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Death-Destiny
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Grazza said:
Map06 exceeds Boom's segs limit (by quite a lot: 40543 compared to the limit of 32768). So as it stands, this map needs to be described as for "a Boom-compatible port that further extends limits", or something like that. Assuming there aren't other issues too, that is.


Well, that's misfortunate. I doubt that a map like that could be modified to reduce the seg number without dramatically changing the gameplay. =( I suppose we'll just have to advertise this as requiring the most recent versions of Boom like you said.

@ Janitor: Your map is no longer needed. DR2008 is optimal with 11 maps at this point, so I'd just suggest releasing it in one of your own projects like the others whose maps either weren't submitted or got lost in the mix somewhere =/.

Last edited by Death-Destiny on 04-10-08 at 23:18

Old Post 04-10-08 23:11 #
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esselfortium
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That's fine, just specify that it needs a Boom-compatible port with a doubled segs limit. Deus Vult and other wads have done that before, and I'm pretty sure the latest version of anything will be able to run it. (Eternity has supported 65535 segs for a few years now.)

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Old Post 04-10-08 23:16 #
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Death-Destiny
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esselfortium said:
That's fine, just specify that it needs a Boom-compatible port with a doubled segs limit. Deus Vult and other wads have done that before, and I'm pretty sure the latest version of anything will be able to run it. (Eternity has supported 65535 segs for a few years now.)


Cool. =) I believe that this is all that needs to be done with this. Quite honestly, it is the player's responsibility to have the latest port versions if they want to play the latest maps. I'll wait until Saturday to upload this to the archive to give an extra day just in case some awful error comes out (I hope not...), but this should be good to go. =D

Old Post 04-10-08 23:23 #
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gggmork
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The reason I saw a missing texture was because a sector didn't go down all the way like it was supposed to. Try this: at that place where you hit 1 switch and run backwards between 2 caged viles and hit another switch, save your game (because it might take a few tries to create the bug).
Try to hit the 2nd switch as quick as possible after the 1st. I think what happens is those 3 poles that block you don't go down the first time, THEN they go down when the other sector is still lowering so they interpet that incorrect height instead of ground level.
Let me know if that doesn't make sense. I haven't played most of the levels still. Level 2 is excellent!
Level 1 does have switche(s) hidden under the ground which can be switched before they pop out of the ground but don't know if that produces any buggy stuff yet.

Old Post 04-11-08 01:15 #
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Death-Destiny
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gggmork said:
The reason I saw a missing texture was because a sector didn't go down all the way like it was supposed to. Try this: at that place where you hit 1 switch and run backwards between 2 caged viles and hit another switch, save your game (because it might take a few tries to create the bug).
Try to hit the 2nd switch as quick as possible after the 1st. I think what happens is those 3 poles that block you don't go down the first time, THEN they go down when the other sector is still lowering so they interpet that incorrect height instead of ground level.
Let me know if that doesn't make sense. I haven't played most of the levels still. Level 2 is excellent!
Level 1 does have switche(s) hidden under the ground which can be switched before they pop out of the ground but don't know if that produces any buggy stuff yet.



Oh, now I see what you're talking about in map 10. I've fixed these lowering floors to work independently of each other, so this bug should be avoided. Also, I moved the Mancubus over a few pixels so that it can't be resurrected. Now that you've mentioned it, that doesn't look like a good setup. Thanks gggmonk =D.

The switches in level 1 won't produce any issues since, as far as Doom knows, there's nothing illegal about them. It just means that they can be activated out of sequence. As is probably apparant from the level design, there's really not much to be done about it. Since the player won't know where they are first time around, I don't think it's too problematic since any subsequent times the level is played, they'll know what the intended progression is. =/ I guess I could switch the functions of what should be the last and second to last switches since that would mean that they all must be pressed to reach the exit regardless of the order.

