xerent Posted July 19, 2009 wesleyjohnson said:Editing using Yadex 1.7, with most patches applied (like 3D view). Thanks for the info! I didn't know those patches existed. It seems that I can't make them compile though, I get: Undefined symbols: "RendInfo::Y_SLOPE", referenced from: __ZN8RendInfo7Y_SLOPEE$non_lazy_ptr in r_render.o "DrawWall::IZ_EPSILON", referenced from: __ZN8DrawWall10IZ_EPSILONE$non_lazy_ptr in r_render.o I skimmed through the code and couldn't find anything obvious. Any ideas? It compiled fine without the patches. (I'm on Mac OS X Mach/Darwin). 0 Share this post Link to post
andrewj Posted July 20, 2009 The 3D preview is my code. Y_SLOPE and IZ_EPSILON are just constants. I don't know why it isn't working, but in my own copy they are #defines instead of true constants. So find each line where they are declared and change them to the following and it should work: #define IZ_EPSILON 0.000001 #define Y_SLOPE 1.70 and FWIW I'm working on my own fork of Yadex. but it is a long way from being ready to use. 0 Share this post Link to post
Catoptromancy Posted July 20, 2009 MAP09 is also E1M4, used for map filler in the doom2.wad Its now a free map slot for Freedoom, since we are very low on open doom2 map slots now. 0 Share this post Link to post
xerent Posted July 20, 2009 andrewj said:The 3D preview is my code. Y_SLOPE and IZ_EPSILON are just constants. I don't know why it isn't working, but in my own copy they are #defines instead of true constants. So find each line where they are declared and change them to the following and it should work: #define IZ_EPSILON 0.000001 #define Y_SLOPE 1.70 and FWIW I'm working on my own fork of Yadex. but it is a long way from being ready to use. Thanks alot! That solved the problem. Good luck on your fork. I'll be happy to betatest it if you'd like. 0 Share this post Link to post
andrewj Posted July 20, 2009 xerent said:Good luck on your fork. I'll be happy to betatest it if you'd like. Cheers, I'll try to find this thread when the time comes. 0 Share this post Link to post
wesleyjohnson Posted July 22, 2009 Just from memory, and I may be wrong. I had same errors, if I remember right. You must do "./configure" again, to configure the makefile to get those constants from include files, or define them itself. 0 Share this post Link to post
Z0k Posted July 22, 2009 Amarande said:MAP15: How do you get out of the pit after you get the red key and kill the archvile and friends? Nothing seems to let you out ... mm its supposed to be a deathly trap if you fall in it but how do you manage to survive? well im going to fix that ^^ edit: map fixed its on page1. 0 Share this post Link to post
Catoptromancy Posted July 23, 2009 Figured out the the empty MUS files were causing the maps to crash. I will get around to fully playing them all to make sure nothing else odd shows up in boom202. 0 Share this post Link to post
Z0k Posted July 28, 2009 Catoptromancy said:map15: HOM in sky in various place. Boom202 does not fully support F_sky on floor and ceiling in same sector, depending on surrounding sectors/flats?? oh dear lord D: i really need test the maps with boom 202 T_T. can you give me the sectors numbers to check and trying to fix those errors? 0 Share this post Link to post
Catoptromancy Posted July 28, 2009 Just look for areas with sky. I think almost all your sky areas had at least some HOM. You can probably just change the flat to something else to fix it. A little vertex moving or lower floor can make map look very similar to having f_sky on floor and ceiling. Using DB2 you can just filter the 2d mode to show flats, will be extremely fast to find and figure out best solution. 0 Share this post Link to post
Z0k Posted July 28, 2009 well i dont know why have hom error prboom in the parts where i only put a sky ceiling texture and the sectors near of the ceiling without texture. normally i use that method when i want to show only the sky. (something similar to doom2 map18 outdoors) im going to figure how to do the same thing again (i think i found the solution) but for now i fixed (i think) all hom errors. Can someone confirm if the hom error vanished? 0 Share this post Link to post
Z0k Posted July 29, 2009 confirm it: a friend mine check the map15fix2 in prboom and he dont see any HOM effect. now im going to fix the same thing in the map28 (Link Moved to the first page) 0 Share this post Link to post
xerent Posted July 29, 2009 Here's an update on the map I'm working on: http://home.student.uu.se/svek5803/xerent2.wad (MAP10) I have no idea how big it's going to be when it's done. There are few monsters as of now, except for ultra violence. Feedback is appreciated, as always. glhf 0 Share this post Link to post
