Spider Mastermind
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Scythe2 - final version released.
Should the 29 old maps in Scythe 2 be updated?
Yeah!
No!
I don`t care about Scythe 2
View Results [Edit Poll (moderators only)]
Pages (5): « 1 [2] 3 4 5 »  
Author
All times are GMT. The time now is 17:06. Post New Thread    Post A Reply
Spleen
Junior Member


Posts: 160
Registered: 08-08


This is awesome, I can't wait to play the new levels!


In map25, you can lock yourself into the area where you take the teleporter up to the red key by archvile jumping (might only be possible in some ZDoom ports, I heard that archvile jumping has a different height in them) onto the teleport platform before you push any switches. This is easy to fix and probably won't break most demos - make the W1 door open stay into a WR door open stay, when you step off of the waterfall with the red key.



Stephen312 said:
I found a bug in map 31: the door to the secret exit doesn't open and no matter what I do, it just won't open at all.

It's not a bug, it's a timer that you failed to beat. :p

Old Post 07-04-09 05:00 #
Spleen is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
HackNeyed
Member


Posts: 300
Registered: 08-04



myk said:
Don't your widescreen monitors have a plain screen mode that leaves dark areas to the sides? A guy I play online with said his has such a feature when I asked him whether it was skewing the view of the original executables.


If it did I never could find it. It had about the same options as the video cards. I had hoped long ago that I could set PrBoom to 320x200 and force the LCD to display it in 4:3 and black bar the edges. On the video card level, my netbook is Intel, my laptop is ATI and before the house fire my gaming rig was Nvidia and they only really offered the same 3 settings.

1. Center (no resizing, get out the magnifying glass!)
2. Aspect Correct Zoom (fill to the vertical and black bar whatever is left of the sides which in this case means the engine is already doing the unoptimized correction) and
3. Fullscreen (stretch to fit vertically and horizontally, distortion be damned).

So if I want 4:3 the engine has to display in 4:3 to start with but it's correction is not fully optimized like Chocolate Doom. If I want 16:9/10 then the engine can do it cleanly or I can use 4:3 and stretch it after the fact at the driver/hardware level which is twice degraded.

Old Post 07-04-09 06:26 #
HackNeyed is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Archvile78
Member


Posts: 446
Registered: 02-08


Wow this is quite unexpected and its a good news. o:

I enjoy Scythe II and would definitely give the 3 remaining maps a spin.

Old Post 07-04-09 08:35 #
Archvile78 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
ducon
Régulier du Forum


Posts: 889
Registered: 12-03


I can’t vote: I don’t care if you correct the bugs but I do care about Scythe 2.

__________________
A shell, an imp.

Old Post 07-04-09 08:54 #
ducon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Erik
Forum Staple


Posts: 2089
Registered: 10-01


The map25 exit isn't a bug either but I guess I overestimated the crowd's knowledge about speedrunning tricks such as death glides.

xit: do you know which maps that are boom-only?

myk: a list would be fantastic.

Old Post 07-04-09 09:03 #
Erik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 5544
Registered: 01-03


Aside from some light level transfers in MAP27, the following maps use some Boom line types:

MAP15
MAP16
MAP17
MAP20
MAP32

Still, why should removing them make the maps make more demo friendly? The only ports that can record proper demos for such large maps are all Boom compatible.

Old Post 07-04-09 09:49 #
Graf Zahl is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Hell's Vendetta
Green Marine


Posts: 43
Registered: 05-09


It seems the last map has ear-piercing overlay everytime the song loops in gzdoom.

Old Post 07-04-09 09:59 #
Hell's Vendetta is online now Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
myk
Super Charge


Posts: 13106
Registered: 04-02



Graf Zahl said:
The only ports that can record proper demos for such large maps are all Boom compatible.
People can use PrBoom/+ under Doom compatibility, as well as Doom+ (only one level, 27, has a BLOCKMAP that exceeds 64KB, but only because it hasn't been compressed... assuming none of the new maps are much larger). Sometimes it's not just about what will run it but how it'll behave during recording, considering how little Boom stuff is in the whole WAD.

Old Post 07-04-09 10:10 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Spleen
Junior Member


Posts: 160
Registered: 08-08



Erik said:
The map25 exit isn't a bug either but I guess I overestimated the crowd's knowledge about speedrunning tricks such as death glides.


Oh, I wasn't talking about the exit, I know how that works. :D

I was talking about the area with the red key, where it locks you in with bars when you start pushing the switches, then lets you out once you get the red key. You can do the area out of sequence with an archvile jump, triggering the W1 door open stay before the W1 door close stay, which causes you to lock yourself in.

