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esselfortium

Back to Saturn X E1: 1.1.6 bugfix

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Mind the gap!



demo

(Not expecting a fix for this, nobody sane would think it would lead to a secret or useful shortcut. Just found it amusing.)

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The story intermission for reaching the secret exit to map31 still references "The Hard Way", and the story intermission for the exit to map32 is unchanged from the default Doom 2 one. Checked both the internal and external dehacked patches.

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Gez said:

The sprite fixes weren't included?

That's a shame, but at least I can confirm that the latest released compatibility patch of the sprite fixes is still compatible with the BTSX E1 1.0 release. The only new sprite difference introduced in this version is that the Wolfenstein SS graphics have been replaced with dummy explosion graphics, but as far as I can tell, the SS actors aren't used or referenced, including in the DeHackEd patch, so no conflicts will arise there.

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mason1729 said:

The story intermission for reaching the secret exit to map31 still references "The Hard Way", and the story intermission for the exit to map32 is unchanged from the default Doom 2 one. Checked both the internal and external dehacked patches.


Essel is basically the best at releasing projects.

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Revenant100 said:

That's a shame, but at least I can confirm that the latest released compatibility patch of the sprite fixes is still compatible with the BTSX E1 1.0 release. The only new sprite difference introduced in this version is that the Wolfenstein SS graphics have been replaced with dummy explosion graphics, but as far as I can tell, the SS actors aren't used or referenced, including in the DeHackEd patch, so no conflicts will arise there.

I'll look into implementing this, thanks :)

(I'm still using the 1.9 lost soul sprites though!)

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Tarnsman said:

Essel is basically the best at releasing projects.


It seems projects of this size always need a public beta testing period, even if you have to say it is "v1.0 final" to get the public to participate fully :)

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Glaice said:

Are you going to upload these to /idgames/ too?

Yup! It would've been up already, but because some issues have been found, we're postponing the idgames release for a week to get things ironed out and hopefully avoid further surprises.

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esselfortium said:

Yup! It would've been up already, but because some issues have been found, we're postponing the idgames release for a week to get things ironed out and hopefully avoid further surprises.


On a semi-related note, how about BtSX: Ep 2? Isn't that also in Beta?

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Master O said:

On a semi-related note, how about BtSX: Ep 2? Isn't that also in Beta?

It is. We're hoping to get an updated version of E2 posted in the near-ish future, since it's overdue, but getting a completely finalized definitive release done just yet would take away a lot of time and energy that we'd rather put into trying to scrape together a public beta of E3 before the end of the year.

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I've just posted a 1.1 build to the same url, with the following fixes:

* Included fixed sprites set and some fixed text graphics (thanks Revenant100, Da Werecat, and Jimmy!)
* External DEH patch fixed for name/storytext oversights with the new secret map
* MAP31/MAP32 story texts fixed (I added a little story text for Optical Hopscotch :) )
* Internal demo loop is more resistant to vanilla's weird desyncing voodoo magic
* A couple of added notes in the text file :)

No maps have been changed, so demos recorded on the builds from yesterday evening shouldn't desync.

http://esselfortium.net/wasd/btsx_e1.zip

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Dumb question, but if I'm playing this in something like GZDoom, I don't need to load the DEH file too, right?

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Winter said:

Dumb question, but if I'm playing this in something like GZDoom, I don't need to load the DEH file too, right?

Yup. There's a dehacked patch inside the WAD already. The external one is only provided for any ports or tools that can't load internal dehacked patches, or if you wanted to patch your vanilla exe.

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And in addition all the data from the DEHACKED lump is redundantly covered in the LANGUAGE and ZMAPINFO lumps as far as *ZDoom is concerned.

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When I was recording my demo for the Ironman League, I noticed something odd about map04. Where the mancubi and red switch are near the beginning, just next to the barrel, my movement was blocked by a small patch of thin air. Checked GZDoom Builder just now and it appears theres a second barrel that is deep into the ground in Sector 411.