Old Post 04-11-08 02:38 #
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gggmork
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I played map 11 for awhile which is also quite fun. In case you didn't know, you can arch vile blast jump over the yellow poles at the beginning. Which is fine because it opens a different short cut route to think about and many maps have exploits like that.
There's also potential to take advantage of enemies that aren't awake yet (for example, don't shoot at all at the beginning and you can initially bypass some of the warping enemies if you want). Or later right before the room that has an arch vile in front of a blood waterfall you can enter only a bit until you hear a door open. Then fire your gun to make the arch vile wake up and appear behind you to kill it easier. But its fun figuring out tactics like that anyway.
Also in that same room there are pillars with red brick in the middle. One side of the room has these pillars just a hair away from the wall so you can just almost walk between the wall but can't quite make it (might be better to have them more obviously either too close or have enough room).

Old Post 04-11-08 05:59 #
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printz
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I'll let you know that the latest Eternity version is 3.33.50 (not 3.33.33), which fixes some critical bugs. If it's not linked to in the main EE site, it is so done in the doomworld Eternity forums.

Old Post 04-11-08 11:18 #
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Death-Destiny
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Thanks again on your input gggmonk. I'll make the area with the pillar wide enough to pass through since that would likely make it more fun. Also, I'll probably prevent the player from jumping the yellow bars because I don't want them to have to make a choice as to whether to face the red key trap or take a hit from a vile to bypass it. The enemy warp-rooms were deliberately set up to be easier to control... the player will need all the help they can get. ;P

DR2008V2 gets finalized today!!! If anyone sees anything else that doesn't make them happy, speak now or speak never.

Old Post 04-11-08 21:16 #
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printz
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My first room and the medkit corridor were last-minute detailed by me, but I quickly got bored of it. There's misalignment caused by it.

Old Post 04-11-08 21:53 #
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Fisk
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Death-Destiny said:I guess I could switch the functions of what should be the last and second to last switches since that would mean that they all must be pressed to reach the exit regardless of the order. [/B]


I'm one of many who I'm sure don't care what you do with my map after it's been submitted, but can you at least ask first?

You know... I seem to recall this one project that some guy named Bloodskull started that one of the team members leaked without his permission. I wonder what that was all about?

Old Post 04-12-08 05:43 #
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Death-Destiny
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Fisk said:

You know... I seem to recall this one project that some guy named Bloodskull started that one of the team members leaked without his permission. I wonder what that was all about?



Are you still holding that against me? I thought i apologized for that already. Besides, I didn't "leak" DR2008, I misunderstood that it was not yet Boom-compatible, so it was a premature release.

Listen. FYI, I sent an e-mail to Bloodskull prior to releasing DR2008V1 that said something to the effect of:

"everyone's getting edgy waiting for our community project to be completed...For this [and other reasons I mentioned to Bloodskull], I'm asking you to send me the most recent, updated version of our level compilation as soon as possible. I have more than enough time to get this thing finalized and should have all the graphics and remaining maps. If you could quickly e-mail me a copy of the WAD after reading this, it would be very appreciated and I could get this project finished up for the community."

Those were my exact words to Bloodskull. Then Bloodskull sent me the mapset just like I asked him, with no additional instructions or parameters, so I got right to work finishing it. So I DID ask for permission. Like I said, I was working on it all night and the way to reach me was e-mail, but Bloodskull posted his request in this thread, and since I had just asked him to finalize it, I wasn't expecting any problems. I did everything exactly like I said I was going to. Put yourself in my shoes and stop judging me already. >=|

I don't take all this initiative to get bashed on forever when something doesn't work perfectly.

Last edited by Death-Destiny on 04-12-08 at 14:05

Old Post 04-12-08 13:58 #
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Bloodskull
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Death-Destiny said:


Are you still holding that against me? I thought i apologized for that already. Besides, I didn't "leak" DR2008, I misunderstood that it was not yet Boom-compatible, so it was a premature release.