Catoptromancy Posted July 29, 2009 That one is even better. To make it look very good and compatible just needed some careful planning. If you dont want to use dosbox, prboom202 should have same limitation as boom202. Might want to use a batch with -height and -width. 0 Share this post Link to post
wesleyjohnson Posted August 3, 2009 HOM in the sky ... Sounds like the same problem I've been chasing for the last week. I hope that Boom202 does create any new rules because I am having a bad time getting rid of it with Legacy and prboom. By the way, as far as I can tell, Legacy and prboom give the same display for all these problems. They must still have the same rasterizer. I have an outdoor area with many buildings of different heights, most which can be entered. This creates many areas where the view of another building gets cut off. Every time I attack this, I fix one problem, create another HOM, and the whole thing just keep getting more complex. ( Current map13 level size 2500 linedefs, 900 sectors ) In my problem I have created a machine that monsters can go into. It sits outside, so the ceiling is F_SKY1. I want to put a top on it and have been trying to do it using Boom deep-water. I have created a test wad where I tested all the combinations of deep-water that I can think of, and have documented it. The most useful thing that I learned is that upper textures should be filled in with something, even though with F_SKY1 as the ceiling they will not be displayed. Filling them in seems to stops HOM in some special situations. Also middle textures seen from outside deep-water do not tile, and behave like transparent textures in that they draw once and can be positioned by offset. I still have HOM in the sky over this thing, and I have filled in all the upper textures. It seems to be the linedef with lower textures that make up the sides of the machine. {UPDATE: HOM in sky is common when a sector with F_SKY has ceiling equal to floor of neighbor. It confuses the engine. An optimization does not work. Just make them not match in height. ) I am going to attack it again tonight. Anybody got any clues, encouragement, horror stories, or "don't bother trying it won't work" ??? 0 Share this post Link to post
Z0k Posted August 4, 2009 well the only thing i do to fix the hom problem in my map its only raise a little the floor (1 unit) and fill it with texture and the last thing i do its lower the ceil as the same height as the floor and i dont fill it with texture. (of course ceiling flat must be f_sky1) at least that works for me. (well my friend confirm it no more hom effect on map 15 **). other thing you can do its only lower the ceiling but not to the same height to the floor, a little example of that its on e2m1 of ultimate doom in the window part. 0 Share this post Link to post
andrewj Posted August 4, 2009 wesleyjohnson said:I am going to attack it again tonight. Anybody got any clues, encouragement, horror stories, or "don't bother trying it won't work" ??? Maybe look at E1M1 of PAR (Phobos: Anomaly Reborn), in the NE part of the map are shuttles which have a roof, but you can look over them too (presumably using Boom 242 effect). 0 Share this post Link to post
wesleyjohnson Posted August 6, 2009 MAP13 I got rid of the HOM, but the roof effect does not work. Must have fake floor 1 unit higher than any adjacent floor. If the fake floor is used to make a roof, then the whole insides of the machine go transparent. I can see all the way out the other side of the machine. If the fake ceiling is used to make a roof, then it just does not show up. I even tried normal ceiling instead of F_SKY1 and there is no visible fake ceiling from above. I think this machine is not going to have a roof. Don't have phobos. Been trying to find old Doom in garage sales, but it is not available. Now have problem with push-push switch. According to a technique in DESIGN12 (an old Doom doc) you should be able to put a door over a switch, and it mentions putting a trigger on the door to prevent operating the inner switch when the door is closed. This effect does not work. A door with a switch will always intercept any push upon the inner switch, even when the door is opened 100 units overhead. Does anybody know otherwise, or is this a known error in Design12 ? Still have one major part of level to attack, and a host of little HOM spots to fix (everywhere two buildings of different heights join). Putting a gap between them does not work, chunks of the other building get cut out by the non-transparent sky over the first building. Got a low roof over a doorway/porch that is causing problems with the higher roof edge behind it. This roof has become important because it blocks the view of other problem roof lines. Attempts to hide the sudden change in roof line make for a complicated sector mess, more HOM, and it only moves the problem 12 or 16 units further down. Some things, like this machine, look vaguely like something that someone else did already (can't remember, was 8 years ago or more), and probably did better. It is hard to do anything truly new and different. Considering the long time Doom levels has been around and the limitations of the Doom engine, I think most of the possibilities have been tried. Got this urge to create a new kind of linedef, but that would not help with these FreeDoom level problems. How to download a preliminary copy is going to be another question. It is going to be difficult to use GIT, as I this is not my machine. Is there an email I can send it to?? 0 Share this post Link to post
