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Liberation

1000 Lines 3: Community Project - V1.0 Released

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I noticed that the cacodemons shoot the same-looking projectiles as the imps. (Likely to enable some scary new monster shenanigans) Am I right to assume that imps deal normal imp damage and cacos also deal imp damage? Or there are some more complicated things happening behind the scenes?

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54 minutes ago, Azure_Horror said:

Am I right to assume that imps deal normal imp damage and cacos also deal imp damage?

 

AFAIK, imps deal slightly higher and cacodemons deal slightly lower damage here (Both do 4 to 32 damage here). Whereas in vanilla, imps do 3-24 and cacodemons do 5-40 damage.

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On 12/3/2021 at 10:38 AM, Liberation said:

Hey folks, just dropping in a new hotfix for 1k3rc3.wad, this is for GZDoom only and fixes the plasma zombies cell drop pick ups giving the players bullets and not cells.

 

1k3rc3-hotfix.zip

 

Please load it after 1k3rc3.wad.

This isn't working for me; plasma zombies still drop bullets. I'm playing GZDoom 4.7.1 on Kubuntu 20.04, HMP difficulty.

 

Here's my console output:

Spoiler

connor@blastoff:~$ cd /usr/games
connor@blastoff:/usr/games$ gzdoom -iwad /home/connor/Sync/games/DOOM2.WAD -file /
home/connor/Sync/doom/pwads/1k3rc3/1k3rc3.wad /home/connor/Sync/doom/pwads/1k3rc3-
hotfix/1k3rc3-hotfix.wad -deh /home/connor/Sync/doom/pwads/1k3rc3/1k3rc3.deh
GZDoom g4.7.1 - 2021-10-20 08:18:37 +0200 - SDL version
Compiled on Oct 22 2021

