Torn Posted December 10, 2008 Another release for Doom's birthday: a NEW demo of Flashback - and here it is! There is also a direct download here. For those of you who still may not know what Flashback is, it's a 4 episode Ultimate Doom megawad that aims to faithfully reinterpret the environments of each level while retaining vanilla compatibility. Progress on the full project is still continuing, albeit slowly. Enjoy these selections from it in the meantime. Note: remember to use Chocolate Doom (which just released version 1.2.0) to run this to get that classic feeling. 0 Share this post Link to post
Da Spadger Posted December 10, 2008 <Spadger> essel i found two bugs in fbdemo2.wad already <Spadger> or choco-doom <Spadger> in that case it's one bug <Spadger> play fbdemo2.wad in choco-doom 1.20 and try to get the blue key. <esselfortium> which map <Spadger> first <esselfortium> hm <esselfortium> what happens when you try? <Spadger> well the elevator leading up there activates but doesnt actually move <esselfortium> weird. <Spadger> and the platform up there with the blue key on also activates and makes sound but doesnt move LE EDIT: Zdoom works, Prboom+ crashes immideatly. 0 Share this post Link to post
exp(x) Posted December 10, 2008 I already told Torn about that bug a while ago. Chocolate Doom's behavior is exactly the same as vanilla with regards to that lift, and if you want to see something really weird, try it without monsters. 0 Share this post Link to post
Zack Posted December 10, 2008 Torn said:Another release for Doom's birthday: a NEW demo of Flashback - and here it is! That first link is to the 5-year-old 10th anniversary release, instead of the current one apparently. 0 Share this post Link to post
Torn Posted December 10, 2008 exp(x) said:I already told Torn about that bug a while ago. Chocolate Doom's behavior is exactly the same as vanilla with regards to that lift, and if you want to see something really weird, try it without monsters. Oh damn. I will look into it later, I am sorry for that folks. Zack said:That first link is to the 5-year-old 10th anniversary release, instead of the current one apparently. Huh, I am pretty sure it is linking to the new version. 0 Share this post Link to post
Bloodshedder Posted December 10, 2008 Sheesh does nobody edit these news submissions? 0 Share this post Link to post
Zack Posted December 11, 2008 Torn said:Huh, I am pretty sure it is linking to the new version. Ah, my mistake. It's specifically the New York mirror in the /idgames archive that is bringing up the wrong file. If you request http://youfailit.net/pub/idgames/levels/doom/d-f/fbdemo2.zip it gives you fbdemo.zip; seems like automatic spelling correction is the culprit because a directory listing shows that fbdemo2.zip is not available there... 0 Share this post Link to post
Bloodshedder Posted December 11, 2008 It seems my mirror hasn't been able to update for about two weeks, which doesn't make much sense. I'll look into it. 0 Share this post Link to post
Espi Posted December 11, 2008 Da Spadger said:<Spadger> well the elevator leading up there activates but doesnt actually move <esselfortium> weird. <Spadger> and the platform up there with the blue key on also activates and makes sound but doesnt move Well that is the weirdest error ever. There is nothing out of the ordinary about those two; no editing tricks are being used. Only thing I can think of is that the map is somehow corrupt... 0 Share this post Link to post
Erik Posted December 11, 2008 Great to see that this project is still being updated. Good luck Torn and Espi. 0 Share this post Link to post
Creaphis Posted December 11, 2008 Zack said:seems like automatic spelling correction is the culprit because a directory listing shows that fbdemo2.zip is not available there... This has given me trouble in the past. When I tried to download remain1.wad (by Eternal) from the New York mirror, once upon a time, I was granted "remains.wad." Check that out for yourself to see why I found it shockingly mismatched with all the praise that remain1 was getting. Anyways, instead of automatic spelling correction it should probably just tell the user "file not found," if that can be set up easily. I looked at the problematic map, and that is just plain weird. Espi is probably right about the map being corrupted. I just copied the level to a new file and retagged the sectors in question, and it worked. If you have the energy to retag every darn line then that should solve it. 0 Share this post Link to post