Should I make a demo of this?

Old Post 07-04-09 13:47 #
Spleen is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Erik
Forum Staple


Posts: 2089
Registered: 10-01



Spleen said:


Oh, I wasn't talking about the exit, I know how that works. :D

I was talking about the area with the red key, where it locks you in with bars when you start pushing the switches, then lets you out once you get the red key. You can do the area out of sequence with an archvile jump, triggering the W1 door open stay before the W1 door close stay, which causes you to lock yourself in.

Should I make a demo of this?



Ok I get it... I'll fix this if the map is updated.

Old Post 07-04-09 16:36 #
Erik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 5544
Registered: 01-03



Hell's Vendetta said:
It seems the last map has ear-piercing overlay everytime the song loops in gzdoom.



Which MIDI playback device are you using? If it's FMOD I'd not really be surprised. Their MIDI player is not the most stable one.

Old Post 07-04-09 18:21 #
Graf Zahl is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Hellbent
Forum Staple


Posts: 2233
Registered: 06-00



StupidBunny said:
EDIT: Also, I agree that you should keep the original release of Scythe II online and release the new one separately, rather than simply updating the Scythe II file on the archives. It's important to keep the original around, for posterity/demo compatibility.
I strongly agree that it should be uploaded as a new version.

Old Post 07-04-09 18:39 #
Hellbent is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
myk
Super Charge


Posts: 13106
Registered: 04-02


Idgames strongly discourages taking versions of the same WAD. There's no need to worry about the old version, because it'll certainly be available at the DSDA, where most or all of the demos will be.

Old Post 07-04-09 23:01 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Anders
No one knows I'm schepe


Posts: 427
Registered: 03-02


Since scythe2 has always been very demo oriented I don't think it's worth it to make demos desync just to fix some minor bugs.

If there are any truly gamebreaking flaws in there it might be worth it though.

Old Post 07-06-09 11:28 #
Anders is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Naan
Junior Member


Posts: 236
Registered: 10-05



It's not a bug, it's a timer that you failed to beat. :p

I assume it's the same thing with the map15 secret exit that doesn't open either ?

Old Post 07-06-09 13:50 #
Naan is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Erik
Forum Staple


Posts: 2089
Registered: 10-01



Naan said:

I assume it's the same thing with the map15 secret exit that doesn't open either ?



No. You have to get the yellow key by jumping to the crates right at the start instead of taking the normal route to get the secret exit to open in map15.

Old Post 07-06-09 14:17 #
Erik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Searcher
Senior Member


Posts: 1192
Registered: 05-01


I would vote for fixing known issues. I don't mind having 2 versions of a cool mapset on my system. like alien vendetta for example.

__________________
Happiness is a warm SSG ;)

Old Post 07-08-09 04:13 #
Searcher is online now Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Whoo
Junior Member


Posts: 212
Registered: 04-07


I would go ahead and fix the older levels. Scythe 2 is one of my all time favorite Singleplayer wads, and the same for many others. I do believe you would get a lot of thanks for going through the old maps and fixing them, and for completing the last 3 maps.

Old Post 07-08-09 04:28 #
Whoo is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Erik
Forum Staple


Posts: 2089
Registered: 10-01


I decided to go with the crowd and do the fixes.

So far I did these:

Scythe 2 changelog.

new
maps 28-30 added
musics for map28-30 added

bugs fixed
map17 bridge visual glitch fixed
map17 lift fixed for coop
map25 linedef at red key changed to WR - open door stay


compat fixes
map15 secret exit door switch behind yellow door
map16 crushers all over
map17 lowering bars at cacos
map20 multi-door changed to floor lowering effects
map32 lowering exit platform
map32 rising mountain

map28-30 checked for compat issues

Old Post 07-08-09 09:55 #
Erik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
RjY
anARCHy


Posts: 421
Registered: 05-02



Erik said:
map15 secret exit door switch behind yellow door
map16 crushers all over

You only mention the crushers on map16 but I assume you also fixed the backpack secret (linedef 174, same as the secret exit door switch on map15)

Also, may I suggest, on map20, replacing the hanging body in the final chamber (thing 288, sector 918) with one that does not obstruct the player?

On map06 I believe there is meant to be a torch in sector 46.

On map21 there is a box of rockets in void space, inside a pillar (thing 64)

Finally, on map26, there is a small hom on the ceiling in front of sector 688 before the flying baron emerges. I believe something went wrong with sector 670, it overlaps the wall in a way that is hard to explain in words but obvious in a map editor.