OS: Ubuntu 20.04.3 LTS, Linux 5.4.0-90-generic on x86_64
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding /opt/gzdoom/gzdoom.pk3, 666 lumps
adding /opt/gzdoom/game_support.pk3, 2514 lumps
adding /home/connor/Sync/games/DOOM2.WAD, 2919 lumps
adding /opt/gzdoom/game_widescreen_gfx.pk3, 216 lumps
adding /home/connor/Sync/doom/pwads/1k3rc3/1k3rc3.wadWARNING: duplicate S_END mar
ker found.
, 3492 lumps
adding /home/connor/Sync/doom/pwads/1k3rc3-hotfix/1k3rc3-hotfix.wad, 2 lumps
I_Init: Setting up machine state.
CPU Vendor ID: AuthenticAMD
 Name: AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx  
 Family 23 (23), Model 17, Stepping 0
 Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThread
ing
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
 Opened device Family 17h (Models 10h-1fh) HD Audio Controller Analog Stereo
 EFX enabled                                                                      
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "1k3rc3-hotfix.wad:DECORATE" line 2:
Tried to define class '1K3CellClip' more than once. Renaming class to '1K3CellClip
@1k3rc3-hotfix.wad@DECORATE'                                                       
script parsing took 171.67 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Adding dehacked patch /home/connor/Sync/doom/pwads/1k3rc3/1k3rc3.deh
Patch installed
Adding dehacked patch 1k3rc3.wad:DEHACKED
Frame 6: Sprite 110 (COL3) is undefined
Frame 8: Sprite 67 (YSKU) is undefined
Frame 12: Sprite 2 (PUNG) is undefined
Frame 13: Sprite 67 (YSKU) is undefined
Frame 14: Sprite 2 (PUNG) is undefined
Frame 15: Sprite 66 (RSKU) is undefined
Frame 17: Sprite 3 (PISG) is undefined
Frame 18: Sprite 3 (PISG) is undefined
Frame 19: Sprite 3 (PISG) is undefined
Frame 21: Sprite 66 (RSKU) is undefined
Frame 23: Sprite 65 (BSKU) is undefined
Frame 24: Sprite 65 (BSKU) is undefined
Frame 25: Sprite 110 (COL3) is undefined
Frame 26: Sprite 110 (COL3) is undefined
Frame 27: Sprite 110 (COL3) is undefined
Frame 28: Sprite 110 (COL3) is undefined
Frame 29: Sprite 7 (CHGG) is undefined
Frame 33: Sprite 12 (PLSG) is undefined
Frame 35: Sprite 110 (COL3) is undefined
Frame 37: Sprite 110 (COL3) is undefined
Frame 42: Sprite 26 (TFOG) is undefined
Frame 45: Sprite 26 (TFOG) is undefined
Frame 46: Sprite 26 (TFOG) is undefined
Frame 52: Sprite 8 (CHGF) is undefined
Frame 53: Sprite 8 (CHGF) is undefined
Frame 97: Sprite 26 (TFOG) is undefined
Frame 98: Sprite 26 (TFOG) is undefined
Frame 99: Sprite 26 (TFOG) is undefined
Frame 100: Sprite 26 (TFOG) is undefined
Frame 105: Sprite 107 (SMIT) is undefined
Frame 106: Sprite 107 (SMIT) is undefined
Frame 130: Sprite 107 (SMIT) is undefined
Frame 131: Sprite 107 (SMIT) is undefined
Frame 132: Sprite 107 (SMIT) is undefined
Frame 133: Sprite 107 (SMIT) is undefined
Frame 134: Sprite 107 (SMIT) is undefined
Frame 135: Sprite 107 (SMIT) is undefined
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Frame 160: Sprite 51 (SSWV) is undefined
Frame 161: Sprite 108 (COL1) is undefined
Frame 162: Sprite 108 (COL1) is undefined
Frame 163: Sprite 108 (COL1) is undefined
Frame 164: Sprite 108 (COL1) is undefined
Frame 165: Sprite 115 (TRE1) is undefined
Frame 166: Sprite 51 (SSWV) is undefined
Frame 167: Sprite 51 (SSWV) is undefined
Frame 168: Sprite 115 (TRE1) is undefined
Frame 169: Sprite 115 (TRE1) is undefined
Frame 170: Sprite 115 (TRE1) is undefined
Frame 171: Sprite 107 (SMIT) is undefined
Frame 172: Sprite 107 (SMIT) is undefined
Frame 194: Sprite 108 (COL1) is undefined
Frame 195: Sprite 51 (SSWV) is undefined
Frame 196: Sprite 51 (SSWV) is undefined
Frame 197: Sprite 108 (COL1) is undefined
Frame 198: Sprite 108 (COL1) is undefined
Frame 199: Sprite 108 (COL1) is undefined
Frame 200: Sprite 108 (COL1) is undefined
Frame 201: Sprite 108 (COL1) is undefined
Frame 202: Sprite 115 (TRE1) is undefined
Frame 281: Sprite 51 (SSWV) is undefined
Frame 282: Sprite 51 (SSWV) is undefined
