rabidrage Posted June 11, 2019 I'm confused. A level that tests perfectly well in 3.72 is messed up in the latest build. I copied it to the new folder twice to make sure something didn't get broken in the copying process. Floor heights seem to be moved around and a 3D floor that was used to make a bridge now appears in other sectors as well. Why does this happen? What has been done to 4.1.2 to break 3D floors? 0 Share this post Link to post
Graf Zahl Posted June 11, 2019 Hard to tell without being able to look at the map. 0 Share this post Link to post
rabidrage Posted June 12, 2019 It's the third level of this set: https://www.moddb.com/mods/rabids-levels-v03/downloads/e1m1-3b 0 Share this post Link to post
Simomarchi Posted June 13, 2019 Take a look at this recent thread. It discusses your problem and the problem has apparently been resolved. I hope that it works for you too 0 Share this post Link to post
Kappes Buur Posted June 13, 2019 (edited) The problems with your map are: 1. Invalid data encountered for texture E1M1-3B.pk3:textures/blood1 etc. 2. Script warning, "E1M1-3B.pk3:decorate" line 30: Unknown class name 'LightShaft2bRIGHTER' of type 'Actor' etc. 3. Script error, "E1M1-3B.pk3:voxeldef"line 1: Voxel "ammoa" not found. etc. 4. referencing these 3 linedefs to every sector with tag 0 Spoiler and maybe the overuse of shaders, but that is a matter of personal preference. 0 Share this post Link to post
rabidrage Posted June 13, 2019 Thanks. I'm not sweating problems that GZDoom cries about before it loads that don't have a practical impact after (though I am working on fixing them anyway). Curious about opinions on the levels themselves, but really just looking for a solution to that crazy floor. I'll fix it now that I know what's wrong. As for the rest, all I can say is that these levels have some evolution ahead of them for sure. Not less shaders, because a large part of the theme is lighting everything 100% dynamically, which I'm sure is not to everyone's taste. 0 Share this post Link to post