Listen. FYI, I sent an e-mail to Bloodskull prior to releasing DR2008V1 that said something to the effect of:

"everyone's getting edgy waiting for our community project to be completed...For this [and other reasons I mentioned to Bloodskull], I'm asking you to send me the most recent, updated version of our level compilation as soon as possible. I have more than enough time to get this thing finalized and should have all the graphics and remaining maps. If you could quickly e-mail me a copy of the WAD after reading this, it would be very appreciated and I could get this project finished up for the community."

Those were my exact words to Bloodskull. Then Bloodskull sent me the mapset just like I asked him, with no additional instructions or parameters, so I got right to work finishing it. So I DID ask for permission. Like I said, I was working on it all night and the way to reach me was e-mail, but Bloodskull posted his request in this thread, and since I had just asked him to finalize it, I wasn't expecting any problems. I did everything exactly like I said I was going to. Put yourself in my shoes and stop judging me already. >=|

I don't take all this initiative to get bashed on forever when something doesn't work perfectly.



I told you I wanted to see the finished result BEFORE submitting it. Im pretty sure I stated that clearly.

Old Post 04-12-08 15:14 #
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Death-Destiny
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Bloodskull said:
Death, I'd rather you send me the ->finished product<- first before uploading it to the archive. I think I still have a say in the project(no offense).

If this is what you're referring to, Bloodskull, you said this AFTER I uploaded already. Gee, that's helpful. You should have put something in your e-mail to the effect of "Here's our mapset for you to finish. However, there are still a few things I still need to do with it, so I'd appreciate it if you sent it to me before uploading. Thanks."
You can't expect me to assume that for myself after you already told me I could finalize it, especially in the context of the e-mail I sent you. It's not my fault that you agreed to something that you didn't really mean. I wonder if anyone even completely reads through these paragraphs I type, because I say EXACTLY what I plan to do... or am I wasting my time? =/

Old Post 04-12-08 15:48 #
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Fisk
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Death-Destiny said:
Are you still holding that against me?

No. I'm just pointing out that it's not exactly the best idea to add your own changes, whether it's to the planning of a project or some little things in a map, without first consulting the author and sticking to what he says. I meant you no disrespect. Regardless of the context of an email, it would have been an alright idea to send the person who originally started the project a copy of what you have for evaluation before releasing it - right?

Old Post 04-12-08 16:03 #
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Death-Destiny
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I agree. Looking back, that would obviously have improved this situation. What we have to realize is that we're looking at this all in hindsight now that all the facts have come out. Naturally, since I was in charge of the final phase of the project, since we were in a hurry to release an already chronically tardy project, and because Bloodskull was very busy at the time, it seemed more pertinent to get the thing released ASAP.

What I didn't know was that the maps were not Boom-compatible. Considering the fairly obvious Zdoom-ism 2 or 3 minutes into what was at the time map01, I can assume that DR2008 had never been tested in anything other than Zdoom prior to release, EVEN THOUGH IT WAS SUPPOSED TO HAVE BEEN DONE ALREADY. My job was to take care of the presentation and, having been given permission to finalize, assumed it had already been tested in Boom.

If it had been appropriately tested in Boom as it was supposed to have been, then the release would have gone smoothly and we wouldn't have to give all this thought to what should have been done at a time when a lot of information was unknown and a lot of silly mistakes were believed not to have been made.

All things considered, this situation normally wouldn't have been nearly this bad, but it is in this case considering how poorly V1 went with respect to how easily it could have been avoided looking back with what we know now.

Last edited by Death-Destiny on 04-12-08 at 16:38

Old Post 04-12-08 16:32 #
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Death-Destiny
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Uh, well, here's the arvhival link to the Boom-compatible version of this WAD. A lot of you've probably played it in Zdoom already, but hey. take it or leave it... I'm sure some people still want to play it in their favorite port. =/

http://www.doomworld.com/idgames/index.php?id=15267

Old Post 04-14-08 21:08 #
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printz
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Great. And the wad's getting positive reviews. And now it's played in Boom. So the trees are only traps for the actors :). Let's forget all this fight and keep this as the one and only leakage in Death-Destiny history, ok?

Old Post 04-15-08 06:09 #
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