Frame 283: Sprite 51 (SSWV) is undefined
Frame 284: Sprite 51 (SSWV) is undefined
Frame 285: Sprite 51 (SSWV) is undefined
Frame 286: Sprite 51 (SSWV) is undefined
Frame 287: Sprite 51 (SSWV) is undefined
Frame 288: Sprite 0 (TROO) is undefined
Frame 289: Sprite 0 (TROO) is undefined
Frame 290: Sprite 0 (TROO) is undefined
Frame 291: Sprite 40 (HEAD) is undefined
Frame 294: Sprite 52 (KEEN) is undefined
Frame 295: Sprite 52 (KEEN) is undefined
Frame 296: Sprite 52 (KEEN) is undefined
Frame 297: Sprite 52 (KEEN) is undefined
Frame 298: Sprite 52 (KEEN) is undefined
Frame 299: Sprite 52 (KEEN) is undefined
Frame 300: Sprite 52 (KEEN) is undefined
Frame 301: Sprite 52 (KEEN) is undefined
Frame 302: Sprite 52 (KEEN) is undefined
Frame 303: Sprite 52 (KEEN) is undefined
Frame 304: Sprite 52 (KEEN) is undefined
Frame 305: Sprite 52 (KEEN) is undefined
Frame 306: Sprite 52 (KEEN) is undefined
Frame 307: Sprite 53 (BBRN) is undefined
Frame 308: Sprite 53 (BBRN) is undefined
Frame 309: Sprite 53 (BBRN) is undefined
Frame 310: Sprite 53 (BBRN) is undefined
Frame 311: Sprite 115 (TRE1) is undefined
Frame 312: Sprite 115 (TRE1) is undefined
Frame 313: Sprite 115 (TRE1) is undefined
Frame 314: Sprite 108 (COL1) is undefined
Frame 315: Sprite 109 (COL2) is undefined
Frame 339: Sprite 53 (BBRN) is undefined
Frame 357: Sprite 109 (COL2) is undefined
Frame 358: Sprite 109 (COL2) is undefined
Frame 359: Sprite 111 (COL4) is undefined
Frame 360: Sprite 111 (COL4) is undefined
Frame 361: Sprite 120 (COL5) is undefined
Frame 388: Sprite 120 (COL5) is undefined
Frame 389: Sprite 53 (BBRN) is undefined
Frame 390: Sprite 53 (BBRN) is undefined
Frame 391: Sprite 111 (COL4) is undefined
Frame 392: Sprite 111 (COL4) is undefined
Frame 393: Sprite 111 (COL4) is undefined
Frame 394: Sprite 111 (COL4) is undefined
Frame 395: Sprite 120 (COL5) is undefined
Frame 396: Sprite 120 (COL5) is undefined
Frame 397: Sprite 53 (BBRN) is undefined
Frame 452: Sprite 53 (BBRN) is undefined
Frame 453: Sprite 53 (BBRN) is undefined
Frame 454: Sprite 53 (BBRN) is undefined
Frame 462: Sprite 2 (PUNG) is undefined
Frame 463: Sprite 2 (PUNG) is undefined
Frame 464: Sprite 2 (PUNG) is undefined
Frame 465: Sprite 53 (BBRN) is undefined
Frame 466: Sprite 2 (PUNG) is undefined
Frame 467: Sprite 2 (PUNG) is undefined
Frame 468: Sprite 3 (PISG) is undefined
Frame 469: Sprite 1 (SHTG) is undefined
Frame 510: Sprite 12 (PLSG) is undefined
Frame 511: Sprite 4 (PISF) is undefined
Frame 512: Sprite 3 (PISG) is undefined
Frame 513: Sprite 3 (PISG) is undefined
Frame 514: Sprite 4 (PISF) is undefined
Frame 515: Sprite 12 (PLSG) is undefined
Frame 542: Sprite 12 (PLSG) is undefined
Frame 543: Sprite 1 (SHTG) is undefined
Frame 544: Sprite 1 (SHTG) is undefined
Frame 545: Sprite 53 (BBRN) is undefined
Frame 546: Sprite 7 (CHGG) is undefined
Frame 547: Sprite 7 (CHGG) is undefined
Frame 548: Sprite 53 (BBRN) is undefined
Frame 575: Sprite 1 (SHTG) is undefined
Frame 576: Sprite 1 (SHTG) is undefined
Frame 631: Sprite 53 (BBRN) is undefined
Frame 653: Sprite 53 (BBRN) is undefined
Frame 654: Sprite 95 (SMT2) is undefined
Frame 655: Sprite 1 (SHTG) is undefined
Frame 656: Sprite 1 (SHTG) is undefined
Frame 657: Sprite 1 (SHTG) is undefined
Frame 658: Sprite 1 (SHTG) is undefined
Frame 720: Sprite 12 (PLSG) is undefined
Frame 721: Sprite 6 (SHT2) is undefined
Frame 726: Sprite 12 (PLSG) is undefined
Frame 727: Sprite 6 (SHT2) is undefined
Frame 728: Sprite 6 (SHT2) is undefined
Frame 733: Sprite 95 (SMT2) is undefined
Frame 734: Sprite 95 (SMT2) is undefined
Frame 735: Sprite 95 (SMT2) is undefined
Frame 736: Sprite 54 (BOSF) is undefined
Frame 737: Sprite 54 (BOSF) is undefined
Frame 738: Sprite 54 (BOSF) is undefined
Frame 739: Sprite 54 (BOSF) is undefined
Frame 740: Sprite 54 (BOSF) is undefined
Frame 741: Sprite 54 (BOSF) is undefined
Frame 742: Sprite 6 (SHT2) is undefined
Frame 743: Sprite 6 (SHT2) is undefined
Frame 744: Sprite 6 (SHT2) is undefined