Catoptromancy Posted August 6, 2009 You dont need the git repo to submit stuff. Can use an ftp client to send to the ftp, follow instructions in thread. http://www.doomworld.com/vb/freedoom/42740-how-to-submit-stuff-to-freedoom/ Or you can just use speedyshare.com. 0 Share this post Link to post
wesleyjohnson Posted August 8, 2009 I (wesley johnson) am listed as working on Map13, but in that ftp submitting site it said to check on who is working on what, and in the file list there are two files "levels", which list someone else, "lurker". It looks like some old files should be cleaned up or retired, or else see if "lurker" is still around. I got to attack at least one more major area, and clean up alot of junk before first submit. 0 Share this post Link to post
Catoptromancy Posted August 9, 2009 Ignore those status pages. They are incredibly old. The FTP still works though. Edit> Actually im going to attempt to update those status pages. Still ignore them for now. 0 Share this post Link to post
wesleyjohnson Posted August 20, 2009 First upload of a MAP13, > free.doomers.org/incoming Please confirm that you can unzip and read text. I put both UNIX and DOS text files in because I could not predict which you can read. I am not satisfied with this yet, but had to get it downloaded because it sucks up all my time. I got lots of door textures to fix, and colormap issues. Play and comment on difficulty please. Too big, not big enough, less buttons, etc. Some buttons are no longer connected to anything, and they may disappear later. Watch your back, mine is all shot up. Firefox would not let me upload, had to switch back to IE5. Anyone else manage upload with something else ??? (Other message mentions SpeedyShare) FTP program and PING cannot even find the site. (Upload machine runs WIN98, older Firefox 2.0.0.3 ) I used to FTP at a customer site, often, and it was not this difficult. MAP13 has been test played at difficulty 2 and 4. I need to fix colormaps used by BOOM deep-water. Yadex does not know what colormap is and there is one in the middle texture and I need that colormap in the lower texture of several linedef. Anyone got a tool that does Boom colormaps, that works in Linux ??? Otherwise I got to fix Yadex. Could not get Slade to work, the binary is incompatible with my Linux version. (Work machine is Linux 2.4.31) 0 Share this post Link to post
wesleyjohnson Posted August 24, 2009 Warning: !!! The incoming site is readable by anyone, including spambot email address sniffers. It contains email addresses in plain-text. I downloaded a submitted file and verified this. Either remove the incoming files and sequester them someplace safer or everyone should be obfuscating their email addresses. !!!! (myname NULL somenumber) at provider( mSN dot com ) 0 Share this post Link to post
wesleyjohnson Posted September 9, 2009 MAP13 has been uploaded to incoming. This is the release version. I have cut down the size, but it is still large. It plays well and I hate to reduce that by removing anything. I must have played it 50 times now (at least) and it is different every time. Tested on Legacy and prboom. It needs to be play tested by others now. Watch your back. I mean it, really watch your back. Be paranoid. 0 Share this post Link to post
Catoptromancy Posted September 9, 2009 I only see 2 old versions of map13 on ftp. 0 Share this post Link to post
wesleyjohnson Posted September 22, 2009 There are 4 versions of Map13 on the ftp://free.doomers.org/incoming/ site, along with 2 versions of the level_design doc. The latest map13 (9/18) johnson_map13_09182009.zip The latest level_design doc (9/9) johnson_level_design.zip 0 Share this post Link to post
Catoptromancy Posted October 1, 2009 New finished map13 added! All the doom2.wad's music is no longer repeating or missing! Jute has supplied much new music, will work on adding the rest to the doom.wad target. Most of the status pages are also updated. 0 Share this post Link to post
wesleyjohnson Posted October 1, 2009 Thanks. Of course, last night, I spotted 3 more misaligned textures over a couple monitors on the wall. I will save these for a while. Maybe I will hear about something else that needs fixing too. Level design doc has additions and bug fixes too. 0 Share this post Link to post