scifista42 Posted January 5, 2018 To fix compatibility with Chocolate Doom, remove the S_START/S_END markers and move all sprites between the SS_START/SS_END ones. 1 Share this post Link to post
damo Posted January 5, 2018 Hope to give this a whirl through on zdaemon. 1 Share this post Link to post
damo Posted January 5, 2018 (edited) oops hit a road-block already Script error, "SNDINFO" line 49: Missing string (unexpected end of file). Will ask around if anyone knows what to do with this. 0 Share this post Link to post
Philnemba Posted January 5, 2018 @StormCatcher.77 can you give us an alternative link as a zip file as some of us(such as myself) don't use winzip. 0 Share this post Link to post
Pegleg Posted January 5, 2018 3 hours ago, Memfis said: Whether that message appears or not depends on the port you're using and its settings. It has nothing to do with the level itself. I believe in Chocolate Doom it simply never appears. Fun hectic map, I didn't fully understand the trigger system (wonder what these switches and keens at the start were about) but survived anyway. Here is a demo. Thank you. I'm glad you enjoyed it. I'll have to watch the demo when I get home. As for the triggers and switches and all, that was an effort to be a bit creative. @StormCatcher.77 I see you decided to go with submission order instead of trying to scale the levels in difficulty. Smart move, seeing as how 1) it would have slowed down the compilation and released because you would've had to play all 51 levels and 2) undoubtedly, people would have criticized the order because they thought a level was hard that you thought was easy and vice versa. Regardless, I'm excited to give it a go. 1 Share this post Link to post
Sasha Posted January 5, 2018 I only idcleved these maps on ZDoom 2.8.1. All maps are interesting. ZDoom says about missing textures: 03 nukeslad 22 metl2 sqreb1 27 broungy6 30 startan1 36 dfsky 37 cbrock48 cbmoss2 cbrock02 cbrock34 47 adel_f62 1 Share this post Link to post
RaphaelMode Posted January 5, 2018 There is an error in MAP42, GJUNX. It can be fixed by editing the TEXTMAP lump to remove the "arg1 = 1" line from the definition of linedef 2936. It could also be fixed in a map editor, if opened, but my contribution seems to have transcended the concept of a doom map, and is no longer recognized by Doom Builder... Editing the TEXTMAP lump works just fine, I checked. I applaud the map slot choice, by the way. If there's any map that could be considered philosophical enough to possibly be an answer to everything and more, it would be MAP42 GJUNX. 0 Share this post Link to post
damo Posted January 5, 2018 Zandronum: Script error, "dmp2017.wad:RM_DECO2" line 92: Invalid state parameter a_setspeed 1 Share this post Link to post
Dragonfly Posted January 5, 2018 Was just about to report the same as the above. 0 Share this post Link to post
damo Posted January 5, 2018 (edited) With help from rhinoduck and ZedeK, we got this loaded in zdaemon by: - converting all PNG to doom textures. - renaming ANIMDEF - deleting/commenting out last line of SNFINFO maps 37-38, 40-42, 44, 46, 49-55, 77 are not compatible with zdaemon, but the rest will load. For now, alive at zdaemon: Broken Glass Breakfast - Doomworld Mega Project 2017 - Beta 1 zds://37.247.54.67:10603 Edited January 5, 2018 by damo2k 0 Share this post Link to post
Spectre01 Posted January 6, 2018 (edited) This might be just me, but the map areas in the HUB are incredibly dark without Dynamic Lights on. And with them on, my FPS tanks from 80 to 20. Looks really good otherwise and having a difficulty setting show up when you approach a portal is great. 0 Share this post Link to post
StormCatcher.77 Posted January 6, 2018 (edited) Thank for your feedback. I'll try to fix it all in the near future. @Memfis promised that he could make some changes to the maps, for that greater compatibility with the co-op. I will wait for his work before publishing the new version. New versions will be published in zip-archives. 0 Share this post Link to post
bioshockfan90 Posted January 6, 2018 Just got the chance to open this up today, the hub's really well-designed! can't wait to go through this. Let's hope 2018 yields even more fruit! 0 Share this post Link to post
bonnie Posted January 6, 2018 i decided to open up a random map to kill some time i chose map20 it changed me it changed my being i... i dont think things will ever be okay again 3 Share this post Link to post