Frame 745: Sprite 54 (BOSF) is undefined
Frame 746: Sprite 54 (BOSF) is undefined
Frame 747: Sprite 6 (SHT2) is undefined
Frame 750: Sprite 6 (SHT2) is undefined
Frame 751: Sprite 54 (BOSF) is undefined
Frame 752: Sprite 6 (SHT2) is undefined
Frame 753: Sprite 6 (SHT2) is undefined
Frame 754: Sprite 6 (SHT2) is undefined
Frame 755: Sprite 6 (SHT2) is undefined
Frame 766: Sprite 6 (SHT2) is undefined
Frame 767: Sprite 51 (SSWV) is undefined
Frame 768: Sprite 0 (TROO) is undefined
Frame 769: Sprite 40 (HEAD) is undefined
Frame 770: Sprite 40 (HEAD) is undefined
Frame 771: Sprite 40 (HEAD) is undefined
Frame 777: Sprite 51 (SSWV) is undefined
Frame 778: Sprite 51 (SSWV) is undefined
Frame 779: Sprite 51 (SSWV) is undefined
Frame 780: Sprite 40 (HEAD) is undefined
Frame 781: Sprite 51 (SSWV) is undefined
Frame 782: Sprite 40 (HEAD) is undefined
Frame 783: Sprite 51 (SSWV) is undefined
Frame 785: Sprite 54 (BOSF) is undefined
Frame 786: Sprite 54 (BOSF) is undefined
Frame 791: Sprite 54 (BOSF) is undefined
Frame 792: Sprite 54 (BOSF) is undefined
Frame 793: Sprite 54 (BOSF) is undefined
Frame 794: Sprite 54 (BOSF) is undefined
Frame 795: Sprite 54 (BOSF) is undefined
Frame 834: Sprite 51 (SSWV) is undefined
Frame 835: Sprite 51 (SSWV) is undefined
Frame 836: Sprite 51 (SSWV) is undefined
Frame 837: Sprite 51 (SSWV) is undefined
Frame 838: Sprite 7 (CHGG) is undefined
Frame 839: Sprite 51 (SSWV) is undefined
Frame 862: Sprite 51 (SSWV) is undefined
Frame 863: Sprite 51 (SSWV) is undefined
Frame 864: Sprite 40 (HEAD) is undefined
Frame 866: Sprite 52 (KEEN) is undefined
Frame 867: Sprite 52 (KEEN) is undefined
Frame 887: Sprite 52 (KEEN) is undefined
Frame 888: Sprite 52 (KEEN) is undefined
Frame 889: Sprite 52 (KEEN) is undefined
Frame 890: Sprite 52 (KEEN) is undefined
Frame 891: Sprite 52 (KEEN) is undefined
Frame 892: Sprite 52 (KEEN) is undefined
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Frame 894: Sprite 52 (KEEN) is undefined
Frame 900: Sprite 52 (KEEN) is undefined
Frame 901: Sprite 52 (KEEN) is undefined
Frame 902: Sprite 52 (KEEN) is undefined
Frame 903: Sprite 52 (KEEN) is undefined
Frame 904: Sprite 52 (KEEN) is undefined
Frame 905: Sprite 53 (BBRN) is undefined
Frame 906: Sprite 53 (BBRN) is undefined
Frame 907: Sprite 53 (BBRN) is undefined
Frame 908: Sprite 53 (BBRN) is undefined
Frame 909: Sprite 53 (BBRN) is undefined
Frame 910: Sprite 53 (BBRN) is undefined
Frame 913: Sprite 53 (BBRN) is undefined
Frame 914: Sprite 53 (BBRN) is undefined
Frame 915: Sprite 53 (BBRN) is undefined
Frame 917: Sprite 18 (BAL1) is undefined
Frame 918: Sprite 18 (BAL1) is undefined
Frame 919: Sprite 18 (BAL1) is undefined
Frame 920: Sprite 18 (BAL1) is undefined
Frame 921: Sprite 18 (BAL1) is undefined
Frame 922: Sprite 18 (BAL1) is undefined
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Frame 924: Sprite 18 (BAL1) is undefined
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Frame 938: Sprite 18 (BAL1) is undefined
Frame 940: Sprite 18 (BAL1) is undefined
Frame 941: Sprite 18 (BAL1) is undefined
Frame 942: Sprite 18 (BAL1) is undefined
Frame 943: Sprite 18 (BAL1) is undefined
Frame 944: Sprite 18 (BAL1) is undefined
Frame 945: Sprite 18 (BAL1) is undefined
Frame 946: Sprite 54 (BOSF) is undefined
Frame 947: Sprite 54 (BOSF) is undefined
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Frame 954: Sprite 54 (BOSF) is undefined
Frame 955: Sprite 54 (BOSF) is undefined
Frame 956: Sprite 54 (BOSF) is undefined
Patch installed
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Using video driver x11
Vulkan device: AMD RADV RAVEN (ACO)
Vulkan device type: integrated gpu                                                 
Vulkan version: 1.2.131 (api) 20.2.6 (driver)
Max. texture size: 16384
Max. uniform buffer range: -1
Min. uniform buffer offset alignment: 4
Resolution: 640 x 480
fluidsynth: warning: SDL2 not initialized, SDL2 audio driver won't be usable