Old Post 07-08-09 11:17 #
RjY is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Erik
Forum Staple


Posts: 2089
Registered: 10-01


fixes
map06 torch added in sector 46
map20 hanging corpse in final room not blocking
map21 rocket box in the void removed
map26 doombuilder's autostitch screwed me, fixed HOM at bossroom.

compat
map16 backpack secret fixed

Old Post 07-08-09 11:44 #
Erik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Spleen
Junior Member


Posts: 160
Registered: 08-08



Erik said:


No. You have to get the yellow key by jumping to the crates right at the start instead of taking the normal route to get the secret exit to open in map15.



That's strange, I could still push the switch after taking the normal route (although I couldn't see it).

Old Post 07-08-09 13:01 #
Spleen is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Erik
Forum Staple


Posts: 2089
Registered: 10-01


Yeah you can push it if you know where.

Old Post 07-08-09 13:50 #
Erik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Erik
Forum Staple


Posts: 2089
Registered: 10-01


I need more bugs. Release is just a day or two away at this point.

Old Post 07-08-09 21:29 #
Erik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Solarn
Junior Member


Posts: 228
Registered: 09-08



Erik said:
I need more bugs. Release is just a day or two away at this point.

Wouldn't more bugs be a bad thing? I'd imagine you want to release the WAD with as few bugs as possible.

Old Post 07-08-09 21:35 #
Solarn is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Whoo
Junior Member


Posts: 212
Registered: 04-07



Solarn said:

Wouldn't more bugs be a bad thing? I'd imagine you want to release the WAD with as few bugs as possible.



He means he needs to know if there are any other bugs he does not know about.

Old Post 07-08-09 21:37 #
Whoo is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Solarn
Junior Member


Posts: 228
Registered: 09-08



Whoo said:


He means he needs to know if there are any other bugs he does not know about.


I know. I was being facetious. It's so much harder to get that through in text without smileys.

Old Post 07-08-09 21:50 #
Solarn is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Erik
Forum Staple


Posts: 2089
Registered: 10-01


All nodes will be rebuilt with zennode btw. Blockmap will be compressed and reject built.

Old Post 07-08-09 23:14 #
Erik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
RjY
anARCHy


Posts: 421
Registered: 05-02


On map25, are the four dark squares inside sector 1459 intentional? I suppose they must be, since they light up and disappear as you press the buttons in the corners of the red key area. Pretty strange, though.



You hint that there is a trick route to the blue key on map14. I believe the only thing this could have meant was that the switch behind the player at the start (linedef 4901) can be pressed, and the lift lowered early. However, it is not, due to the fact that linedef 4894 absorbs the keypresses. I remembered wondering about this at the time.

Hmm, here you say it's intentional, now I don't know what to think. Intentional that the button can be pressed, or intentional that it can't? The fact is, it can be pressed but only in engines like ZDoom that support implicit passuse, and certainly not in a doom2-complevel demo.



Vile claims to have a way to get stuck in map18 - not sure if this is fixed, it's not mentioned above, unless I've missed it of course. Unfortunately the link to the demo seems to be broken so I can't be any more specific about the nature of the bug, but you said back then you were aware of it so maybe you can remember.

Ah, after some more searching, I found another post that had enough of a hint: you can get stuck in sector 374, between the blue bars and those opposite, if you get the red key early, then on the way to the switch that raises sector 374, fall off the ledge, get the rocket launcher so the bars close, run all the way round, and forget to press the switch before trying to run to the exit. Here's a demo. I think even if you had the blue key at that point you'd be screwed, since you can't press the back of the bars because linedef 1562 will eat the keypresses.



Anima found a place to get stuck in map17. The demo link in this post does work, it seems he managed to get onto sector 503, and then ended up trapped between the trees and heads on sticks in sector 700.

Old Post 07-08-09 23:31 #
RjY is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Erik
Forum Staple


Posts: 2089
Registered: 10-01


The map14 switch was an intentional trick that failed to work =) I don't see a good way to implement it so I wont bother. map17 and map18 getting stuck I consider extremely minor issues, probably will not fix.

Thanks for your reports! =)

edit: map25 dark squares intentional.

Old Post 07-08-09 23:49 #
Erik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
All times are GMT. The time now is 17:06. Post New Thread    Post A Reply
Pages (5): « 1 [2] 3 4 5 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Scythe2 - final version released.

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory