[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
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...
the procedure entry point ucrtbase.terminate could not be located in the dynamic liabrary api-ms-win-crt-runtime-l1-1-0.dll
Marked as fixable.
Marked as fixed.
Texture manager errors
This has been fixed in the devbuilds =)
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.
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.
msvcp140.dll file missing
msvcp140.dll file missing
msvcp140.dll file missing
Technically, this is not a bug - the Readme states you need to download the Visual...
[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
[2.1.0 Test-2] Shaking sprites
Changed from Closed -> Pending. We refactored a bunch of math calls over the last...
[2.1.0 Released-Test-2] Midi music not working
Yeah, SYSTEM stopped working years ago after Microsoft butchered MIDI support in...
[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-2] Problem with rendering 128x96 textures
Try commenting out the following line in DDFWEAP: [ROCKET_LAUNCHER] <...> //KICK=0.15;...
Try commenting out the following line in DDFWEAP: [ROCKET_LAUNCHER] <...> //KICK=0.15;...
Try commenting out the following line in DDFWEAP: **[ROCKET_LAUNCHER]** ... ***//KICK=0.15;***...
Try commenting out the following line in DDFWEAP: [ROCKET_LAUNCHER] ... //KICK=0.15;...
Ah got it! i wasnt notified of this post -- thank you for testing it out! Just FYI:...
I just realized that melee weapons like that might not have the same checks as projectiles,...
Unfortunately, it looks like a Vanilla rendering "hack", which GL ports often hack...
Does this happen in 2.0.4 Final?
Look for that line action in LINES.DDF and make sure it is working properly. As soon...
Game doesn't fit the screen when running at 1920x1080 resolution
Regardless, this behavior has been fixed in the upcoming Test2, so I will close this...
Try setting a SLOPE_OFFSET value for the two attacks in Attacks and let me know if...
Try setting a SLOPE_OFFSET value for the two attacks in Attacks and let me know if...
[2.1.0 Test-1] Shaking projecticles in vertical aiming
Gotcha, so this is a "Use VSYNC solution" - I have re-enabled vsync in Test2. =)...
I will try and add this as a gameflag in a new submenu called 'Compatibility Options',...
[2.1.0 Test-1] Unlimited Archvile's attack range
Wipe methods listed wrong
Fixed in yet to be released 2.1.0-Test2.
Wierd behaviour of volume control buttons
Verified squashed with 2.1.0-Test1, with the exception of FN, might be an SDL2 i...
DOOM 2 MAP05 bugs
Game doesn't fit the screen when running at 1920x1080 resolution
Wierd behaviour of volume control buttons
[2.1.0 Test-1] Wrong texture changes on raising floor
[2.1.0 Test-1] Delayed HUD face animation
yes, I think this has always been present in my port and its preceding EDGE port....
For reference, is this behavior happening with 2.0.4 or 2.1.0(test1)? If it is the...
dsdman, did you try my suggestions? I need to know if that helped first before moving...
Game doesn't fit the screen when running at 1920x1080 resolution
Are you using 3DGE 2.1.0? If so, as of TEST1, resolution handling is broken. Open...
Wipe methods listed wrong
Gotcha, sharp eye -- will fix this for 2.1.0 Test2!
If you do end up refactoring the built-in dynamic lights, I would be interested in...
It is! If you open up Things.DDF and Attacks.DDF, you can look at and modify the...
Crash Report
Did it crash in the middle of something? The log says that it exited normally, and...
F11 brightness bug
Fixed in the SDL2 branch (it was a SDL1 issue).
Can you take a picture of the automap and/or post which linetype it is glitching...
[FIXED] 2.0.1 Chainsaw Attack on Mancubus bug
This has been integrated into 3DGE v2.0.2.
[FIXED] Major slowdown and eventual crash on invulnerability sphere pickup
Major slowdown and eventual crash on invulnerability sphere pickup
INVUL_FX (COMPLEX) was causing problems with the engine's handling of backface culling...
Major slowdown and eventual crash on invulnerability sphere pickup
Go into Menu -> Options -> Video Options -> Invulnerability Method. What is this...
Go into Menu -> Options -> Video Options -> Invulnerability Method. What is this...
2.0.1 Chainsaw Attack on Mancubus bug
The fix is necessary; this has been integrated into DDF.
2.0.1 Chainsaw Attack on Mancubus bug