----------------------------------------

MAP01 - Dust Devils
                                                                                  
fluidsynth: warning: SDL2 not initialized, SDL2 audio driver won't be usable       
Picked up a cell clip.
 

I hope I can play this as intended! The maps are fun and look great, and I want to enjoy it with the gameplay changes intact.

 

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6 hours ago, roasty said:

This isn't working for me; plasma zombies still drop bullets. I'm playing GZDoom 4.7.1 on Kubuntu 20.04, HMP difficulty.

 

I had the same issue. If you're loading the files Drop n' Drag style like I do, I found loading the hotfix in front of everything else does the trick.

---

@Dragonfly cheers mate lmao

Edited by Biodegradable

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BTW does Map17 have difficulty settings implemented? Asking because I just realised that there are same number of monsters (133) on all difficulties.

 

Also I want to say that I am not a fan of how you open the soulsphere secret on that map. I thought there would be a cleverly hidden switch/passage or require some SR50 jumping, but all we have to do is press a random wall near the plasma gun area to open it :|

Edited by ReaperAA

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Why is it that an game-crashing error appears in Zdoom before the intermission screen is loaded, but everything works fine in GZdoom? I am confused.

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3 hours ago, Firedust said:

Why is it that an game-crashing error appears in Zdoom before the intermission screen is loaded, but everything works fine in GZdoom? I am confused.

 

1k3 has not been tested in ZDoom v2.8.1, which I assume is what you mean. I will take a look later and see what is going on.

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On 12/10/2021 at 9:42 AM, Firedust said:

Why is it that an game-crashing error appears in Zdoom before the intermission screen is loaded, but everything works fine in GZdoom? I am confused.

