of the correct info. Others, like Alien Vendetta, include .deh files that change all of the level names to the names for the megawad. But at the very least, the tally screen shows the correct name of the level before you play it -- with or without any additional corrections by the author(s). I'm just wondering what that's all about.
Also, upon level start-up the player weapon sprite (no matter what weapon it is) "pops" up to view, in the uncapped FPS setting. I doubt this would really interfere with any of the gameplay, but it's merely a quirk that I just started to notice.
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One more thing.
I also noticed that during my run-thoughs with 51.cab, the display occasionally flickers in the uncapped setting. The console mentions something about unknown key frames encountered in frames 79 and 80.
Could that be the culprit?
Also, during rather inopportune moments (usually with monster-congested areas with many projectiles) the game seems to lag to a halt for about a whole second or two, and then gameplay suddenly returns to normal -- already in progress. So far there hasn't been any fatal errors, so I cannot print or forward any messages to help describe what I'm encountering. So I'm left wondering if it's my system setup or ZDoom.
I also noticed that during my run-thoughs with 51.cab, the display occasionally flickers in the uncapped setting. The console mentions something about unknown key frames encountered in frames 79 and 80.

Also, during rather inopportune moments (usually with monster-congested areas with many projectiles) the game seems to lag to a halt for about a whole second or two, and then gameplay suddenly returns to normal -- already in progress. So far there hasn't been any fatal errors, so I cannot print or forward any messages to help describe what I'm encountering. So I'm left wondering if it's my system setup or ZDoom.
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That sounds like something is eating cpu processing power.. Did you have anything other than zdoom running at the time? If not, it might've been because as you said, there were many projectiles on the screen at one time which might cause zdoom to slow down.. once enough projectiles hit an object though, the game would continue running at normal speed.Malphas wrote:the game seems to lag to a halt for about a whole second or two, and then gameplay suddenly returns to normal -- already in progress.
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Re: Weird occurences
I'm not sure if this is what you're talking about, but Randy added a feature whereby if the name of the level has been changed via a deh/bex patch, and the author has failed to provide replacement graphics for the intermission screen title, then ZDoom will create one from it's own font files on-the-fly. Hence, WADs in which the authors were simply too lazy to provide custom title graphics will now have Doomish-looking titles in the intermission screen. WADs which already provided level titles will have those titles intact--ZDoom will leave those alone. (That's useful since some authors chose to use a different graphical theme for the level titles)Malphas wrote:Also, the score tally screen usually displays the correct name of the level in all of my Doom PWADs. I overlooked the fact that the map screen doesn't display the correct name of the custom level, because I noticed that not every level designer is thorough enough to modify all the information for the level that they are designing. That trend's more apparent in older PWADs such as Memento Mori 2, etc. Current PWADs, such as VOID.WAD by Cyb, display all of the correct info. Others, like Alien Vendetta, include .deh files that change all of the level names to the names for the megawad. But at the very least, the tally screen shows the correct name of the level before you play it -- with or without any additional corrections by the author(s). I'm just wondering what that's all about.
[EDIT]Just saw the diff text for version 2.0.52. It looks like there was a bug where ZDoom was creating intermission titles for levels that had custom titles available. So if that's what you were talking about, it should now be fixed.[/EDIT]
Last edited by HotWax on Fri Oct 31, 2003 2:56 am, edited 2 times in total.
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How did you get them to fight? If it was a mis-aimed scratch, then the behavior is correct. If it's because one blew up a barrel that damaged the other, I *think* that's incorrect and was fixed a few versions ago. Make sure you're using 2.0.51.Malphas wrote:Hey, Randy...
I never thought I'd see this again since Doom 1.2![]()
(Or, if you turned on monster infighting or scripted one to attack the other, then the behavior is of course correct.

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That's probably by design (Hey you moron! Watch where you're going!!!) but still sounds funny nonetheless.Nanami wrote:Actually, interestingly enough, I found that "disc of repulsion" makes monsters fight eachother if they collide. In tricks and traps I jumped in the middle of the barons and used one and it was an all-out war!

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In that pic, I arranged myself (52.cab) so both Barons made their move. Note the barrels in the pic, too. The trap in this room (TVR!.WAD, Map03) was designed so that either one of them would fling a fireball that'd end up hitting the barrels to hurt me immensely. Not too shabby, no?
Turns out that I walked away unscathed (got God Mode?), and one of them got hurt in the trap instead (forgot which one). So, they started flinging fireballs at each other and completely ignored me, which escalated into the "Baron Beatdown" that you see above. Which spawn of evil would survive in the caged match from Hell? Find out on the next Pay-Per-View!
(For those interested, Lefty lost due to a nasty eye gouge. Righty won a tri-railgun blast through the chest cavity for his triumphant victory.)
And HotWax, if I recall correctly... this bizarre phenomenon was fixed in retail Doom v1.666. From then on, only monsters of different species could attack and eliminate each other (Imp vs. Demon, Caco vs. Knight, etc.). I don't know what could have been done to bring this back. I was not aware at all of any setting for monster in-fighting in the current version of ZDoom (2.0.52 as of this writing). I also did not use any outside weapons or items (Disk of Repulsion?) to trigger this, either.
It's not that I particularly mind witnessing this, however; in fact, I suggest THIS bug should be a toggle in the Compatibility Menu in a future revision!
I don't know about the rest of the ZDoom community, but I'D like to see a horde of Cyberdemons/Archviles annihilate each other in a huge battle royale -- winner gets a BFG blast by the Marine.
Turns out that I walked away unscathed (got God Mode?), and one of them got hurt in the trap instead (forgot which one). So, they started flinging fireballs at each other and completely ignored me, which escalated into the "Baron Beatdown" that you see above. Which spawn of evil would survive in the caged match from Hell? Find out on the next Pay-Per-View!
(For those interested, Lefty lost due to a nasty eye gouge. Righty won a tri-railgun blast through the chest cavity for his triumphant victory.)
And HotWax, if I recall correctly... this bizarre phenomenon was fixed in retail Doom v1.666. From then on, only monsters of different species could attack and eliminate each other (Imp vs. Demon, Caco vs. Knight, etc.). I don't know what could have been done to bring this back. I was not aware at all of any setting for monster in-fighting in the current version of ZDoom (2.0.52 as of this writing). I also did not use any outside weapons or items (Disk of Repulsion?) to trigger this, either.
It's not that I particularly mind witnessing this, however; in fact, I suggest THIS bug should be a toggle in the Compatibility Menu in a future revision!
I don't know about the rest of the ZDoom community, but I'D like to see a horde of Cyberdemons/Archviles annihilate each other in a huge battle royale -- winner gets a BFG blast by the Marine.
