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Torn

Flashbacks

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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.

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<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.

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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.

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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.

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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.

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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...

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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...

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Great to see that this project is still being updated. Good luck Torn and Espi.

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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.

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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.

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...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.

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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.

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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.

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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.

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Oh! That's still strange though, since they aren't even connected to the troublesome sectors...

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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.

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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.zip

Creaphis 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)

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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).

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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).

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That heavy weapon dude isn't stuck. You can verify this by no-clipping into that room.

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>> Vanilla can open doors with stuck actors

You are right. Looks like what all ceiling-based actions always execute.

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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

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