 

I just tested Zandronum now (to see if the dynamic lights are working fine) and it appears that Zandronum also cannot load the wad. In Zandronum's case, it appears to be ZMAPINFO causing the issue (according to the message at startup screen).

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1 hour ago, ReaperAA said:

 

I just tested Zandronum now (to see if the dynamic lights are working fine) and it appears that Zandronum also cannot load the wad. In Zandronum's case, it appears to be ZMAPINFO causing the issue (according to the message at startup screen).

FYI the same problem is present on 1klines 2

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Loving the WAD, definitely Cacoward material in my book ;)

 

Though, I've noticed something weird while playing in vanilla though: music on maps 3, 4, 21, 24, 28 don't seem to play. Works on all other ports, of course. Just thought I'd bring it up.

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On 12/11/2021 at 7:52 PM, ReaperAA said:

I just tested Zandronum now (to see if the dynamic lights are working fine) and it appears that Zandronum also cannot load the wad. In Zandronum's case, it appears to be ZMAPINFO causing the issue (according to the message at startup screen).

 

Upon commenting out the DoomEdNums section from ZMAPINFO, Zandronum seems load the wad and run the individual maps fine. But when there is the episode end, the game crashes at intermission screen.

 

I tested with both Zandronum 3.0 and 3.1

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I'm not sure but there seems to be something wrong with one of the walkover linedef triggers in Map04. The three revenants behind a concrete wall in this cross shaped area in the middle of the map are unreachable. I looked at it in Doombuilder and it seems the sector they are on is supposed to raise all the way up but it only moves a few inches leaving only their heads exposed. Autoaim doesn't register and so you can't 100% kills in this map right now. Am i missing something?

I tested it with DSDA complevel 2.

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On 12/14/2021 at 2:56 AM, OpenRift said:

Loving the WAD, definitely Cacoward material in my book ;)

 

Though, I've noticed something weird while playing in vanilla though: music on maps 3, 4, 21, 24, 28 don't seem to play. Works on all other ports, of course. Just thought I'd bring it up.

 

This is interesting, sounds like the midi files are too big for vanilla, however I can not recreate this in choc. Will test some more.

 

On 12/14/2021 at 8:14 AM, ReaperAA said:

Upon commenting out the DoomEdNums section from ZMAPINFO, Zandronum seems load the wad and run the individual maps fine. But when there is the episode end, the game crashes at intermission screen.

 

I tested with both Zandronum 3.0 and 3.1

 

1k 3 was not tested in Zandy at all, I guess it is just a syntax difference causing the crash. I will look to fix this up for the idgames release.

 

2 hours ago, Gregor said:

I'm not sure but there seems to be something wrong with one of the walkover linedef triggers in Map04. The three revenants behind a concrete wall in this cross shaped area in the middle of the map are unreachable. I looked at it in Doombuilder and it seems the sector they are on is supposed to raise all the way up but it only moves a few inches leaving only their heads exposed. Autoaim doesn't register and so you can't 100% kills in this map right now. Am i missing something?

I tested it with DSDA complevel 2.

 

Hey, thanks for the report. This has been looked into and is a case of "it works in vanilla, but breaks in other ports" which is kinda the story of 1k3 :-).

Thank you all for the feedback, we will get this lot sorted!

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10 hours ago, Liberation said:

 

This is interesting, sounds like the midi files are too big for vanilla, however I can not recreate this in choc. Will test some more.

Chocolate Doom doesn't emulate the MIDI quirks that vanilla has, surprisingly enough. That's its one inaccuracy.

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So how do you get the BFG secret in Map11? The sector apparently doesn't lower and it's too high for an Arch-Vile jump. I don't get it. Seems impossible.

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On 12/18/2021 at 9:30 AM, OpenRift said:

Chocolate Doom doesn't emulate the MIDI quirks that vanilla has, surprisingly enough. That's its one inaccuracy.

 

This is definitely an issue that should be added to the chocolate doom's github.