Spectre01 Posted January 6, 2018 Also, it would be nice if the text file included the map list and any short descriptions the author had in their post. 0 Share this post Link to post
TreeSquid Posted January 6, 2018 Right on!!! I have been waiting for this day. I shall play through all the maps! This will be interesting to see what has been done!! Good work everyone!!! 4 Share this post Link to post
Memfis Posted January 6, 2018 A little update for my map. Nothing big, just blocked a silly speedrun trick (or at least made it a lot harder). 1 Share this post Link to post
riderr3 Posted January 6, 2018 (edited) The internal parts of HUB... is too dark in ZDoom. But this is my humble opinion. I'll have to IDBEHOLDL, honestly. P.S. I launched it in GZDoom and it's pretty different. 0 Share this post Link to post
RaphaelMode Posted January 6, 2018 Updating MAP42: GJUNX! - Cooperative and daethmatch modes added - fixed the aforementioned bug that made it impossible to progress past the first room - fixed visual errors - removed the a_setspeed function to make it compatible with more source ports This patch replaces the map lumps and RM_DECO2 lump. The GJUNX will never stop! MAP42_GJUNX_UPDATE.zip 1 Share this post Link to post
Wereknight Posted January 6, 2018 Will check whole pack later when get back to home 0 Share this post Link to post
bonnie Posted January 6, 2018 (edited) hey, here's a quick unofficial patch that includes raphaelmode's and memfis' updates to their maps, for zandronum compatibility a lot of stuff is still broken in zandronum, as many of the effects dont work, but it'll startup at least https://www.dropbox.com/s/vibytikqqhreban/dmp2017_zanfix1.zip?dl=1 Edited January 6, 2018 by bonnie 2 Share this post Link to post
damo Posted January 7, 2018 (edited) Playing coop in zdaemon: map04 - (not a bug) server setup should have no free mouse look really, because of the IoS. Can configure this in zdaemon for this specific map. map06 - can get stuck in the middle/center of the map when the window shutters close map11 - something wrong with the sky also it seems map20 - Sector 1059, 1536, 1537 (Tag 7: Floor Up): Not Coop Friendly, because those sectors never go down again and eventually block other players from making progress. (thx mrbrown) map21 - could do with more coop ammo. could be tedious with many players. map21 - player can get stuck in here, see screenshot. Switch not repeatable? map22 - coop issue here, other players can not get in after one player goes through map33 - for coop, some bfg's should actualy be cell ammo, as bfg's dont disappear when collected, but also don't accumulate ammo map35 - Line 1506 has no first side. Line 1506's right edge is unconnected Edited January 7, 2018 by damo2k 5 Share this post Link to post
bonnie Posted January 7, 2018 (edited) @damo2k did you stop at map35 or was my map (map36) okay? :o and what did you think of it?? ;~; 0 Share this post Link to post
damo Posted January 7, 2018 map36 works good. We liked it. After map36, only a few maps loaded in zdaemon, but didn't really work. This is just a compatibility issue with zdaemon I believe. 1 Share this post Link to post
CrazyDoomguy Posted January 7, 2018 damo2k: I have created map 22. I can fix this map for deathmatch. Didnt thought about this. Do you want this? 0 Share this post Link to post
damo Posted January 7, 2018 4 minutes ago, CrazyDoomguy said: damo2k: I have created map 22. I can fix this map for deathmatch. Didnt thought about this. Do you want this? Yes, but more-so coop play, than deathmatch. 2 Share this post Link to post
CrazyDoomguy Posted January 7, 2018 2 minutes ago, damo2k said: Yes, but more-so coop play, than deathmatch. Ok. I fix it tomorrow after work. 1 Share this post Link to post
Spectre01 Posted January 7, 2018 1 hour ago, damo2k said: map35 - Line 1506 has no first side. Line 1506's right edge is unconnected That line floats in the void and sets the scrolling speed of the voodoo closets. Shouldn't be an issue, unless that's something ZDaemon isn't cool with. 0 Share this post Link to post
bonnie Posted January 7, 2018 2 minutes ago, Spectre01 said: That line floats in the void and sets the scrolling speed of the voodoo closets. Shouldn't be an issue, unless that's something ZDaemon isn't cool with. and if it is indeed an issue, one could simply put a box around the line to enclose it in a sector, instantly fixing the issue 1 Share this post Link to post