Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Bushpig2dope

Smooth Doom Breaks Maps?

Recommended Posts

Posted (edited)

So upon download and installing Smooth Doom w/ketchup I quickly noticed that it breaks my maps and I have no idea why. I haven't tested other peoples maps but I figure it'd do the same because what am I doing different?. I've got evidence of it breaking ACS scripts and an on death command on 2 different maps I've created. It's a real shame because Smooth Doom feels great to play for a change.

Also it's not only my machine doing this as someone played through the second map and it did the same thing.

Evidence - 
On death command


Breaking a While(ThingCount(X, X) > X) ACS line

Another machine doing the same thing


If anyone able to provide any insight it'd be greatly appreciated. Not only do I want to be able to use Smooth Doom on my maps, but also want you guys to be able to.
Cheers

EDIT:
The said script Smooth Doom is breaking in the last 2 videos incase its of any use 
 

Spoiler

Script 2 (VOID)
{
Elevator_RaiseToNearest(44, 64);
delay(99);
Teleport(43, 0, 0);
thing_spawn (40, 8, 0, 41);
While(ThingCount(0, 41) > 0)
    delay(99);
    Teleport(46, 0, 0);
    delay(99);
    Teleport(47, 0, 0);
}
 

 

Share this post


Link to post

It breaks because Smooth Doom doesn't have likely the most clever usage of code to spawn its monsters for randomization, the mod uses stuff like this to spawn its monsters variants:

 

Spoiler

ACTOR PinkyDice : SmoothDoom_VariantsSpawner replaces Demon
{
  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_JumpIf(CallACS("PinkyToggle") == 1, "FastSpawn")
  NormalSpawn:
    TNT1 A 0 A_SpawnItemEx("SmoothDemon", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)
    Stop
  FastSpawn:
    TNT1 A 0 A_SpawnItemEx("FastSmoothDemon", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)
    Stop
  }
}

 

A.k.a TIDs are not transfered, any map that relies on checking if monsters are dead by their TIDs breaks completely.

 

Share this post


Link to post
4 hours ago, Zanieon said:

It breaks because Smooth Doom doesn't have likely the most clever usage of code to spawn its monsters for randomization, the mod uses stuff like this to spawn its monsters variants:

 

  Hide contents

ACTOR PinkyDice : SmoothDoom_VariantsSpawner replaces Demon
{
  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_JumpIf(CallACS("PinkyToggle") == 1, "FastSpawn")
  NormalSpawn:
    TNT1 A 0 A_SpawnItemEx("SmoothDemon", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)
    Stop
  FastSpawn:
    TNT1 A 0 A_SpawnItemEx("FastSmoothDemon", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)
    Stop
  }
}

 

A.k.a TIDs are not transfered, any map that relies on checking if monsters are dead by their TIDs breaks completely.

 

Damn, such a massive flaw, maybe someday there will be a solution? I sorta thought this may have been the issue. Thanks

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×