 

2 hours ago, Gregor said:

So how do you get the BFG secret in Map11? The sector apparently doesn't lower and it's too high for an Arch-Vile jump. I don't get it. Seems impossible.

 

The BFG secret is very convoluted and I had to look at SLADE to figure it out. Steps to get the BFG secret:

  • Lowering the lift that takes you to the pain elemental + hell knights room also lowers a secret lift with teleporter (on the other side of the map near the cyberdemon area) for a limited time.
  • This teleporter leads to a backpack, a few rockets and a switch. Pressing the switch doesn't lower the BFG sector, but it raises the lift sector that is adjacent to BFG sector to about halfway point.
  • Now when you go through that cyberdemon area and press the switches there, you will notice that the lift sector adjacent to the BFG sector will be at full height.
  • Now you can simply use that lift to get the BFG.

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2 hours ago, ReaperAA said:

The BFG secret is very convoluted and I had to look at SLADE to figure it out. Steps to get the BFG secret:

  • Lowering the lift that takes you to the pain elemental + hell knights room also lowers a secret lift with teleporter (on the other side of the map near the cyberdemon area) for a limited time.
  • This teleporter leads to a backpack, a few rockets and a switch. Pressing the switch doesn't lower the BFG sector, but it raises the lift sector that is adjacent to BFG sector to about halfway point.
  • Now when you go through that cyberdemon area and press the switches there, you will notice that the lift sector adjacent to the BFG sector will be at full height.
  • Now you can simply use that lift to get the BFG.

 

Jeez! That is convoluted. I looked at the map in GZDoomBuilder and still couldn't figure it out. I guess that hidden teleporter could have been a hint for me. But from within the map this secret is nigh on impossible to catch. Thanks for the help! But man, what a tease, with that BFG just sitting there right before all those arch-viles... That's evil, @Aurelius.

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Wow! This has been an amazing was to play through.

 

I played zone 400 recently and found it to be a bit boring with the level design being a tad too restricted. I decided to play this because it was the dwmegawad club nominated wad of the month and it was a pleasant surprise.

 

Feel like I should have played the first two now... 

 

Anyway I'm posting on here instead of the dwmegawad club thread as I wanted to show a few times that I broke the levels.

 

In this level I did a flying jump into this area to see if there was a secret behind the lava fall, and instead fell into the caco pit:

Screenshot_Doom_20211226_123247.png.4898d151c199f7a2c3a290ac65c42c19.png

 

 

In this level there is an invisible barrier stopping you venturing too far out into the lava from the level start position. Later on, if you do a few creative hops off the top, onto the pyramid, and then down from where I'm standing, I got into the lava area, and couldn't get out again because I was blocked by the barrier:

Screenshot_Doom_20211228_003218.png.7bfa981c9349b678abf55c712e676900.png

 

Other than that, it was a great experience to play through!

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Well, we finally finished the wad on Thursday Night Survival so here are some issues that we encountered:

 

This is just a nitpick but one of the custom trees (thing 120 in DEHACKED) has a small height which means that in online multiplayer players will be unexpectedly able to just walk through it since vast majority of servers have infinitely tall actors off. To account for this you can add "Height = 8388608" for "Thing 120 (_Tree 1)"

 

