[2.1.0 Test-1] Delayed HUD face animation
Fixed in 2.1.0 Test3
[2.1.0 Test-1] Slopes and mirror
[2.1.0 Test DRD May 17th DRD Build] OpenGL 3 issues
-norenderbuffers works amazing! It removes the upside-down video fiasco quite easily, and QEffects still works even in Windowed mode! The new build is quite superb, will continue to squash bugs and build more maps!
So, the new devbuild is still on its way -- turns out, OpenGL3 mode broke again recently, so we will just assume that the hardware being used is capable of proper GLSL support. If not (or slow, like in your case), use the '-norenderbuffers' command-line switch to disable altogether ;)
[2.1.0 Test DRD May 17th DRD Build] Sprites Do not Draw on Screen
The team has rectified this in the Git. Now, if the engine detects your card cannot run GL3, post-processing will be killed before the RGL subsystem is started. This will improve performance moving forward Also, Rachael has added a new command-line switch, -norenderbuffers, to optionally disable it if you want to use, say, QEffects. Further, OpenGL3 mode is now finally saved in the configuration file. On that note, if GL3 is not set to ON, the engine will not render the extra post buffers. This is...
[2.1.0 Test DRD May 17th DRD Build] Sprites Do not Draw on Screen
Marked as fixable.
the procedure entry point ucrtbase.terminate could not be located in the dynamic liabrary api-ms-win-crt-runtime-l1-1-0.dll
Texture manager errors
Marked as fixed.
Dammit! I was wrong, because I was looking at doom.wikia.com :O So the correct range limit is 896 map units, take a look: https://github.com/id-Software/DOOM/blob/master/linuxdoom-1.10/p_enemy.c#L224
This has been fixed in the devbuilds =)
Texture manager errors
Thought I'd chime in here only because I know a bit about this sort of thing. This...
Can u please tell which update to run to fix the error.
Basically, nobody else has ever encountered this before, and it seems to be a problem...
Here is a suggestion you need to (re)install the Visual C++ Redistributable for Visual...
Re-Install the VS runtimes, and update Win7. Let me know.
Whenever i start up the exe file of test 2 this leads to above error.using 64 bit...
the procedure entry point ucrtbase.terminate could not be located in the dynamic liabrary api-ms-win-crt-runtime-l1-1-0.dll
What happens that leads up to this? Need more info if possible.
the procedure entry point ucrtbase.terminate could not be located in the dynamic liabrary api-ms-win-crt-runtime-l1-1-0.dll
msvcp140.dll file missing
msvcp140.dll file missing
Worked Thanks
Technically, this is not a bug - the Readme states you need to download the Visual...
msvcp140.dll file missing
msvcp140.dll file missing
[2.1.0 Test-2] Shaking sprites
This has been finally fixed -- will be in TEST3! ^_^
[2.1.0 Released-Test-2 and earlier] Sergeant in E1M1 wakes prematurely
This is because, in EDGE, the SHOTGUN_GUY has the following properties: RADIUS=20;...
[2.1.0 Released-Test-2] Crashing on load TNT and Plutonia
Fixed and will make its way into Test3! (if you go into edge2.wad and change the...
[2.1.0 Released-Test-2] Jumping on enemies makes them unable to melee attack
Fixed and added to the Git repo -- will be in Test3! =D
Some more discovered info: setting much higher "ATTACKRANGE" in ATTACKS.DDF does...
Thanks for clarification! I'm agreed completelly. :) Yes, it will be better if LAVA...
Despite Hollywood's best attempts, lava is NOT a liquid as far as anything less dense...
Dear Julian I did a little further experimentation after posting. This sergeant is...
Thanks Malcolm, very interesting observation! My two cents: tested this in ZDoom,...
[2.1.0 Released-Test-2 and earlier] Sergeant in E1M1 wakes prematurely
[2.1.0 Released-Test-2] Crashing on load TNT and Plutonia
[2.1.0 Test-2] Shaking sprites
Changed from Closed -> Pending. We refactored a bunch of math calls over the last...
C.W., thank you, left-right shaking has gone in 2.1.0 Released-Test-2. But now I've...
[2.1.0 Released-Test-2] Jumping on enemies makes them unable to melee attack
[2.1.0 Released-Test-2] Midi music not working
Ah, got it, my fault. I was thinking that in previous versions MIDI worked, but now...
Yeah, SYSTEM stopped working years ago after Microsoft butchered MIDI support in...
[2.1.0 Released-Test-2] Midi music not working
[2.1.0 Released-Test-2] Bug with jumping on "splashed" terrains
[2.1.0 Test-2] Shaking sprites
[2.1.0 Test-2] Shaking sprites
I've modified the thing positioning code to be more like fixed point math. It's cured...
[FIXED] Major slowdown and eventual crash on invulnerability sphere pickup
Group: Fixed Bugs --> Non-Fatal
Group: Fixed Bugs --> Non-Fatal
Group: Fixed Bugs --> Non-Fatal
Group: Fixed Bugs --> Non-Fatal
Group: Fixed Bugs --> Non-Fatal
Group: Fixed Bugs --> Non-Fatal
Wierd behaviour of volume control buttons
[2.1.0 Test-1] Shaking projecticles in vertical aiming
[2.1.0 Test-1] Unlimited Archvile's attack range
[2.1.0 Test-1] Vertical length checking of attack range
[2.1.0 Test-1] Problem with projectiles horizontal flying trajectory
[2.1.0 Test-2] Problem with rendering 128x96 textures
[2.1.0 Test-2] Problem with rendering 128x96 textures
[2.1.0 Test-1] Vertical length checking of attack range
Added slope to calculation of attack coords. The line of attack was only using the...
[2.1.0 Test-1] Problem with projectiles horizontal flying trajectory
Not a bug - this is working as intended. The height of attacks is controlled through...
[2.1.0 Test-1] Slopes and mirror