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mason1729 said:

When I was recording my demo for the Ironman League, I noticed something odd about map04. Where the mancubi and red switch are near the beginning, just next to the barrel, my movement was blocked by a small patch of thin air. Checked GZDoom Builder just now and it appears theres a second barrel that is deep into the ground in Sector 411.

dammit

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Okay, well, I really didn't want to have to do this, but here's 1.1.1. MAP04 (crouching tiger hidden barrel), MAP06 (GZdoom bug in yellow key room), and MAP15 (hoveritems and a W1/WR issue) have received bugfixes. Sorry about demos.

Downloab link is same as usual: http://esselfortium.net/wasd/btsx_e1.zip

For the sake of this month's already-recorded ironman demos, I've kept the previous build (1.1) online at a different url: http://esselfortium.net/wasd/btsx_e1_1.1.zip

If you encounter anything that looks like a bug while playing 1.1.1, please let us know ASAP. Thanks for everything!

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Thanks, though they're admittedly probably not going to be touched at this point unless something else major is found (like the map04 barrel) that demands an update.

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Heh, for some reason I thought maybe BTSX E1 was the first few levels of BTSX E2 or something, which I actually have played. So somehow I managed to miss the whole E1 before, haha. Lots of new maps to play then. Wheee! And of course it looks ab-fab at first glance. 10 thumbs up!

edit: damnation, this is good stuff!!!

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Misalignments of horribleness:

http://i.imgur.com/2GqmNLR.png (Metal Mothers, I think)
http://i.imgur.com/WJhE27Z.png (don't remember, sorry)
http://i.imgur.com/8S5FvPJ.png http://i.imgur.com/qPTMhEZ.png
http://i.imgur.com/p8jhaOp.png (in the center; and yes, I barely noticed myself when I was combing through the shots)

I tried to ignore the ones that are hard to avoid, like when the texture loops back on itself.

Just a strange flat choice, especially apparent on the second shot:
http://i.imgur.com/z3vU3CG.png
http://i.imgur.com/Stui8Ym.png

Lotsa floor clicks here, not sure if avoidable:
http://i.imgur.com/seveDVr.png

I'm not sure I like this kind of lighting:
http://i.imgur.com/YgHPsT0.png
http://i.imgur.com/euDMTaR.png

But I guess it's a little too late to discuss intricacies of style.

One pillar looks different from the rest:
http://i.imgur.com/QIGM07K.png

Automap uncleanness:
http://i.imgur.com/oexY6Pw.png
http://i.imgur.com/oSc3Od1.png

There's a line that tries to close the blue door repeatedly, I'm not sure why:
http://i.imgur.com/6XVGEGd.png

It's strange that so many elevators are being operated at once, but the thing that seems not right here is one redundant tag on a sector that has nowhere to move:
http://i.imgur.com/eLJ8PGe.png

Another elevator with some seemingly-random affected sectors:
http://i.imgur.com/MU4vUvX.png

Some random glitch, I don't know:
http://i.imgur.com/TS7JBeI.png

You can see holes at the beginning of the last level if you look around:
http://i.imgur.com/pVQavEh.png

E1M18: cut-off level name.
E1M21: same.

I saw a bunch of places where projectiles were eaten by geometry outside. I made a few shots, but then it became apparent that there are a lot of places like that.

Great job at making the destroyed part of Flood Regions - I love it when the architecture looks more complex than it is.

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Thanks so much for those! In the interest of sanity after so many revisions, though, at this point I'm planning to stick with 1.1.1 and not do further updates unless something really really dreadful comes up. I've linked your post on the internal list of things to be dealt with in case another build happens someday, though.

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If that post came a few days earlier, it would definitely be included with the other small fixes. At this point though a large list of purely cosmetic changes would just aggravate the update circus.

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Not sure if this is major enough to warrant an update, but In map15, things 792, 794, 798, and 800 do not have Hard tags, resulting in such area actually having less Imps on UV than on HMP. Considering the Hell Knights (things 804, and 805) in the same area are on both HMP and UV, I'm guessing this might have been a mistake?

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