MAP16
    -  the door (sector 106) before the purple key door closes quickly and can't be opened from inside so a player without the purple key can get stuck there
MAP23
    - superfluous player 4 start results in a voodoo doll
    - although it's possible to get out you can easily get stuck behind the red torch (thing 5) at the start
MAP25
    - I happened to notice that textures on 2 of the platforms in sector 5 are meticulously aligned but not on the 3rd one in the north (lines 36-38)
MAP29
     - the 40 pain elementals in the map can easily reach the lost soul limit and then there are many harmless PEs (that's one limit that isn't removed in -complevel 2 because it would break demo compatibility)
MAP30
    - the invisible teleporters in the large southwest area turn out to be confusing, players tend to kill themselves or give up soon after falling off so would be good if they were made more visible or moved closer so players can teleport immediately after falling off
    - the HP of the final boss turns out to be not quite enough to prevent premature death when there's large crowd of players. If you want to account for that scenario it should have like at least 10 times the health, heh. That would also mean very slow death with the current setup so that would need to be adjusted as well.
    - turns out there's a bug in ZDaemon with monsters with the NOGRAVITY flag not being able to block a lift so the setup to kill the boss doesn't work. To fix that you would need to either change the setup or replace the lost soul with a non-flying monster but some things to keep in mind:
        -> you can't just use the "telefragger" monster for this because decorations won't be able to activate linedefs without specifically giving them the relevant flag in a ZDaemon-specific dehacked
        -> if you use a different monster you'll have to somehow account for killing it for 100% kills but you can't just rely on doing so after the boss is dead because it might not have sufficient health for the map to not exit before the helper monster is killed
    Big thanks to @JCD for his excellent analysis of this issue and discussion of the possible solutions, I certainly didn't figure this out myself!
 

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Hello folks. 1k3 version 1.0 is finally here, alot of bug fixes have been carried out and the start up/intermission screen crashes for Zando and Zdoom 2.8.1 have also been fixed.

 

Change log: 

Map03 - Changed skipable trigger
Map04 - Fixed Rev platform
Map08 - Updated.
Map13 - Updated.
Map15 - Updated.
Map16 - Updated
Map19 - Updated.
Map23 - Sr40 proofed one area. Removed extra player 4 start. Moved thing (5) back abit to stop players getting stuck.
Map24 - Updated.
Map25 - Updated and fixed texture alignment.
Map26 - Added some block lines on the pyramid to stop people going off for a wander in the lava.
Map27 - Updated.
Map30 - Updated.
Map31 - Updated.
Zandronum and Zdoom 2.8.1 Start up and intermission crashes fixed.
Removed 600+ unused flats.

Providing nothing major comes up, this version will be going into Idgames next weekend.

 

Download link 1k3v1.0.zip

 

OP has also been updated. A big thank you to all that have tested 1k3 and to the whole 1k3 team as well.

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1 hour ago, Liberation said:

Hello folks. 1k3 version 1.0 is finally here, alot of bug fixes have been carried out and the start up/intermission screen crashes for Zando and Zdoom 2.8.1 have also been fixed.


Nice. Really appreciate the Zandronum fix.

 

But I see that you didn't add the dynamic lights? Oh well.

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On 3/12/2022 at 9:54 AM, Liberation said:

Hello folks. 1k3 version 1.0 is finally here, alot of bug fixes have been carried out and the start up/intermission screen crashes for Zando and Zdoom 2.8.1 have also been fixed.

 

Change log: 


Map03 - Changed skipable trigger
Map04 - Fixed Rev platform
Map08 - Updated.
Map13 - Updated.
Map15 - Updated.
Map16 - Updated
Map19 - Updated.
Map23 - Sr40 proofed one area. Removed extra player 4 start. Moved thing (5) back abit to stop players getting stuck.
Map24 - Updated.
Map25 - Updated and fixed texture alignment.
Map26 - Added some block lines on the pyramid to stop people going off for a wander in the lava.
Map27 - Updated.
Map30 - Updated.
Map31 - Updated.
Zandronum and Zdoom 2.8.1 Start up and intermission crashes fixed.
Removed 600+ unused flats.

Providing nothing major comes up, this version will be going into Idgames next weekend.

 

Download link 1k3v1.0.zip

 

OP has also been updated. A big thank you to all that have tested 1k3 and to the whole 1k3 team as well.

Darn, I thought I followed this thread. Did you guys have no luck in fixing the MIDI stuff?

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Just now, Liberation said:

I'm still taking a look at that as it happens, also aware that map15 crashes choc doom.

Interesting...

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First youtube walkthrough of 1000 Lines 3 being played by Exotic Gaming (a very small yt channel I came across just now)

 

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