Torn Posted December 11, 2008 Erik said:Great to see that this project is still being updated. Good luck Torn and Espi. Thanks Erik, I know this project has taken more time it should be. I guess I have been lazy in the start, had social problems and whatnot. Now I just want to get it finished at some point, time will only tell. Great to see you active again. 0 Share this post Link to post
Creaphis Posted December 11, 2008 Erik said:Great to see that this project is still being updated. Good luck Torn and Espi. Finish Scythe II 0 Share this post Link to post
Bloodshedder Posted December 12, 2008 ...and in the meantime, since I can never seem to connect to the main server to mirror anything, I've turned off the silly Apache module mod_speling, which caused the server to return the wrong file in lieu of a 404. 0 Share this post Link to post
Nuxius Posted December 14, 2008 Heh. http://img381.imageshack.us/img381/8484/fbe2m3dx3.png http://img123.imageshack.us/my.php?image=fbe2m32ga9.png deathz0r said:DOES NOT WORK IN INTENDED SOURCE PORT. :p You can fix this while you're at it. ;) http://img114.imageshack.us/img114/3148/fbe2m33xs7.png Anyway, it's great to hear that this is still being worked on; when you left there for a bit after all of your problems, I thought this project was as good as dead. 0 Share this post Link to post
Hitherto Posted December 23, 2008 Espi said:Well that is the weirdest error ever. There is nothing out of the ordinary about those two; no editing tricks are being used. Only thing I can think of is that the map is somehow corrupt... Demons ##9,10 incorrect placement is source of this trouble. 0 Share this post Link to post
exp(x) Posted December 23, 2008 Hitherto said:Demons ##9,10 incorrect placement is source of this trouble. Well that explains why this is only a problem when there are monsters. 0 Share this post Link to post
Espi Posted December 23, 2008 Oh! That's still strange though, since they aren't even connected to the troublesome sectors... 0 Share this post Link to post
Creaphis Posted December 23, 2008 Hitherto said:Demons ##9,10 incorrect placement is source of this trouble. First thought: how in the hell Second thought: This could be exploited so that different lifts are deactivated in different difficulty settings. 0 Share this post Link to post
Hitherto Posted December 23, 2008 Espi said:Oh! That's still strange though, since they aren't even connected to the troublesome sectors... Proximity. Move tagged sectors away from sector with stucked demons, and they will work: http://e1m2.net/hth/test/fbd21t2.zipCreaphis said:First thought: how in the hell I know only that vanilla engine completely refuse move sectors with stucked actors. http://e1m2.net/hth/test/test.zip (iwad doom.wad) 0 Share this post Link to post
Torn Posted December 26, 2008 Nuxius said:Heh. http://img381.imageshack.us/img381/8484/fbe2m3dx3.png http://img123.imageshack.us/my.php?image=fbe2m32ga9.png :p You can fix this while you're at it. ;) http://img114.imageshack.us/img114/3148/fbe2m33xs7.png Anyway, it's great to hear that this is still being worked on; when you left there for a bit after all of your problems, I thought this project was as good as dead. Oh hell, yeah. E2M3 (E3M3) was kinda rushed to be finished for the demo, so of course I fucked it up. I guess I will release a version 1.01 of the fbdemo2. :P But otherwise the next real release will be the final product, when it is done (tm). 0 Share this post Link to post
andrewj Posted December 26, 2008 Hitherto said:I know only that vanilla engine completely refuse move sectors with stucked actors. Vanilla can open doors with stuck actors, MAP06 is a good example (there is a chaingunner overlapping a door near the big "circular" staircase). 0 Share this post Link to post
myk Posted December 26, 2008 That heavy weapon dude isn't stuck. You can verify this by no-clipping into that room. 0 Share this post Link to post
Hitherto Posted December 26, 2008 >> Vanilla can open doors with stuck actors You are right. Looks like what all ceiling-based actions always execute. 0 Share this post Link to post
Kira Posted December 27, 2008 Glad to see this project still alive! I wish to play the final version one of these days. I'm sorry I haven't done any map for your project as I've promised, pl2-15 was a map I thought to give you but well... it's better where it is in fact :P 0 Share this post Link to post